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Found 26 results

  1. 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: 185/187 PP Unspent Points: 2 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 108R = 27PP Concentration 10 (+13) Craft (Artistic) 12 (+15) Craft (Structural) 12 (+15) Diplomacy 11 (+15) Knowledge (Arcane Lore) 17 (+20) 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 (27) + Feats (5) + Powers (86) - Drawbacks (0) = 185/187 Power Points
  2. Masque Power Level: 10 [14] (199/214PP) Unspent Power Points: 15PP Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 17 Gender: female Ethnicity: Caucasian Height: 5' 5" Weight: 120lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 104R = 26PP Acrobatics 8 (+11)SM Bluff 11 (+14, +18 Attractive)SM Concentration 10 (+10) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 10 (+10) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 10 (+10) Sleight of Hand 15 (+18)SM Feats: 22PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task 2 [Feint, Trick] Improved Initiative Luck 1 [to 4, from powers] Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 4 + 2 + 4 + 1 + 1 + 47 + 6 + 5 + 1 + 10 + 5 + 3 = 89PP All powers have the 'magic' descriptor unless otherwise noted. Comprehend 2 (Speak Any, Understand Any) [4pp] (liar's tongue) Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 22 (44PP array; Feats: Alternate Power 3) [47PP] Blast 8 (Extras: Linked [Dazzle]; Feats: Accurate 3, Homing) + Dazzle 8 (visual; Extras: Linked [Blast]) [20+16= 36/44] (will-o'-wisp) Concealment 10 (all sense types; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [22 + 20 = 42/44] Illusion 10 (all sense types [4]; Feats: Progression 4 [100' radius]) [44/44] Duplication 11 (155/165PP clone; Feats: Mental Link; Extras: Heroic, Survival; Drawback: duplicate inherits conditions) [44/44] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (26) + Feats (22) + Powers (89) - Drawbacks (0) = 199/214 Power Points
  3. Vanya "Jack” Davydov Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: NONE In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Due to the Animal spirit bonded to him, Jack has become a Shaman, capable of changing into a Polar Bear Hybrid. Alternate Identity: Arctos Birthplace: St. Petersburg, Russia Residence: Clairemont Academy Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 17 (DoB: September 9, 2001) Apparent Age: 21 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” (11' standing 5' all fours AF) Weight: 300 lbs (1,500 lbs AF) Eyes: Blue Hair: White Jack is a giant among teens, and even among adults. He sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin and white hair. He is extremely well built, and anyone who saw him would immediately wonder if he was on steroids, which of course he isn't, but being able to change into a giant polar bear gives a person very good genes. Jack is a quiet, laid back individual. His beast’s chaotic nature can often make him quick to show emotions like anger, however, and it is a constant battle to keep his temper in check when he feels threatened, friends are in danger, or his territory is threatened. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Kids would often make fun of him for always talking about nature and different adventures he had had, but this inevitably bounced off his thick skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, and always feels he has to save everyone. Jack typically wears very little, just enough to be modest in most cultures. He typically wears basketball shorts and a sleeveless hoodie, which is often left unzipped. In most climates his body overheats in warm weather, so the lack of clothing helps to some extent. In colder climates he may wear pants. Jack rarely wears shoes, as he finds them uncomfortable. Push comes to shove he will wear flip flops or sandals. History: Jack has always been at home in the wilds, far from civilization and the comforts of town and technology. While he was raised in the city, his heart always belonged to nature, the solitude of being the only thinking creature for miles in any direction. Jack has always had a keen sense of his surroundings, and rarely has ever gotten lost. Growing up Jack had a fairly comfortable childhood. His father, Ivan, is a respected artist in St. Petersburg. He was on vacation in a remote part of Siberia, painting scenes for a new collection, when he met Rada. The two courted for several months while Ivan painted. When it was time for Ivan to return home, he asked Rada to come with him and they were soon