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Found 70 results

  1. GM Bethlehem Heights, March 14th, 9:30 PM Bethlehem Heights might not be a rich area, or one where the police routinely patrolled, but it was still home to many. And in the last few weeks, there had been a rash of so far unexplained disappearances. The disappearances seemed focused on the undesirables of society: The homeless, the drunks, the addicts. The people of the street. Not enough to make city hall care enough to send the police for more than routine attempts at searching for the missing people. People were warned to stay off the streets in Bethlehem Heights during the night, but otherwise, little effort was put into finding the missing people, or even finding out what was going on. If anyone were to solve the mystery, it seemed that the heroes of Emerald City would have to step up. And as a man's scream cut through the night in Bethlehem Heights, they might soon get their chance.
  2. GM May 11th, 2019 1 PM ArcheTech West, Bridgepoint Nicole had been given a special opportunity, as part of her internship at ArcheTech. Come to ArcheTech West in Emerald City, shadow Doctor Rita Lang for the weekend. It was not so much a work weekend as a research weekend. The notes about the actual research had been kind of sparse. It had something to do with nanomachines, and a revolutionary use for them, but aside from that, the notes were rather short. They did note that Doctor Lang had specificially asked to have Nicole shadow her, so that was a plus, at least. Something about wanting an outsider's view of the project, which meant Nicole would have to write a report on it once it was done. Doctor Lang was standing outside the building as Nicole arrived. She was a Caucassian woman in the late 40'es. Slightly overweight, which she would attest was because of staying in laboratory all day. Her dark red hair seemed to have been dyed to hide beginning grey hair. She wore a white labcoat, which was open, revealing her jeans and a black t-shirt with the Nine Inch Nails logo. A pair of glasses was hidden in the pocket of the white labcoat. She patiently waited, looking up from her phone as Nicole arrived. "Hey, you must be Nicole. I'm Rita, nice to finally meet you. Been hearing great things about you, kid."
  3. GM May 6th, 2019 4:30 PM SIlberman's Northwest, Emerald City Just another day at Silberman's Northwest! Peace and quiet, with a good number of patrons visiting the store. They were spread pretty evenly around the floors, and all in all. It wasn't a busy day, by any means. Things were rather slow, but there were a constant buzz of talking and questions being asked. Outside the weather was cloudy. Not completely dark, but enough to block out the sun, and according to the weather report, it could begin to rain at any time. A man hurried into the store, carrying a rather large book. It was easily 16 inches tall, and almost as wide. It was thick. Like a phonebook. The cover was old and worn. It had once been black, but it was now greying, and the title all but impossible to make out. The man was bald, with a black, greying goatee. He wore round, thick glasses. You could almost believe he couldn't see through them. His jeans were torn at the knees, his grey sweater had probably seen better days. "Excuse me!" he loudly announced, holding up the book. "Where is the owner! I have a great find to show him! The find of the decade!"
  4. May 27, 2019, 12.47PM, a lovely warm late spring day Emerald City, Oregon, waterfront, annual MarsTech Science Fair "Wow, Meridian! Amazing! If you hadn't stopped those robot ninjas, my MarsTech Olympus-class air-scrubber would be in the hands of evil! Our ozone and oxygen are safe yet again!" Max Mars, standing beaming like a happy child while surrounded by smashed bits of cyclopic glossy-black robots dressed like ancient stage hands, seemed for once even smaller than his five feet next to the towering heroine. His curly red hair, peppered with grey, had caught plenty of the debris from the magnificently-staged mock-combat, and his lovely deep-blue suit and bearded face had caught a full blast of smoke from an all-too real electrical fire, but the grin on his face wasn't damaged or dimmed in the least. The West Coast's favorite source of super-science had been urging for something like this ever since meeting Sophie Powers, and evidently it had lived up to all his dreams at once. The rest of the dock had been cleared and meticulously calculated to allow for the fight to happen without causing any real harm, while the stands stood close enough to the action to let the Emerald City munchkins feel the vicarious thrills. The platform Max and Meridian stood on was two-level, letting the real point of the show make an imposing backdrop-a monolithic black wall marked out with the red planet logo of MarsTech-keep up a presence. The Olympus was some kind of greenhouse gas-condenser, and had been busily proving its worth since its unveiling. By processes Max had been very happy to explain, but which relatively few people understood, it had been drawing carbon and other heat-trapping airborne substances from the air and converting them into other, less harmful solid forms. To hear Max talk, one could be forgiven for thinking the entire ecological crisis was solved for all time. Emerald's favorite son swept a hand to the crowd "A big hand, everybody, for Meridian, today's greatest hero!" The request wasn't necessary, since Emerald citizens weren't yet jaded enough to not be amazed by the sight of people punching robots in front of them, but it did get a standing ovation going! The only less-than-enthralled response was from the Emerald City South Girl Scouts box, in which several hundred uniformed girls busily scribbled notes onto tablets or inspected fragments of metal that blown their way, the wall of uniformed older women around them clapping politely but with veryobvious skepticism. By tradition, the Emerald City North Girl Scouts box was as far from the South's as reasonably possible, and was resolutely and coolly silent. The flying news-drones swept closer, circling to capture the moment, their human counterparts chatting with the MarsTech company reps and snapping photos. Except for the skinny, greasy woman in the grey 50's suit and 'PRESS'-carded trilby who'd been politely put behind the security line after trying to reach the stage and ask questions. She just scribbled and glared from time to time.
  5. GM March 5th, 2019, 6.45AM Columbia River, between the Emerald Cities, USA The fog had been creeping in from the sea for hours now, until at last even Emerald Tower vanished. Silently, without fuss or hurry, the mountain of vapor muffled out the distant roar of the two cities, softening the world into a cold, wet blanket. The warning blasts of ships moving up and downriver blunted against the billowing clouds. The river itself had become dark and oily, lapping against the houseboat like gentle, insistent fingers trying to find a way in. The soft bump had gone almost unnoticed, but might have if not for the second, much stronger knock at the hull of the rocking house. With a ripple-less whisper, it emerged from the river. A slender creature, skin smooth and tough as a whale's, large eyes, fin-like fringes at the joints and crowing the head, webs between the fingers and toes suspending it above the water's surface with gentle, rhythmic strokes of its long limbs. "Mr. Kepler," it said in a soft, almost feminine voice, round eyes staring into his, "I am willing to pay several million dollars if you will represent my interests and meet with a dragon. Will you hear me out?"
  6. GM Elysium Academy, Emerald City May 16th, 2019 11:30 PM Elysium Academy was as silent as one would expect during the night. The students, for the most part, knew better than to cause trouble, less they risk a punishment. And a pair of students were sneaking through the night, each independent of the other. They had both overheard Mr. Stark with Doctor Trine during lunch. Something about some important correspondence from "you-know-who". Very vague, sure, but also a potential clue. One that could lead to freeing students... or perhaps to the conspiracy behind the academy and the city itself? Neither knew the identity of the other. Neither of the two even knew that there were other rebels among Elysium Academy, but it seemed that on this night, Omen and the Bronze Hornet were about to learn.
  7. OOC thread for this, featuring @NineOfSpades's Meridian and @RocketLord's Justice! Time to fight a robot!
  8. OOC for this. @Zeitgeist Blue
  9. OOC for this. @Heritage: Here you go
  10. GM October 31st, 2018, 6.45PM University Hill, Emerald City, Oregon, USA The Halloween party had barely started, and it was already over. All around a young woman streamed university students, faculty, and staff of the God House, flavor of the year for Emerald City University's trend-chasing contingent. Screaming in inhuman fury, something in a horse-headed suit of armor kicked over a lovely gilded reproduction of some Madonna, trampling and smashing its way through altar tables, shrines of menus and wall-fountains as it swung now-bloodied fists, gnarled and bigger around than the young woman's head. Its wails and howls were nearly drowned out by the shouts, directions, shrieks and crying of its prey, the terrified Munchkins only barely keeping the presence of mind to avoid trampling each other thanks to regular earthquake and volcano drills had since kindergarten. The horse head turned to the woman, seeing in her the only meaningful challenge to be found, and charged.
  11. OOC thread for this thread. Justice gets in touch with her spiritual side. @RocketLord Initiative, please. Using the Warrior Demon from the Core Rules to represent the Monster. Taking 10 on its roll, for 11.
