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Found 2 results

  1. Rock

    Arrival (Open)

    Jane Williams' arrival at Claremont wasn't exactly subtle. A Freedom League plane got her from HQ to the airport, and then a Freedom League car took her from the airport to Claremont. During the trip, her escort took the time to remind her again and again the rules of her being at Claremont, including where she was and was not allowed to go, and that she had to ask permission and send an itinerary if she planned on going off-grounds. After all that talking, Jane was happy to get to step out of the truck. She squinted a bit at the sudden sunlight, and covered her eyes for a bit. The young woman was dressed as if she'd just had to throw together an outfit. A light-colored sundress, a motorcycle jacket, used sneakers, all of which managed to clash with the other pieces of the outfit. Her escort stepped out of the van long enough to hand her a piece of paper with her schedule, room location, and (once again) the rules of her stay at Claremont, then drove off with a simple reminder that she was always being watched. Jane Williams was left standing in front of the main building, taking her time to adjust and figure out where to go next.
  2. Player Name: Rock Character Name: Epsilon Power Level: 10 (150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Genetically Engineered Paragon Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: None yet! Alternate Identity: Jane Williams Identity: Secret Birthplace: Houston, Texas Occupation: Part-time Nanny Affiliations: Family: Parents, 6 siblings (Alpha, Beta, Gamma, Delta, Mu, Nu) Description: Age: 16 Apparent Age: If applicable. Gender: Female Ethnicity: Caucasian Height: 5'10” Weight: 132lbs (3,300lbs. when Dense) Eyes: Dark Brown Hair: Dark Brown Power Descriptions: Epsilon has a set of powers that come together to put her on the front lines. Thanks to her parents' experimentation, she can increase her density, making her much stronger and tougher than even most superhumans, and can fly. History: For over twenty years, two people who call themselves Pater and Meter, have toiled to create superhumans. Rather than take grown people, or others' children, and try to give them powers, however, they have used their 'own' children. Only the first two (called Mu and Nu) were actually born by Meter – the others were birthed as 'test tube babies', artificially inseminated ovaries placed in incubators. The ultimate goal was to create their 'Omega', the perfect superhuman, unstoppable and unkillable. In the meantime, they worked to perfect their method, building weaker superbeings and using them to 'acquire' research and tech from other scientists. After Mu and Nu, Pater and Meter perfected their method, and so far five have been successfully made, though each one requires so many resources and so much time that their method is impractical in the large scale. Furthermore, the process messes with the subjects mentally, leaving each one with an unstable mind. Alpha, the first, is a variable energy controller and requires constant supervision by his parents as he cannot empathize easily with those he is supposed to save. Beta is a speedster with an extremely low attention span. Gamma, a duplicator, cannot make friends with other people and prefers to befriend 'herself'. Delta, a shapeshifter, lives life as an animal, unwilling to try it as a human. And, finally, Epsilon's mind is open to suggestion, leaving her easy to manipulate. The Freedom League caught on to what was happening sometime during the development of Gamma in their thirdth year of research, but for the next seventeen, and the development of Delta and then Epsilon, Pater and Meter managed to evade them by moving their labs regularly, even going so far as to sacrifice labs that were compromised, with explosives. The closest the League got was when Epsilon was sixteen. Through cunning, luck, and the inattention of the 'parents', the League managed to trap Epsilon, with no chance of escape. Pater and Meter made the call to cut their losses and abandon her, and Epsilon ended up in the custody of the heroes. After a long series of interviews and psychological profiles, it was determined by the League's experts that her extreme suggestibility and the environment she was raised in are what pushed her to obey her parents and commit crimes. They ruled she had not been mentally competent at the time, and rehabilitation, rather than punishment, would be the way to go. She was sent to Claremont Academy, to be educated into the world of superheroing, and kept under the supervision of the local heroes and teachers. Personality & Motivation: Epsilon is usually very open and friendly with people. However, people also frequently notice that she is very open to suggestion, whether normally delivered, or psionically delivered. This leads to people assuming she's naïve and trusting, and manipulating her to their own ends. Powers & Tactics: Epsilon is most often on the front lines of a fight. Since she can take a beating without flinching, she can take on the toughest enemies and expect to make it through none the worse for wear. But, due to her suggestibility, she is very open to new orders, and will often follow orders without questioning them, if delivered from a trusted source. Complications: Identity – Secret: In order to avoid people figuring out what they did and either bringing them to the law, or asking for their own children to be modified, Epsilon's parents went to great lengths to ensure she had a cover identity, and would be quite made if she broke it. They might even ground her FOR LIFE! Altered Biology: Due to the changes made to her genetic code, treating Epsilon is quite different from treating an ordinary human. Surgeons find organs in the wrong places, and veins connecting to the wrong things. Her body even reacts to invaders differently. In the end, it means that caring for her is difficult and confusing, and best done by her parents (who made the changes) or people with experience in such things. Suggestible: While not exactly weak-willed, Epsilon has a hard time distinguishing between good and bad ideas, when presented to her by someone else. If asked, told, or otherwise instructed to do something that isn't obviously immediately harmful to herself or others, she will usually do what the other person wanted. Ex-Villain: Even if it was determined that Epsilon was not able to make her own decisions at the time, she was once a supervillain, stealing technology and research. Some people remember those days, and intend to ensure she never falls back to those ways again. Abilities: 6 + 2 + 12 + 6 + 2 + 4 = 32PP Strength: 16/40 (+3/15) Dexterity: 12 (+1) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +8 Melee, +8 Ranged Grapple: +11/24 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Knockback: -12 Saving Throws: 0 + 9 + 7 = 16PP Toughness: +6/12 (+6 Con, +6 Density (Impervious 10)) Fortitude: +12 (+12 Con) Reflex: +10 (+1 Dex, +9) Will: +8 (+1 Wis, +7) Skills: 20R = 5PP Knowledge: Life Sciences 4 (+4) Medicine 4 (+5) Notice 8 (+9) Search 4 (+4) Feats: 6PP Interpose Improved Grab Improved Grapple Improved Initiative Stunning Attack Takedown Attack Powers: 39 + 10 + 9 + 4 + 1= 63PP Density 12 (Strength +24, Toughness +6 (Impervious), Immovable 4, Super-Strength 4 (Turns skin to a midnight black when activated); Feats: Super-Strength: Countering Punch, Groundstrike, Bracing) [39PP] Flight 5 (250 MpH) [10PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 4 [6PP] Regeneration 1 (+1 Recovery Check Bonus) [1PP] Drawbacks: (-4) = -4PP Vulnerability (Psionic; Frequency: Common; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage 12(Physical) Totals: Abilities (32) + Combat (32) + Saving Throws (16) + Skills (5) + Feats (6) + Powers (63) - Drawbacks (4) = 150 PP
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