married. It was his mother who encouraged his love of nature, herself coming from a long line of the Ket peoples in Siberia. During a trip to visit his grandparents, Jack and his grandfather went on a rite of passage of sorts, embarking on a wilderness survival journey. During this Journey, Jack was gravely injured by a Polar Bear. His grandfather managed to kill the bear, but Jack was near death and a very long way from a hospital. His Grandfather did not think Jack would make the journey, but he carried him to the hospital, nonetheless. Unbeknownst to Jack or his Grandfather, the spirits had taken pity on Jack, and woven the spirit of the bear into Jack's spirit, to give him enough strength to survive. This changed Jack's life forever. Jack spent the next several months in a coma, awakening as a new man, with little memory of the incident. Doctors couldn't explain how Jack had survived, and at the time, Jack had cared little as to the why, just glad he had survived. About a month after his release from the hospital, Jack began to notice changes. His body had wasted away during the coma, and so he had begun therapy to recover his muscle strength, making astounding progress. His appetite increased, eating nearly everything in the house several times over. As his body healed it grew, gaining several hundred pounds of muscle and almost a foot of height in the span of a month. It was becoming clear that Jack was changing into something different. His parents, fearing for his safety and wanting him to have something of a life, sent him to live with his grandparents, away from the prying eyes of the city. It was here that Jack shifted for the first time, coming across a seal while taking a long walk. The animal spirit inside him Awakened at the chance for a delicious meal, and there was little Jack could do to hold back his inner beast. Over the next year Jack worked hard to learn to contain the beast inside, still only managing marginal control in certain instances, but managing to control himself well enough to feel at ease being around people. It was about this time that his parents sent word to him to come home for a visit. He did so gladly, eager to see his family. His Father worked long hours as curator of a museum in their hometown, making visits difficult, on top of inclement weather and long travel times. When he returned home he was warmly welcomed by his parents and told of something wonderful. His father had been offered a job in America. Jack had the choice of staying with his grandparents, or moving with them to America. While part of him longed to stay in the countryside with his grandparents, something else urged him to go. It wasn't long after they arrived in Freedom City that Jack learned about the Clairemont Academy. He had never told his parents about the shift into animal form, he was scared they would look at him in fear, but his parents had definitely noticed his size increase, as well as increased strength and stamina. His parents thought it a good idea for him to go to a private school, and Jack prepares for his first semester of school in America. Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messes with someone he seems under his protection. Powers & Tactics: Jack is a brawler by nature, his beastial spirit always seeking to prove itself dominant in any situation. He makes use of his heightened senses when he can, but has a tendency to run into things and start smashing. Power Descriptions: He turns into a giant fuzzy Polar Bear/Hybrid.. His attacks are Bludgeoning or Slashing damage with his fists and claws, and piercing with his teeth. His abilities come from the Bear spirit within him, and as such are Spiritual or Celestial in nature. Complications: Predator: Jack tends to give off an aura that screams 'predator'. This affects people and animals to some degree, inciting panic in civilians who don't know him in his Bear forms. Beastial Nature: Jack is aggressive in his hybrid form, and finds it difficult to back out of a fight, due to his inner beast wanting to prove it's dominance. Colorblind: In his bear forms, Jack can't really distinguish colors; everything looks grayscale. Growls: In Bear Form, Jack is able to speak, however, the angrier he gets the more his bear spirit will take over, which can sometime reduce his speech to animal growls. Abilities: 12 + 4 + 6 + 0 + 2 + 10 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+2) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 20 (5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +24 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -5, -9 