  12. Rebellion Power Level: 10 (180/186PP) Unspent Power Points: 6 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 16 (+3) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 4 + 4 + 7 = 15PP Toughness: +8 (+3 Con, +3 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +9 (+5 Dex, +4) Will: +10 (+3 Wis, +7) Skills: 72R = 18PP Disguise 5 (+10, +15 with Morph)Skill Mastery Gather Information 10 (+15)Skill Mastery Intimidate 15 (+20)Skill Mastery Investigate 4 (+11) Knowledge [Popular Culture] 3 (+10) Knowledge [Streetwise] 8 (+15) Notice 9 (+12) Search 3 (+10) Stealth 15 (+20)Skill Mastery Feats: 19PP Attack Specialization [Batons] 3 Challenge - Improved Feint Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Fascinate [Intimidate] Hide In Plain Sight Jack-of-All-Trades Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 6 + 32 + 4 + 17 + 29 = 88PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 2 ("Batons"; 10PP Container; Flaws: Easy-To-Lose) [6PP] (Weapon) Baton Attack Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] BP: Damage 7 ("Baton Smack"; Feats: Mighty) [8PP] + Enhanced Feat 1 (Stunning Attack) [1PP] {9/9} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Throw"; Extras: Range 1 [Ranged], Feats: Accurate 2, Mighty 3, Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {9/9} (Bludgeoning Damage Type, Training) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action 1 [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; Broad Group: Humanoid) [2PP] Uncanny Mind 3.4 (17PP Container) [17PP] (Physical Mutation) Enhanced Ability 16 (Intelligence+8, Charisma+8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Uncanny Physique 5.8 (29PP Container) [29PP] (Mutation) Enhanced Ability 16 (Strength+4, Dexterity+8, Constitution+4) [16PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 625 ft., stand 325 ft., high 162 ft.) [4PP] (Mask, Psionic) Protection 3 [3PP] (Physical Mutation) Super-Movement 3 (Slow Fall, Trackless, Wall-Crawling at ½ Movement Speed) [6PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Baton Smack Touch DC25 Tou (staged) Damage +10 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (19) + Powers (88) - Drawbacks (0) = 180/186 Power Points
  13. Venomax Power Level: 10 (150/159PP) Unspent Power Points: 9 Trade-Offs: None In Brief: Child of a Mercenary making the most of what he's inherited Catchphrase: None Theme: Playlist Alternate Identity: Vernon Bilker (Secret) Birthplace: Freedom City Residence: Emerald City Base of Operations: Emerald City Occupation: Lab Intern Affiliations: Family: Brad Bilker (Estranged Father) Friends: Description: Age: 19 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 84 Kg Eyes: Brown Hair: Black History: The son of Brad bilker AKA: the infamous gas man has lead a hard life, his mother was much too young and far too in love and clung to the idea of her lover returning long after he'd given up hope of ever meeting his father and spent his early life watching his only parent slowly destroy themselves with grief over someone who clearly didn't care about them in the slightest even on her deathbed she clung so tightly to the hope that he would return that she saw her own son as his father. playing along to help his mother pass with ease he felt himself being wracked with guilt wondering if it had been his own mutant gifts that had sapped her strength and eventually killed her mixed with burning rage at the man who had abandoned him With nothing left to stay in freedom city for he found himself leaving for Emerald city with nothing but the clothes on his back to make a new life far away from his villainous old man Personality & Motivation: Motivated by Loss and Pain Vernon can come off as quite harsh to those who don't know him, displaying a great distain for things and weilding his mutation with a coldness close to callousness but in truth he understands that his abilities can be effected by his emotional and physical state so does his best to control both to avoid causing lasting harm and focus his mind to the strain that comes with using them. Vernon takes his self appointed responsibilities very seriously and has chased criminals across country before now believing that they are his burden, dragging them personally to the local authorities or even blackstone by hand. Powers & Tactics: Vernon is a cold, calculating and cunning combatant who fights with sudden and brutal applications of force and poison he will attempt to quickly and decisively remove as many combatants as possible from the situation whilst causing as little collateral damage as possible, though he looses little sleep over those few who do suffer his venom, he will pursue fleeing opponents relentlessly across vast distances limited only by his funds and obligations. His powers come from the unique organ in his abdominal cavity capable of synthesizing various chemicals from what he ingests running the gamut from Bee venom all the way to nitroglycerin or other far less savory concoctions though he refrains for anything that causes unessicary lasting harm. Power Descriptions: Though his Chemical synthesizing organs are inborn to him he has augmented his usage with the applicator gauntlets on his suit allowing him to project the secretions at a distance, aerosolize them , combine them with an adheisve binder or create a two staged dosage Complications: Gut Rot: perhaps due to the peculiar diet (necessary to keep his abilities stocked) or even some sort of irony Vernon has a sensitive stomach and is often plagued with cramps, nausea and other gastrointestinal problems whilst these are in themselves a problem, having to run off to use the bathroom at random times can prove inconvenient which is to say nothing of the mockery and embarrassment someone with his unique power-set faces. I hate you, Dad!: Vernon hates his father Brad Bilker with a biblical passion for abandoning him and his mother and will actively seek out opportunities to interfere in his business, embarrass and otherwise cost him financially or socially, though he refrains from inflicting physical harm to honour his mothers dying wish he find some kind of peace with the man and of course, Brads immunity to all known forms of chemical and biological weapons includes his sons powers. Guilt: Vernon believes that it might've been his own toxic Secretions that killed his mother, though he has never dared to find out, it is something that can be used against him by particularly cunning villains such as his callous father. Breaking Bad: there are several parties who would like to aquire Vernon and use his unique gifts to produce dangerous chemicals or metahuman enhancement compounds such as MAX and Zoom without having to go through the labyrinth. Largely Immune: Though immune to his powers in the dosages and concentrations in which he uses them his siolated Specialized Organs contain far more potent concentrations, enough to overcome his resistance to the effects, they might be damaged or forced to empty their contents by various means they will affect him normally. Doctoring Dosages: Vernon has carefully learned the safe dosages and dilutions for use on other humans but anything out of the ordinary is purely guess work on his part, the more alien or extreme the difference the more he has to guess either using too little to have an effect or more disastrously too much as well as of course different concoctions affecting radically different biologies in entirely unforeseen ways. Abillities: 8+4+8+4+4+0= 28pp STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) Combat: 20+12=32pp Attack: +10 (Base: +10) -Ranged: +10 -Melee: +10 Defense: +10 (+6 base +4 dodge focus Flat-footed: +3), Grapple: +14 (+10 Base attack +4 Strength) Knockback: -5 Initiative: +2 Saves 4+4+6 = 14pp Tough: +4/+10, (+4 Con +6 Protection (Venomax Costume)) Fort: +8 (+4 Con +4) Ref: +6 (+2 Dex + 4) Will: +8 (+2 Wis +6) Skills: 12pp (48 Ranks) Craft (chemical) 8 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (technology) 8 (+10), Medicine 4 (+6), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10) Feats: 9pp All-Out Attack, Dodge Focus 4, Move-by Action, Power Attack, Precise Shot, Take down Attack Powers: 37 + 16 + 1 + 1 = 55pp Chemical Synthesis Organs (Array 15; 30 pt array PFs: Alternate Power 7; Mutation) [37pp] BE:Confuse 10 ("Toad Toxins"; chemical Extras: Alternate Save (Fortitude), Poison, Secondary Effect) AE:Damage 10 ("Nerve Agents" Chemical; Extras; Alternate Save (Fortitude), Poison) AE:Damage 10 ("Acidic Sweat" Extras: Contagious, Secondary Effect) AE:Drain 10 ("Malady Mixtures Chemical drains: any trait, Extras; Poison) AE:Obscure 10 ("Pepper Spray Sweat" Chemical affects: 1 type + visual - olfactory, Radius: 5000 ft.) AE:Paralyze 10 ("Spider Venom" Chemical; Extras: Alternate Save (Fortitude), Poison) AE:Snare 10 ("Cobra Spit" Chemical; Extras:Suffocating) AE:Stun 10 ("Toxic Shock" Chemical;Extras: Poison) Venomax Costume (Device 4; technology; 20 DP device) (Hard to lose) [16pp] Brand Loyalty (Immunity 1) Rare Descriptor (Own Powers) [1pp] Produce useful chemicals (Feature 1) [1pp] DC Block Name Range Save Effect Toad Toxins 100ft DC20 Fort Confusion Nerve Agents Melee DC25 Fort Damage Acidic Sweat Melee DC25 Tough Damage Malady Mix Melee DC20 Fort Drain Pepper Spray 100ft N/A Obscure Spider Venom Melee DC20 Fort Paralyze Cobra Spit 100ft DC20 Reflex Snare Toxic Shock Melee DC20 Fort Stun Totals: Abilities 28 + Skills 12 (48 ranks) + Feats 9 + Powers 55 + Combat 32 + Saves 14 + Drawbacks 0 = 150/159 Power Points.
  14. OOC thread for this. High-stakes negotiations with a chance of becoming steaks. @Grumblefloof
  15. The 76 acres of this remote retreat are on Wisdom Island just off the coast of Washington, at the end of a long dirt road along a mile of undeveloped shorefront. The heavily wooded site has a three-acre meadow and orchard inhabited by families of wild rabbits. Facing the meadow is the community center, a large inviting structure built of unfinished wood whose kitchen/dining area and meeting room with stone fireplace makes it the hub of activity. Painted along one side of the community center is an image of the Freedom League circa 1976, carefully maintained by the now-elderly original artist with the help of her grand-daughter who occasionally drives in from Emerald City, Oregon. Meals are served buffet-style, taken to long tables or outside in good weather, and each person is responsible for cleanup. Hot drinks are available throughout the day. The large windows at the back of the building look out to the woods and water below. Around the meadow, tucked between tall cedars and firs, are rustic cabins. They're furnished with bed, table, and chair, and heated with a woodburning stove (the woodpiles are around the back). Though the cabins have their own plumbing, many of the longtime residents prefer to use one of the two bath-houses. A puckish interior decorator gave each cabin a 'theme' during its reconstruction in the 1970s, and visitors may be amused to find themselves staying in the Centurion (with its faux-marble countertops and books of Latin poetry on the walls), the Lady Liberty (with its slightly faded red white and blue bunting), and the like. The facility has the largest spiritual library in the region and a substantial collection of books on CD, much to the pride of the elderly librarian, who has been here since before the arrival of the Super-Freaks, and indeed since he left his fellow Lor to seek Terran spiritual enlightenment. Built by Theosophists in the late 1920s, the encampment was acquired by the Super-Freaks in the mid-1970s when the regional chapter was at the height of its influence. Even today much of the Theosophical influence remains in the Super Freak community; in particular they practice lacto-vegetarianism, pacifism, and respect for all living creatures. The head of the community, Doris Kahn, teaches meditation during the summer camp and also offers a therapeutic touch program. There is a summer camp in July and August aimed at families, with both morning lectures and warm evening campfires. There are work weekends in other parts of the year where visitors can help with groundskeeping and building maintenance. There are other weekends for seminars and workshops on topics relating to the metaphysical interests of the Super Freaks. Private visitors who share the values of the Super-Freaks are welcome to stay provided they are willing to work. A trail winds above and along the shoreline leading to benches and grassy slopes that afford secluded outlooks across the bay. Attracted by the isolation and quiet of the island, bald eagles nest in the tall trees and otters have been frequently spotted along the shoreline. Though there have been many reported sightings of cryptids in the area since the 1920s, no reliable signs of cryptid settlement of any of the region's communities have ever been found on the island.
  16. Maximillian Mars Power Level: 11 (166/166PP) Unspent Power Points: 0 Trade-Offs: Under caps. In Brief: Super genius super villain that has mothballed his armor to lead a succesful technology corporation, hiding his ongoing villainy behind a popular reputation Alternate Identity: The Commander (Secret, former) Birthplace: Emerald City. Residence: Riverfront, Emerald City. Base of Operations: MarsTech Headquarters, River Front, Emerald City Occupation: Head of MarsTech, Criminal mastermind Affiliations: MarsTech, the Chamber Family: None known Description: Age: 55 (DoB: 1964) Gender: Male Ethnicity: Caucasian Height: 5' Weight: 170 lbs. Eyes: Green Hair: Light brown, greying at the temples Always dressed in tailored suits from London, Maximillian Mars always looks his best. A bright smile on his lips, a gleam in his green eyes, his hair and beard immaculate, he simply looks perfect, even as wrinkles are beginning to show on his face. History: Once, there was a super villain known as the Commander. He wore a high tech armor, filled with alien technology that he had stumbled upon and reverse engineered as a young man. He wanted power, he wanted riches. He fought the Centurion on several occasions. He was foiled by the Freedom League. Under the Moore Administration, he fought FORCE Ops on several occasions. His ever evolving armor meant that any encounter would mean something new. Never employing the same trick twice, he was a persistent foe. While he was defeated, he always managed to escape, and his identity remained a secret. And then the Terminus Invasion happened. Surprising even himself, the Commander fought side by side with the heroes, even aiding his hated foe the Centurion against Omega. After the Terminus Invasion, the Commander disappeared. Most believed that he had died. Few claimed to have seen him in the years since, but it was never confirmed. It was all just rumors. Years later, the company known as MarsTech appeared. Seemingly out of the blue, the MarsTech brand became synonymous with high tech user friendly technology. The popular Deimos laptop! The Phobos operating system! Stylized and cheap smart phones! They seemed to be ahead of the competition in every regard. Research in the history of the company showed it as a simple start up, all the work of a single man. Working for hire, the founder would eventually create a juggernaut of technological advances that would take the world by storm. That man, that founder, was Maximillian Mars. Inviting the world into his life as the chief designer, creator and director of MarsTech, he would only continue to grow on popularity, as he raised his company to even greater heights in his native Emerald City. He was a man of the people, a friend to every employee, he offered benefits and great pay, paid insurance for all of his employees: In short, the man of the year for all years. And of course, he was also once the Commander, and even now, he was a member of the Chamber, the organization that rules Emerald City from the shadows, supplying his technological expertise and businesses to their goals. The Commander armor left in storage, he now had more power than ever before. Maximillian Mars might be a lighter shade of black than his compatriots in the Chamber, and almost a hero to the people of the world, but make no mistake: At heart, he is still a villain, and his ultimate goal remains: Nothing less than world domination. Personality & Motivation: Maximillian Mars is a genius and a visionary. Even as the mastermind behind MarsTech, and the creator of the vast majority of their technologies and advances, he is friendly and affable. He knows the name and history of every employee, he eats lunch with the janitors every other week, if his time permits. He genuinely cares about his employees, and does his best to keep the them safe from machinations of the Chamber. Still, Maximillian is a super villain, even if he no longer wears the colorful armor of the Commander. He has a ruthless side, having masterminded several of the Chamber's plans, and even if he is the voice that will advocate keeping innocents safe, he is more than willing to go through with anything, if it means furthering his own goals. His ultimate goal? To rule everything. Emerald City is just the start, the testing phase of his plans for the world. After all, Maximillian Mars is a nice man, but he also knows that he is a genius, and he really do know better than everyone else. Powers & Tactics: Maximillian will rarely, if ever, directly confront others in combat. Those days are simply behind him, and he would much rather play mind games, or, if it comes to it, send henchmen, mercenaries or even MarsTech security to deal with any potential trouble. He keeps his involvement in any scheme a secret, perhaps even more so than the rest of the Chamber. Power Descriptions: Maximillian posses no overt super powers, but he incredibly intelligent, able to process knowledge much faster than the vast majority of humanity. His Commander armor is currently in storage, but can be used if necessary. Complications: Better a Villain than Bored: Maximillian wants fame and riches. He wants everyone to respect him, and he has achieved all that. Legally, too. So why do he is he still a member of the Chamber? Why do he still manipulate Emerald City, if he does not always need to? Simple: Boredom. What better way to fall into a lull? The Commander: The stock of MarsTech would surely drop should Maximillian's true nature as a villain and a member of the Chamber come to light. MarsTech: Maximillian genuinely cares about his employees at MarsTech. Abilities: 4 + 2 + 6 + 20 + 8 + 8 = 48PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 18 = 24PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged, +12 Commander Suit Weapons (+4 Base, +8 Attack Specialization) Defense: +9 (+9 Base,), +5 Flat-Footed Grapple: +12 (+10 Attack, +2 Str) Knockback: -2/-1 (Toughness /2) Saving Throws: 5 + 8 + 9 = 22PP Toughness: +5 (+3 Con, +2 Undercover Shirt) Fortitude: +8 (+3 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +13 (+4 Wis, +9) Skills: 168R = 42PP Bluff 15 (+19) Climb 6 (+8) Craft [Electronic] 15 (+25)Skill Mastery Craft [Mechanical] 15 (+25)Skill Mastery Diplomacy 12 (+16) Drive 6 (+7) Intimidation 12 (+16) Investigation 6 (+16) Knowledge [Business] 12 (+22)Skill Mastery Knowledge [Life Sciences] 6 (+16)Note: Focused on superhumans Knowledge [Physical Sciences] 15 (+25)Skill Mastery Medicine 3 (+7) Notice 12 (+16) Pilot 6 (+7) Profession [Criminal Mastermind] 9 (+13) Sense Motive 12 (+16) Swim 6 (+8) Feats: 27PP Attack Focus [Melee] 6 Attack Specialization [Commander Suit] 8 Benefit 3 (Wealth) Benefit 1 (CEO of MarsTech) Connected Contacts Distract (Bluff) Equipment 1 Fascinate (Bluff) Improved Initiative Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Business], Knowledge [Physical Sciences]) Well-Informed Equipment: 1PP = 5EP Undercover Shirt (Protection 2, subtle) [3EP] Smartphone Powers: 3 = 3PP Quickness 6 (Descriptive Name; Flaws: Limited [Mental tasks only]) [3PP] (descriptors) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +10 Totals: Abilities (48) + Combat (24) + Saving Throws (22) + Skills (42) + Feats (27) + Powers (3) - Drawbacks (0) = 166/166 Power Points