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8/+5/+3 (+3 Con, +2 Growth, +3 Protection, +2 Defensive Roll) Fortitude: +11/+9 (+3 Con, +2 Growth, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 120R = 30PP Climb 14 (+20, Skill Mastery) Concentration 10 (+11) Craft [Artistic] 15 (+15, Skill Mastery) Handle Animal 12 (+17) Intimidate 13 (+18, +20 from size) Knowledge [Arcane Lore] 10 (+10, Skill Mastery) Knowledge [Theology and Philosophy] 12 (+12, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 9 (+10) Sense Motive 9 (+10) Survival 14 (+15) Feats: 19PP Animal Empathy Attack Focus [melee] 5 Challenge (Accelerated Climb) Defensive Roll 1 Dodge Focus 5 Improved Grab Imoroved Grapple Ritualist Skill Mastery (Climb, Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy]) Startle Takedown Attack Powers: 27 = 27PP Container 6 (into a bear: 30PP, Drawback: Involuntary Transformation (when exposed to blood or stress), (uncommon, major) [-3], DC 16 Concentration check to maintain) [27PP] Comprehend 2 (speak to and understand animals, Flaws: Limited to ursines [-1]) [2PP] Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP] Protection 3 (tough hide) [3PP] Speed 1 (10 MPH, or 105' per round) [1PP] Super-Senses 7 (bear senses; Danger Sense [Olfactory], low light vision, scent [Accurate, Acute, Tracking olfactory sense], Uncanny Dodge [Olfactory]) [7PP] Super-Strength 1 (+5 STR carry weight (40 total) +1 Grapple) [2PP] Immunity 1 (Immunity to Environmental Cold) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed (Human) Touch DC 21 Toughness (Staged) Damage Unarmed (Bear Touch DC 25 Toughness (Staged) Damage Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points
  4. Hellhound Power Level: 12 (180/182PP) Unspent PP: 2 Trade Offs: +2 Damage/- 2 AttackTransitional, +1 Damage/-1 AttackLupine Effective PL: 7 In Brief: Werewolf Biker possessed by a spirit of Vengeance. Alternate Identity: Óscar Davalos Identity: Secret Birthplace: Hardwick Park, Bedlam City Occupation: Bouncer Affiliations: Family: Rafael Davalos (Father), Luz Davalos (Sister), Dora Davalos (Mother), Frederico Davalos (Brother), Javier Davalos (Brother), Description: Age: 23 (DoB: Born 24, December 1994) Gender: Male Ethnicity: Afro-Carribean Height: 5’6"/8'Transitional Form Weight: 140 lbs/500 lbs Transitional Form Eyes: Brown/Red (When in Lupine or Transitional forms) Hair: Black Óscar is muscular man with a variety of tattoos on his torso and arms. His hair is part pompadour, part well-groomed mohawk with a fade going down the sides. His ears have a total of nine different piercings. His clothing is often left in conditions with little to be desired, the leather jacket that Óscar sports everywhere is in immaculate condition. While acting as he wears a balaclava with a canine-like pattern. In his transitional form Óscar is a bipedal combination of his human and lupine form. A sort of transitional state between the two. Able to stand erect on his hind legs, his front paws act as hands unless he needs to take off into a sprint. Size wise he is a good two feet taller than his human form and his teeth are both sharper and longer. Thanks to the effect of the Vengeance Spirit his flesh looks as if it was burning from the inside with his fur glowing akin to magma In his "Lupine" form Óscar appears to be a gigantic wolf. Aside from being larger and more muscular than other modern-day wolves, there aren't any real distinguishing features to separate Hellhound from any other large wolves than his bright red eyes. History: In the 16th century Cuba before the European witch trials reached their peak Santiago Veracruz, a Spanish mage of the time, realized he needed some intermediaries to protect himself from rivals as well as allowing him to act with subterfuge in the paranoid world around him. With Battle Brutes drawing far too much attention, the crafty mage knew he needed something kept closer to the vest. Veracruz cursed his slaves and an assortment of poor beggars. The sort of people society would not be keen to listen to when told tales of coercion by a magical being. The Davalos family were victims of one of Veracruz's curses. The family line was doomed to carry a genetic mutation for lycanthropy. While not every member would become a werewolf, all would be carriers of this "werewolf gene." Long after Veracruz died, long after slavery ended, even long after Cuba had gotten its independence the family curse raged on. In the 1980s, the Davalos family were amongst the 125000 other Cuban immigrants to Miami. But, Rafael Davalos set his