  17. Hex Alternate Identity: Leonard "Len" Kepler Base of Operations: Emerald City Concept: Superhero Wizard Table of Contents Allies & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Allies & Enemies Allies Briana Whitethorne An old-school, broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling witch. She likes to tell people to "Grasp my rod!" She claims it never gets old. She learned about Len's magical talent at the same time that Eris did. She fought off Eris's minions, and took Len as her apprentice and sidekick for twelve years, teaching him everything he knows. At the start of 2019, she told Len she was leaving, though she didn't say why, where she was going, or how long she would be gone. She gave her pocket universe and its contents to him as a "graduation present." Her current whereabouts are unknown. Mr. Hewitt The ghost of an Englishman who serves as the butler of Len's pocket dimension. He served Briana Whitethorne, and when ownership of the "manse" changed hands, he decided to stay on. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Enemies Eris Also known as "Discordia," the goddess of chaos from the Greco-Roman pantheon. When she became aware of Len and his talent, she sent her minions to recruit him, so that she might use him to sow more chaos in the mortal world. Briana Whitethorne intercepted her minions and fought them off. In the dozen years since, her minions have clashed with Briana and Len several more times, either when she made a renewed effort to recruit him, or when they became aware of one of her schemes and foiled it. Eris is bitter, petty, and jealous at the best of times. She never lets go of a grudge or a slight. Her minions have a habit of showing up at the worst possible time for people like Len. Costume & Appearance Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. Current Role & Hooks Hex is based primarily in Emerald City, but he's perfectly willing to lend a hand elsewhere if needed. Conventional long-distance travel is a hassle for him, but he has ways of mitigating that. He's best suited to deal with magical and supernatural threats to the city, but he's powerful enough to hold his own against most super-powered menaces. He conducts regular divination rituals in order to figure out where and when he'll be needed, so there's an excuse for him to show up just about anywhere at any time. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. Design Notes Hex started out as a (probably joking) challenge from AvengerAssembled for me to "Just make and play a nice guy." Obviously, both Hex and the nature of his magic draw heavy influence from Arcanum: Of Steamworks & Magick Obscura, Dungeons & Dragons, and The Dresden Files. I justify the D&D-ness of it all by telling myself that Freedom City imported a lot of the "D&D paradigm" into their setting, since M&M is ultimately a D&D spinoff anyway. The whole idea of making magic less chaotic by "locking it down" in runes enchanting items is something I read in both R.A. Salvatore's D&D novels and the Dwarf Codexes for Warhammer, and I'm honestly not sure which one of them was stealing from the other. Hex's appearance and a lot of his personality are based on Jason Chorde, one of the core cast members of the long-running webcomic Something Positive. He's also a sort of gender-flipped Mercy from Overwatch, if her abilities came from magic instead of super-science, and if she also had Winston's barrier projector, or Brigitte's or Reinhart's shield. If you want to know exactly what Hex's mentor, Briana Whitethorne, looks and sounds like, then watch Anne Bancroft's portrayal of Mrs. Kennsinger in the movie Malice. From his name to his costume to the manifestations of his powers, Hex obviously has a heavy numerological motif. The name "Hex" has a double meaning, since it's both the Greek word for the number 6, and a Germanic term for magical spells or curses, and the "witches" who cast them. Hex's whole schtick is bringing order out of chaos, and both the number 6 and the hexagonal shape are both often used as symbols of order and organization. The number 6 is significant in mathematics for several reasons, such as being the smallest number divisible by both 2 and 3, and the smallest "perfect number." 6 is also the atomic number of carbon, a fundamental element in chemistry, biology, and technology, and carbon atoms and molecules form hexagonal shapes; it is that structure which gives substances such as diamond their strength. In the animal world, one has only to look to the honeycomb structure of beehives to see these principles manifest. Trivia "Leonard Kepler" is a homage to two great scientists and mathematicians from real-world history, Leonardo DaVinci and Johannes Kepler, two people who, in their own way, helped bring a great deal of order out of chaos. Hex's mentor, "Briana Whitethorne," is named for "Briana" and "Whitethorn," my mother's first two AD&D PCs, both wizards. Mr. Hewitt is named for Christopher Hewett, the actor who portrayed the eponymous protagonist on the sitcom Mr. Belvedere. Hex's barge home is a homage to Duncan MacLeod's barge from the first couple seasons of Highlander. Hex began his magical tutelage at age eleven, the same age as first-year students at Hogwarts in Harry Potter. Headquarters The exterior of Hex's headquarters is a small "barge house," a trailer home sitting on a flat-bottom boat used for towing cargo up and down rivers, little more than a raft with a motor attached. The motor isn't functional. It's just for show. There are runes carved into the bottom of the barge, which Hex uses to summon a water elemental when he needs to move the barge. The door to the trailer is surrounded by invisible runes. Anyone who opens the door without knowing and activating those runes opens the door to a normal trailer home. When the door runes are activated, the outer door opens into a pocket dimension containing a large mansion. The amenities include Briana Whitethorne's extensive library, which includes many occult texts, and her workshops, stocked with tools and materials for a wide variety of crafts, mundane and supernatural, as well as a scrying mirror which Hex can use to turn any reflective surface in Emerald City into a window, through which he can see, hear, and communicate with people on the other side. The walls of the manse are etched with translation runes, which allow all within the manse to communicate freely with each other. A few doors in the manse lead to unfinished rooms, which only partially exist. After more than twelve years in residence, there are still some rooms Hex has never entered. One room of the manse contains a standing portal to the Elemental Realms. Spirits from those realms, usually a few dozen at any one time, use that portal to gain entry to the manse, which they then work to maintain and defend. Their efforts are organized by the butler, Mr. Hewitt (see "Allies" above). The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a normal person. Most of them take the forms of animals, such as dogs and birds. The spirits are not slaves; they can use the portal freely to return to their home dimension at any time. Mr. Hewitt is the only spirit who occupies the manse on a permanent basis. The elementals are a transient population. In order to enter the estate, the elementals must accept a voluntary geas which, for the duration of their stay, imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the fire spirits are usually provided with combustible materials, while the water spirits are usually provided with open flames for them to quench. History Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, a witch who intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. Personal Life Len doesn't have much of a personal life yet, but he's working on it. The nature of his magic cuts him off from much of the modern human world, but he bridges the gap where he can. He tries to get out of his "house" for recreational purposes once or twice a week, even if it just means taking his guitar to a park or his book to a coffee shop (one of the rare ones without wi-fi, for obvious reasons) when he could more easily stay at home. Personality & Motivation In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. Powers & Skills Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. Timeline 1995 Leonard "Len" Kepler is born in rural Oregon, and raised in Emerald City. 2003-2006 Len's magical talent beings to manifest. 2006 Eris tries to recruit Len as a minion. The witch Briana Whitethorne foils that attempt. Len begins his apprenticeship with Briana Whitethorne. 2006-2018 Briana and Len travel throughout the multiverse and time and space, righting wrongs and saving people. They run afoul of Eris's minions several times. 2018 Briana declares Len's apprenticeship to be at an end, proclaiming him "a wizard in his own right." She passes ownership of her pocket dimension mansion to him as a "graduation present." 2019 By Summer's End (IN PROGRESS): Hex meets a dragon.
  18. In Brief: Jason Chorde + Non-Snarky Harry Dresden + Gender-flipped Witch-skin Mercy with Winston's barrier projector Character: Hex Power Level: 12 (Built as PL9) Tradeoffs: None Power Points: 182/185 Unspent Points: 3 Alternate Identity: Leonard "Len" Kepler Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: By the side of a county road in rural Oregon, USA Base of Operations: Emerald City, Oregon/Washington, USA Residence: A small house-barge moored on the Southern Shore Occupation: Wizard Affiliations: Briana Whitethorne (Mentor), Mr. Hewitt (Ghost Butler), Various Elemental Spirits who maintain and defend his headquarters Family: Mother, Father, Two Younger Siblings (A set of fraternal twins, Brother and Sister), Various extended family members DESCRIPTION Age: 24 (Date of Birth: 1995) Apparent Age: 24 Gender: Male Ethnicity: Caucasian American mutt of mixed ancestry, including, but not limited to, Anglo-Saxon, Germanic, and Scandinavian Height: 6’4" Weight: 285 lbs. Hair: Blond Eyes: Green (Gold when using magic) Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. HISTORY Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, an old-school broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling ("Hey, grasp my rod! Hah!") witch. Briana intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. PERSONALITY & MOTIVATION In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. When he's not saving the world, or researching new ways to save the world, he likes to curl up with a cup of coffee and a good book, or sing and play on his guitar (at which he's middling, at best). He's a regular at one of the rare local coffee houses that doesn't have wi-fi, for obvious reasons. POWERS & TACTICS Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. COMPLICATIONS Disruption: There is no such thing as perfect order. Some chaos always slips out. Every system, no matter how efficient, wastes some energy. If Hex fails a Concentration check to maintain a power, then in addition to letting the power switch off, the GM can give him a Hero Point in exchange for declaring that he has lost control of his magic; it "misfires" in some way that causes something bad to happen. (Based on the drawback introduced in The Book of Magic.) Enemy (Eris): Eris still hasn't forgotten the boy who spurned her. Her minions clashed with Briana and Len several times during Len's apprenticeship. And now that the boy is a man, Briana isn't around to protect him anymore. The GM can give him a Hero Point in exchange for Eris or her minions or pawns attacking or otherwise disrupting him at the worst possible times. Honor: Some villains are going to escape or gain some sort of advantage because Hex will be too busy helping an innocent bystander to stop them. Other villains are going to get surprise attacks on Hex because they offered a phony surrender or begged for mercy and he relented. Obligations (Family, Mentor): If Briana or his family call for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Prejudice: While out on the town, Len disguises himself as just another hipster, and for better or for worse, a lot of people are going to treat him as such. The GM can give him a Hero Point in exchange for a penalty or automatic failure on a Diplomacy check if the NPC hates what they think Len represents. Rivalry (Siblings): Len's siblings have been justifiably jealous of his awesome magical life at several points during their emotional development, and others could potentially play on that jealousy, either to gain information about him, or even to enlist direct aid in harming him. Even if one of them had to be mind-controlled into betraying him, they would suffer a penalty to resist that mind control effect, since it would play on their existing darkest desires. Secret (Identity): Len has a loving local family, and any adversaries who learned about his double life could threaten or harm them. Walking Techbane: The type of magic Hex uses is fundamentally incompatible with technology. His magic comes from Chaos, and Technology is an application of Order. Technology uses the existing laws of physics to perform tasks, while his magic changes and distorts the local laws of physics. The use of his magic, and sometimes merely his presence, causes Reality to fight with itself, and the outcome is never certain. For Hex, using magic in the vicinity of machines is like shoving his hand into the innards of an active engine. It's possible that his hand will be fine, but that the engine parts will break or slip out of place, bringing the whole thing grinding to a halt. It's also possible that his hand will be shredded but the engine will go on running without noticing. Or it's possible that his hand will be shredded and the engine will break. Any time Hex uses his magic near a machine (the GM can decide what "near" means), the GM can give him a Hero Point in exchange for inflicting one or more of the following consequences: Hex's effective power rank is reduced. Hex's power effect just fails. Hex suffers Damage, or some other Attack power effect. One or more nearby machines malfunctions, shuts off, surges, shorts out, and/or breaks. Hex hits one or more nearby machines with an Uncontrolled Nullify effect, and/or an Uncontrolled Damage or Disintegrate effect, effectively Linked to whatever power he was using, possibly with the Side-Effect flaw (so that he will suffer Damage or some other Attack power effect if the machines make their saving throws). ABILITIES 36PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +0 (+0 Dex) Attack: +4, +8 Magic Staff Grapple: +8 (+4 Melee Attack, +4 Str) Defense: +8/+4 (+4 Base, +4 Magic Robes), +4/+2 Flat-Footed Toughness: +10/+4 (+4 Con, +6 Force Field) Knockback Resistance: 5/2 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Staff Strike Touch +5ft DC21 Toughness (Staged) Damage (Physical) Staff Strike (Blue Aura) Touch +5ft DC19 Fortitude (Harmless) Healing + Boost Staff Strike (Gold Aura) Touch +5ft Opposed Trip vs +10 Prone + Knockback DC25 Toughness (Staged) Damage (Energy) Staff Strike (Red Aura) Touch +5ft DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Staff Strike (Violet Aura) Touch +5ft DC20 Will (Staged) Drain Wisdom DC25 Will (Staged) Damage (Energy) Force Construct (Dropped) Touch* DC19 Reflex Avoided DC24 Toughness (Staged) Damage (Energy) Force Construct (Trap) Touch DC19 Reflex Trapped inside object Finding Spell 200 miles DC19 Will Limited ESP Element/Energy Spells Perception DC11 Fortitude (Staged) Drain Toughness DC16 Toughness (Staged) Damage (Any “Magic”) Telekinesis Perception/Area Opposed Grapple vs +1 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Dimensional Pocket Touch/Grapple DC16 Reflex Trapped inside pocket dimension *The force constructs can only be created at Touch-range, but if he were flying or otherwise elevated, he could potentially create one in mid-air and then drop it onto one or more enemies. SAVING THROWS 15PP Fortitude: +8 (+4 Con, +4PP) Reflex: +8/+4 (+0 Dex, +4 Magic Robes, +4PP) Will: +10 (+3 Wis, +7PP) SKILLS 96R = 24PP Concentration 7 (+10) Craft (Artistic) 12 (+15) Craft (Structural) 12 (+15) Diplomacy 6 (+10) Knowledge (Arcane Lore) 13 (+16) Knowledge (Cosmology) 7 (+10) Knowledge (History) 7 (+10) Knowledge (Theology/Philosophy) 7 (+10) Languages 2 (Atlantean, English [Native], Lemurian) Notice 7 (+10) Perform (Singing) 1 (+5) Perform (Stringed Instruments) 1 (+5) Search 7 (+10) Sense Motive 7 (+10) FEATS 5PP Artificer Attack Specialization (Magic Staff) Equipment 8 (40EP)Veteran Reward Interpose Ritualist Trance EQUIPMENT 8PP = 38/40EP Acoustic Guitar [1EP] Masterwork Chalk & Rune Stones [1EP] Masterwork Compass [1EP] Fixed-Gear Bicycle (Vehicle) [6EP] Size: Medium [0EP] Defense: 0 (DC10) [0EP] Toughness: 6 [1EP] Strength: 20 (Medium Load: 266 lbs.) [2EP] Powers: [3EP] Features 1 (Marked with a magic rune) [1EP] Speed 2 (25MPH) [2EP] Pocket Dimension Inside A Barge House (PL12 HQ) [29EP] On the outside, a small trailer home sitting on a flat-bottom boat, little more than a raft with a motor attached. On the inside, a mansion. The interior structure is maintained and defended by a few dozen elemental spirits, organized by Mr. Hewitt, the ghost butler who served Briana Whitethorne and decided to remain with the estate when it changed hands. One room contains a standing portal to the Elemental Realms. The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a person. Most of them take the forms of animals, such as dogs and birds. The spirits can use that portal freely to return to their home dimension at any time; they are not slaves. However, in order to enter the estate from the Elemental Realms, they must accept a voluntary geas which imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse for as long as they choose to occupy it, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the water spirits are usually provided with fire for them to quench. Mr. Hewitt is the ghost of an Englishman. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Size: Diminutive Exterior / Large Interior [2EP] Toughness: 10 [1EP] Features: [26EP] Defense System 4 (Damage, Snare, Suffocate, Trip) (Spirits) Dimensional Portal (Elemental Realms of Air, Earth, Fire, & Water) Dual Size Fire Prevention System (Spirits) Greenhouse Holding Cells 2 (Toughness 15, Nullify) Library 2 (Masterwork) Living Space Personnel (Spirits) Pool Powers 2 (36/48PP) Comprehend 3 (Languages 2 [Speak Any/All Simultaneously], Spirits, Extras: Affects Others, Area [General, Stationary, Burst], Flaws: Limited [Others], Feats: Progression [Area Size] 4 [100ft/rank = 300ft radius]) [13PP] (Translation Runes) Communication 7 (Range: 200 miles, Sense Type: Mental, Extras: Area, Linked [ESP], Flaws: Limited [One-Way], Medium [Reflective Surfaces], Feats: Dimensional [Earth-Prime], Selective) [6PP] (Scrying Mirror) ESP 7 (Range: 200 miles, Sense Types: Auditory + Visual, Extras: Duration [Sustained], Simultaneous, Flaws: Action 2 [Full], Medium [Reflective Surfaces]) [14PP] When Hex uses the mirror, every reflective surface within the area becomes a potential window through which he can see and hear. If an intelligent creature is near one of those surfaces, Hex can communicate with them telepathically. They will see his image in the mirror, and hear his voice as if he were speaking to them, but it's all in their mind. They will have to speak or write to reply, so any other observers will see or hear them normally, but those other observers will only catch a glimpse of Hex in the mirror and hear his voice if they make a DC17 Notice check. Features 1 (Temporal Inertia) [1PP] (Pocket Dimension Outside of Space and Time) Swimming 2 (5MPH) [2EP] The physical motor attached to the rear of the barge doesn't work. It's just for show. When Hex needs to move the barge, he activates runes etched into the underside to summon a water elemental. Sealed (Defensive Runes) Security System 2 (DC25) (Defensive Runes) Self-Repairing (Spirits) Think-Tank (Spirits) Workshop 4 (Mundane Crafts, Magical Inventions, Both Masterwork) 1 + 1 + 1 + 6 + 29 = 38EP POWERS 86PP Devices 11 (55PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Quick Change [Transforms into normal clothes and accessories as a Free Action], Restricted [Magic users]) [46PP] Magic Robes: [28PP] (Transforms into normal clothing) Enhanced Defense 4 (Extras: Linked [Enhanced Reflex, Force Field, Immunity]) [8PP] ("Abbridon’s Aegis") Enhanced Reflex 4 (Extras: Linked [Enhanced Defense, Force Field, Immunity]) [4PP] Force Field 6 (Extras: Linked [Enhanced Defense, Enhanced Reflex, Immunity], Feats: Selective) [7PP] Immunity 2 (Critical Hits, Extras: Force Field [Free Action, Sustained Duration], Linked [Enhanced Defense, Enhanced Reflex, Force Field], Flaws: Unreliable [50%]) [1PP] Flight 3 (50MPH / 500ft per Move Action) [6PP] ("Abbridon’s Wings") Immunity 2 (Environmental Cold, Environmental Heat) [2PP] ("Abbridon's Succor") Magic Bracer: [14PP] (Transforms into a wristwatch) Create Object 9 (Max Volume: 9 cubes, Max Toughness: 9, Lifting Strength: 45 [Heavy Load: 6 tons], Extras: Linked [Environment Control], Flaws: Range [Touch], Feats: Progression [Max Volume] 1 [10ft cubes], Selective, Stationary, Tether) [13PP] (Force Constructs, "Abbridon’s Aegis") Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Linked [Create Object], Flaws: Range [Touch]) [1PP] (Glowing Force Constructs, "Abbridon's Lantern") Magic Goggles: [13PP] (Transforms into a pair of glasses) Comprehend 1 (Languages 1 [Read Any]) [2PP] ("Eyes of Ios") Super-Senses 4 (All Visual-type senses, Extras: Counters Concealment, Counters Illusion) [4PP] ("Eyes of Ios") Super-Senses 10 (Magic Awareness, Descriptor Frequency: Very Common, Sense Type: Visual [Default: Accurate, Acute, Ranged], Extras: Counters Obscure ["Darkness" Descriptor], Penetrates Concealment, Tracking, Flaws: Limited [Counters Obscure only works for an individual sense, the Magic Awareness, not the entire Visual sense type], Drawbacks: Power Loss [Penetrates Concealment cannot penetrate Lead, Frequency: Uncommon]) [8PP] (Magic Aura Vision, "Eyes of Ios") Vulnerability (Visual Sensory effects, while Super-Senses are active, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Device 7 (35PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Restricted [All powers except the Staff Strike are restricted to Magic users]) [22PP] (Magic Staff) Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [3PP] ("Abbridon's Lantern") Magic Staff 14 (28PP Array, Feats: Alternate Power 4) [32PP] Base Power: [5PP] (Staff Strike) Damage 2 (Feats: Accurate, Extended Reach [10ft], Mighty) [5PP] Alternate Power: [28PP] (Azure Aura, "Abbridon’s Healing Touch") Healing 9 (Extras: Action [Standard], Restorative, Flaws: Limited [Others], Feats: Extended Reach [10ft]) [28PP] Alternate Power: [28PP] (Golden Aura, "Abbridon's Rebuke") Damage 6 (Extras: Linked [Trip], Feats: Accurate, Extended Reach [10ft], Knockback 8 [Effective Damage 18], Mighty) [17PP] Trip 10 (Extras: Knockback, Linked [Damage], Flaws: Range [Touch], Feats: Improved Throw) [11PP] Alternate Power: [28PP] (Violet Aura, "Ghost Strike," "Soul Strike," "Abbridon’s Judgement") Drain Wisdom 10 (Extras: Alternate Save [Will], Linked [Damage], Feats: Accurate, Extended Reach [10ft], Drawbacks: Full Power) [11PP] Damage 6 (Extras: Alternate Save [Will, 10 ranks], Linked [Drain], Feats: Mighty) [17PP] Alternate Power: [28PP] (Crimson Aura, "Jaws of Vhoka The Devourer") Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Feats: Accurate, Extended Reach [10ft], Incurable, Drawbacks: Full Power) [22PP] Damage 6 (Extras: Linked [Drain], Feats: Mighty, Drawbacks: Lethal) [6PP] Magic 5 (10PP Array, Feats: Alternate Power 8) [18PP] Base Power: [10PP] (Channeling Raw Magical Energy, Chaos Magic, "Flames of Phoros") Drain Toughness 9 (Extras: Affects Objects, Area [General, Burst, 45ft radius], Linked [Damage, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage], Drawbacks: Full Power) [2PP] Damage 9 (Extras: Area [General, Burst, 45ft radius], Linked [Drain, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage]) [3PP] Nullify 9 (All “Technology” effects, Extras: Area [General, Burst, 45ft radius], Linked [Damage, Drain], Flaws: Distracting, Range [Touch], Side-Effect [Damage]) [5PP] Alternate Power: [10PP] (Conjuring Spells, "Weyan’s Wheel of Workings") Create Object 1 (Max Volume: 1 5ft cube, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Range [Perception], Feats: Innate, Precise, Progression [Object Toughness] 5 [Max Toughness: 6], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Element/Energy Control Spells) Drain Toughness 1 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception], Feats: Precise, Subtle, Variable Descriptor 2 [Any "Magic"], Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [6PP] Damage 1 (Extras: Linked [Drain], Range 2 [Perception]) [3PP] Alternate Power: [10PP] (Dimensional Magic, "Ahgrazul’s Vault") Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Flaws: Medium [Existing pockets and containers], Requires Grapple, Feats: Progression [Cargo] 8 [25 tons], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Force Magic, Telekinesis, "Hands of Lamal") Move Object 1 (Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Area [General, Burst], Damaging, Range [Perception], Selective, Feats: Precise, Progression [Area Size] 4 [100ft/rank = 100ft radius], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Divination Magic, Rune-Casting Ritual) Super-Senses 8 (Postcognition, Precognition, Extras: Simultaneous, Drawbacks: Action 4 [1 minute], Noticeable, Power Loss 2 [When unable to conduct ritual, draw an elaborate circle on the ground, and/or when deprived of specially prepared rune stones, Frequency: Common]) [9PP] Alternate Power: [10PP] (Divination Magic, Finding Spell) Telelocation 7 (Range: 200 miles, Extras: Duration [Sustained, Lasting], Flaws: Limited [Only learns the target's direction relative to him, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance], Feats: Progression [Counter Rank / Saving Throw] 2 [Rank 9 / DC19], Rapid 8 [x100,000,000, Take 20 to Search maximum area in less than a second as a Free Action], Drawbacks: Action [1 minute], Noticeable, Power Loss 2 [When target is hidden behind a lead barrier, or when deprived of specially prepared compass, Frequency: Common]) [10PP] Alternate Power: [10PP] (Dimensional Magic, Folding Space, Teleportation, "Gates of Ios") Teleport 4 (Range: 1 mile, Extras: Accurate, Portal [Duration: Concentration], Flaws: Action [Move Action to open portal], Distracting [Flat-Footed on any round when he opens or maintains a portal], Medium [Existing Doors], Feats: Change Direction, Dimensional [Between Earth-Prime and Pocket Dimension HQ], Progression [Portal Size] 1 [10ft x 10ft], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Transmutation Spells) Transform 1 (Any Inanimate Object Into Any Other Inanimate Object, Extras: Duration [Continuous, Lasting], Range [Perception], Feats: Progression [Mass] 3 [10 lbs.], Precise, Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Examples of "Minor Transmutation Spells": Transform locked objects into unlocked objects. Transform broken/torn objects into repaired/mended objects. Transform dirty objects into clean objects. Transform wet objects into dry objects. Change the temperature of an object, to hot, cold, or lukewarm. Heat up food. Chill a drink. Change the taste of food or drink by transforming it into a differently-seasoned version of itself. Change the color of an object. Inscribe text onto an object, or erase text from an object. Abilities (36) + Combat (16) + Saving Throws (15) + Skills (24) + Feats (5) + Powers (86) - Drawbacks (0) = 182/185 Power Points
  19. For NPC Tier, Emerald City refs count as creators for the Terror, if you want to use the Terror. The Terror Power Level: 12 (263/263PP) Unspent Power Points: 0 Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear. Alternate Identity: Varies Birthplace: Varies Residence: Varies Base of Operations: Emerald City Occupation: Varies Affiliations: None Family: Varies Description: Age: Varies Apparent Age: Varies Gender: Varies Ethnicity: Varies Height: Varies Weight: Varies Eyes: Varies, usually glowing white lights Hair: Varies Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it. History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. Power Descriptions: All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims. Complications: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 14 + 18 = 28PP Initiative: +0 Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization) Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Climb 6 (+11) Intimidate 17 (+22) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 15 (+17) Skill Mastery Stealth 17 (+17) Skill Mastery Swim 5 (+10) Feats: 16PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidate] Diehard Dodge Focus 3 Fascinate [Intimidate] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Impact Damage Type, Mutation, Psionic) Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (Fear, Mutation, Psionic) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear, Mutation, Psionic) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness, Mutation, Psionic) Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Mutation, Psionic) Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear, Mutation, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +11 Touch of Terror Touch DC28 Tou (staged) Damage +11 Aura of Terror Visual Perception Area DC22 Will (staged) / DC 22 Reflex for no effect Slowed/Paralyzed N/A Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point
  20. The Iron Matron Power Level: 10 (163/163PP) Unspent Power Points: 0 Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain. Alternate Identity: Natalie Nelson (Secret) Birthplace: Columbus, Ohio Residence: Secret location, Emerald CityBase of Operations: Emerald CityOccupation: Caretaker and bodyguard of the Big BrainAffiliations: The Big Brain, (formerly) SHADOWFamily: Unknown mother and father, deceased. Description: Age: 55 (DoB: 1963) Gender: Female Ethnicity: Caucasian Height: 5'7'' (projected image) / 6'4'' Weight: 150 lbs. (projected image) / 350 lbs. Eyes: Blue Hair: Blonde At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask. This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat. History: Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain. Personality & Motivation: The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. Powers & Tactics: The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them. Power Descriptions: As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron. Complications: Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe. Relationship: The Iron Matron is intensely loyal to the Big Brain. Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch. Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise. Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 10 + 16 = 26PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization) Defense: +8 (+8 Base), +4 Flat-Footed Grapple: +7 Knockback: -6 Saving Throws: 6 + 8 + 4 = 20PP Toughness: +12 (+4 Con, +8 [Impervious Protection]) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 132R = 33PP Acrobatics 12 (+16) Bluff 18 (+19) Climb 9 (+11) Disguise 18 (+19) Drive 6 (+10) Medicine 9 (+11) Profession [Assassin] 9 (+9) Notice 12 (+12) Pilot 6 (+10) Sleight of Hand 12 (+16) Stealth 12 (+16) Swim 9 (+13) Feats: 29PP Accurate Attack Agile Bluff All-Out Attack Attack Focus [Melee] 1 Attack Focus [Ranged] 6 Attack Specialization [Unarmed] 4 Benefit 1 (Cipher) Chokehold Equipment 3 Fearless Improved Initiative Improved Trip Instant Up Interpose Power Attack Quick Draw Seize Initiative Takedown 2 Equipment: 3PP = 15EP Heavy Pistol (Blast 4) [8EP] Knife (Damage 1 w. Mighty, Improved Critical) [3EP] Holographic Disguise Device (Illusion 1 [Visual] w. Duration 2, Limited [Human forms only]) [3EP] Powers: 16 + 16 = 32PP Impervious Protection 8 ("Body Like Iron"; Extras: Impervious) [16PP] (Metal, Mutation) Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1) [16PP] (Metal, Mutation, Training) BP: Fists Like Iron Rank (Linked) [15PP] {15/15PP} (Impact Damage Type) Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty) [10PP] Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break) [5PP] AP: Deflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +14 Knife Touch DC18 Tou (staged) Damage +6, Crit 19-20 Heavy Pistol 40 ft. DC19 Tou (staged) Damage +11 Fists Like Iron Touch DC21 Tou (staged), Penetrating 5 Damage +14 Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points
  21. Cortex Power Level: 10 (244/244PP) Unspent Power Points: 0 Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness In Brief: Mutated super genius drug lord. Alternate Identity: Henry Todd (Secret) Birthplace: Emerald City Residence: Hidden location in Emerald City, normally known simply as the Laboratory. Base of Operations: Emerald City Occupation: Drug Lord Affiliations: The Cartel Family: Louisa Todd (Mother, deceased) Description: Age: 36 (DoB: 1982) Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es. Gender: Male. Ethnicity: Caucasian. Height: 5'4'' Weight: 190 lbs. (most contained in cranium and brain) Eyes: Black Hair: None Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots. History: Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son, but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others. Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry learned that it was very profitable to work for him, and very dangerous to work against him. By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself. Personality & Motivation: Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”. Powers & Tactics: Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities. Power Descriptions: Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers. While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree? Complications: Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support. Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard. Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement. Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP Strength: 8 (-1) / 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +0 Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate) Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -6 Saving Throws: 0 + 0 + 6 = 6PP Toughness: 13 (+1 Con, +12 [Force Field]) Fortitude: +0 (+0 Con, +0) / Immune Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save]) Will: +10 (+4 Wis, +6) Skills: 200R = 50PP Bluff 15 (+16) Computers 15 (+25) Craft [Chemical] 15 (+25) Craft [Electronic] 15 (+25) Craft [Mechanical] 15 (+25) Diplomacy 9 (+10) Disable Device 8 (+18) Intimidation 6 (+7) Investigation 6 (+16) Knowledge [Business] 9 (+19) Knowledge [Life Sciences] 15 (+25) Knowledge [Physical Sciences] 15 (+25) Knowledge [Technology] 15 (+25) Medicine 12 (+16) Notice 9 (+13) Profession [Drug Lord] 12 (+16) Sense Motive 9 (+13) Feats: 27PP Attack Focus [Ranged] 4 Benefit 1 (Status: Head of drug cartel) Benefit 3 (Wealth: Multi-millionaire) Connected Eidetic Memoery Equipment 10 (Underground Lair, 3 Abandoned Warehouses) Inventor Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM) Well-Informed Equipment: 10PP = 50EP The Laboratory (Headquarters; Underground Lair) (19 EP) Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP) Powers: 19 + 90 = 109PP Computer-Like Mind 3.8 (19PP Container) [19PP] (Mutation, applies to all powers in Container) Impervious Will 10 [10PP] Quickness 10 (Flaws: Mental Only; x1000 normal speed) [5PP] Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study]) [2PP] Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends]) [2PP] Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device) Extendible Cyberarms 2.8 (14PP Container) [15PP] Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty) [7PP] Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet) [1PP] Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only]) [5PP] Extra Limbs 2 [2PP] Gravimetric Pulse Generator 2.8 (14PP Container) [14PP] (Gravity) Enhanced Reflex Save 7 [7PP] Flight 2 (Flight Speed 25 mph, 220 ft./rnd) [4PP] Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP] Onboard Systems 1 (5PP Container) [5PP] Features 2 (Computer, Navigation System) [2PP] Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio) [3PP] Protective Fields 10.8 (54PP Container) [54PP] (Kinetic Energy) Force Field 12 (Extras: Impervious) [24PP] Immunity 30 (Fortitude Effects; Extras: Linked to Force Field) [30PP] Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP] BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact) AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact) AP: Stun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze) {20/20PP} (Kinetic, Gravity, Impact) AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed 10 ft. DC19 Tou (staged) Damage +4 Cyberarm Smack 10 ft. DC25 Tou (staged) Damage +10 Explosive Gravity Wave Discharge 50 ft. radius DC25 Tou (Staged) Damage +8 Pulse Blasters 120 ft. DC27 Tou (staged) (DC23 secondary effect) Damage +8 Gravity Knockdown 50 ft. radius DC20 Ref (staged) Dazed +8 Neurotoxin Aerosol Dispensers 15 ft. radius cloud DC16 Tou (staged) Dazed/Stun/Unconscious +8 Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats. Enhanced Soldier Power Level: 7 (70/70PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Complications: Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord. Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP Strength: 12 (+1) / 20 (+5) Dexterity: 12 (+1) Constitution: 14 (+2) / 22 (+6) Intelligence: 10 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +1 (+1 Dex) Attack: +5 Base, +5 Melee, +5 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +6 / +10 Knockback: -4 Saving Throws: 3 + 4 + 1 = 8PP Toughness: +9 (+6 Con, +3 [Body Armor]) Fortitude: +9 (+3, +6 Con,) Reflex: +5 (+4, +1 Dex) Will: +1 (+1) Skills: 24R = 6PP Climb 4 (+9) Drive 2 (+3) Intimidation 3 (+3) Knowledge: Tactics 4 (+4) Notice 3 (+3) Profession: Soldier 4 (+4) Swim 4 (+9) Feats: 12PP Attack Focus [Ranged] 4 Equipment 7 Fearless Equipment: 7PP = 35EP Assault Rifle (Blast 5) [16EP] (Ballistic damage) Body Armor (Protection 3) [3EP] Assorted other Equipment worth up to 16EP Powers: 16 = 16PP Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical) Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +5 Assault Rifle 50 ft. DC20 Tou (staged) Damage +9 Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points
  22. The Big Brain Power Level: 12 (186/186PP) Unspent Power Points: 0 Trade-Offs: None In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind. Alternate Identity: Copernicus Oliver (Secret) Birthplace: London, United Kingdom Residence: Secret location, Emerald City Base of Operations: Emerald City Occupation: Criminal Mastermind, Head of F.O.E. Affiliations: The Chamber, F.O.E. Family: Unknown mother and father, deceased. Description: Age: 68 (DoB: 1950) Apparent Age: Difficult to tell, due to atrophied body and giant brain. Gender: Male Ethnicity: Caucasian. Height: 5'6'' Weight: 260 lbs., with at least 90% of body weight coming from his brain Eyes: Unknown Hair: None Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system. History: In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had. The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings. F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world! Personality & Motivation: The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities. Powers & Tactics: The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless. Power Descriptions: All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds. Complications: Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power. Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet. Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP Strength: 8 (-1) Dexterity: 6 (-2) Constitution: 10 (+0) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 0 + 0 = 0PP Initiative: +14 (+10 Int, +4 Improved Initiative) Attack: +0 base Defense: +0 base Grapple: -1 Knockback: -0 / -10 for Remote Sensing Saving Throws: 6 + 0 + 16 = 22PP Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12) Fortitude: +6 (+0 Con, +6) Reflex: -2 (-2 Dex, +0) Will: +18 (+2 Wis, +16) Skills: 80R = 20PP Bluff 12 (+15) Diplomacy 15 (+18) Intimidation 15 (+18) Knowledge [Civics] 8 (+18) Knowledge [Streetwise] 6 (+16) Knowledge [Tactics] 9 (+19) Notice 15 (+17) Feats: 4PP Eidetic Memory Jack-Of-All-Trades Speed of Thought Ultimate Effort (Will Saves) Powers: 11 + 51 + 54 = 116PP All powers have the Psionic/Mental and Mutation descriptors Mental Prowess 5.5 (11PP Container) [11PP] Enhanced Feat 1 (Improved Initiative) [1PP] Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)) [8PP] Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3) [51PP] BP: Blast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP} AP: Mind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective) {45/48PP} AP: Mind Control 12 ("Mental Domination" Extras: Conscious) {36/48PP} AP: Mind Reading 12 ("Mind Probe"; Extras: Sensory Link) {24/48PP} Telepathic Presence 27 (54PP Container ) [54PP] Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective) (Mental Communication, Worldwide Range) [19PP] Big Brain Is Watching (Linked) [33PP] ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP] Feature 1 (Projected Image of Giant Brain) [1PP] Protection 12 (Flaws: Limited [only applies to Feedback to ESP]) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +0 Mind Probe Perception DC22 Will (staged) Can read surface thoughts N/A Mental Blast Perception DC27 Will (Staged) Mental Damage N/A Mental Domination Perception DC22 Will (staged) Mind Control N/A Mass Mental Domination Perception DC19 Will (staged) / DC19 Reflex Save for DC Mind Control N/A Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points
  23. Prologue Anne Leonard Books had been a fixture in Emerald City's trendy University Hill district since the late Sixties, but earlier in 2018 the elderly proprietor announced her plans to retire and sell the store, as none of her grown children had any interest in something as archaic as running a used bookstore. For several months, it looked as though she'd have to sell to some developer, who would either want to turn the painted lady into an Airbnb, or worse, just tear it down to put up ugly condos. Luckily for Anne, a pair of young out-of-town investors contacted her in August, expressing interest in buying the store outright, including all current stock. They both flew in all the way from Freedom City to begin negotiations, and the retiring bookseller couldn't be more delighted with the young women; true, there was some unspoken tension between the two of them (Anne suspected some sort of romantic entanglements), but they couldn't be more professional or courteous in the business dealings. She felt a small twinge when they stated they would change the name to reflect the connection with the parent store back East, but it was hardly surprising; only her own children wouldn't have made such a change Apparently the younger of the two named Gretchen would actually be operating the store, and she asked a lot of very educated questions about the neighborhood, the store's clientele and what sort of books sold best as well as the most requested items they didn't stock. When all was said and done, Anne felt very good about the sale, and even considered stopping in from time to time to see how young Gretchen McDaniels would fare
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