sights further north. Moving his family in with an estranged brother in Bedlam City. Promised new opportunities in America, the lawyer quickly learned no one was willing to hire a lawyer who could no longer prove his credentials. Thinking himself destined for greater things than blue-collar work, Rafael refused to look for a job until someone would hire him as a lawyer. Rafael spent many a night bonding with fellow down on their luck young main airing their grievances behind a bottle. That was until his brother became the 6th victim of Capricorn, Rafael organized a neighborhood watch program in Hardwick Park. Tired of the police doing nothing to defend the citizens of Hardwick Park, Rafael swore that they would protect their own. But, by the time the real Capricorn had been arrested, the "neighborhood watch" had become the Lunar Sentry MC. Deeply embroiled in the cocaine boom of the 80s, Rafael had become a terror to the very neighborhood he had sworn to protect. Óscar grew up hearing idealized tales of his father's biker gang and all the supposed good they contributed to the neighborhood. That was until he was to be inducted into the family business at 15 years of age. His dad brought him along to threaten a bakery that was refusing to pay for protection. After the "negotiation" turned sour Rafael brought Óscar back later that night and the older man proceeded to firebomb the bakery right in front of his sons. Already frightened by the sight of the violent act, Óscar turned sick to his stomach when he learned the news that the family lived in the bakery. Disgusted by the sort of man his father really was, Óscar snuck out into the night and set the biker gang's entire armory on fire. Running away into the dark of night. In retaliation, Óscar’s father sent word to Opus Ombra of his son’s existence. Essentially signing a death sentence for the lone wolf. A cell of the supernatural hunting priesthood began hunting Óscar at every turn. Time and time again he barely escaped with his life. Until finally one of the brothers of the Opus Ombra cornered an injured Óscar into an alleyway but just before he could take the werewolf's life a group of bikers made their way into the area. The bikers demanded to know where Óscar had hidden a girl. Apparently, a witness against their illicit activities. Óscar refused to talk, even though his injuries continued to mount he refused to shift into his werewolf form. Making it more likely that the young man was going to die. It was clear to the priest that Óscar was willing to give his life for the woman. And although it went against all the beliefs he had grown to know, the brother of the Opus Ombra saved Óscar's life. The beginning of a shaky and untrusting partnership as the priest officially left the Opus Ombra faking both his and Óscar's death in a fiery inferno. Now, years after the fact Horacio (the priest in question) has taken up a quiet life as the owner/bartender of 8th Circle. A bar in Hardwick Park. With Óscar working as his bouncer (and living in an apartment above the bar). During his free time, much to Horacio's chagrin, Óscar acts as a self-appointed defender of Hardwick Park. Engaging in the exact sort of behavior that originally sent a magical hit squad after him and opposing the criminal elements of Hardwick Park. Although his father's biker gang is his main target, it was actually Jiggsaw who dubbed him with the name Hellhound. Whether by fate or by fortune, on the briefest of moments, after the passing of the previous Master Mage the wardings holding the burning ghost to Claremont waned. Evil magic began making inroads on Earth, and the ghost desired Vengeance. Óscar was pinned in an abandoned pharmacy by Jiggsaw's men avoiding gunfire as best he could. The thoughts of what he would do to the gunmen when finally get his hands on them fueling him and acting as a beacon for the spirit of Vengeance's next unwilling host. But, the werewolf's natural resistance to magic gave him a measure of control over the the vengeance spirit which fed on his preternatural rage. Personality & Motivation: Óscar can come across as cold and uncaring and a penchant for making sarcastic remarks does him no favors. But, the reality behind his detached demeanor is that his powers are tied to his emotions. Requiring a certain level of control. In his own words, he turns the volume down on his emotions to not bite anyone's head off. Although, anger, the anger he still does very well. On the day of a full moon, Óscar actually comes across as a more caring and open person. At least if something doesn't set him off as all his emotions are heightened during these days. Óscar is motivated by guilt. Although he did not directly participate in his father's murdering of a baker's family Óscar is aware he was raised off the profiteering off the suffering of others. He wants to bring the reality of a safe Hardwick Park to the forefront. Powers & Tactics: The Davalos family curse has gifted Óscar with the ability to shift between a lupine form, a transitional wolf-man form, and that of a man. This curse was designed with the goal of killing mages and as such, it is actually quite resistant to the effects of magic. In his wolf form, Hellhound is incapable of speech. In this form, his only real weapon are his fangs. The calmness required to maintain the form actually prevents him from accessing the gifts given by the spirit of Vengeance possessing him. However, while all three states have senses above the human norm it is his wolf form that truly shines in this regard. The best form for both mobility and tracking. In his transitional state, Hellhound moves slower than his lupine but faster than his human form. His claws are powerful weapons with which Hellhound will swing wildly until his opponent is rendered unable to fight. In his human form, Óscar is essentially an experienced brawler. While no one would mistake him for an experienced boxer or the like, he can throw a punch well enough to hold his own well enough to beat the average thug. His nose and ears are more reliable than the average person's but aside from the ability to blend in with the rest of society, the form offers no other real benefits that his transitional and lupine forms don't already provide. As the host of a Spirit of Vengeance, Hellhound can summon hellfire chains from his chest. Which he can then use to bind a target and force them to pay penance for any wrongdoings they have committed in life as the chain squeezes tighter and tighter. He can also breathe out hellfire from his mouth which burns the spirit rather than the flesh. Complications: Enemies: The gangs of Hardwick Park are not to keen on the Hellhound terrorizing their territory. Opus Ombra would rest at nothing to exterminate him if they were to find him again. G-E-Don't: Óscar is a high-school dropout having run away from home during his last semester. Defensive of this fact he will pretend to know more than he can. Even if it puts his own life at risk. Power Loss: Emotional unrest can negatively impact Óscar's control of his power. This could be as simple as overwhelming fear stopping him from being able to shift. Or as dangerous as a grievous injury making it too difficult to focus his regeneration. Whatever the case, until he gets a handle on his emotions the control he has practiced his entire life to maintain slips away from him. His Lupine form requires complete calmness whereas his transitional states and his hellfire control are fueled by rage Secret: Although Óscar has a public reputation as a fixer of sorts, he has to keep his identity as the Hellhound a secret. If for no other reason as to not make Horacio the target of anyone after Óscar. Weakness: Oral tradition in the family states that the curse given to them used Wolf's bane as a catalyst. Perhaps as a direct result, wolf's bane can play havoc on a werewolf's constitution. Different strains and mixtures can bring wildly different effects. Ranging from nausea, hallucinations, to even fatal poisonings. Abilities: 10 + 6 + 10 + 0 + 4 + 6 = 36PP Strength: 20/24/28 (+5/+7/+9) Dexterity: 16 (+3) Constitution: 20/22/24 (+5/+6/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 22 = 32PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +5 Human and Transitional Forms /+6Wolf Form Defense: +6 (+3 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +8Lupine Form/14Human Form/+24Transiitional Form Knockback: -6Human Form/-11Transiitional Form Saving Throws: 3 + 0 + 1 = 4PP Toughness: +6Human Form/7Lupine and Transitional Forrms(+6 Con,+1/+2 Protection, -1 Size Penalty) Fortitude: +9/+10 (+6/+7 Con, +3) Reflex: +3 (+3 Dex, +0) Will: +3 (+2 Wis, +1) Skills: 52R = 13PP Drive 12 (+15)Skill Mastery Gather Information 7 (+10) Handle Animal 7 (+10)Skill Mastery Intimidate 8 (+11)Skill Mastery Knowledge (Streetwise) 5 (+5) Language 1 (English [Native], Spanish) Medicine 3 (+5) Notice 3(+5) Sense Motive 3 (+5) Survival 3 (+5)Skill Mastery Feats: 9PP Animal Empathy Contacts Equipment 2 Improved Initiative Skill Mastery (Drive, Handle Animal, Intimidate, Survival) Startle Uncanny Dodge (Olfactory) Well-Informed Equipment: 2PP = 10EP Cell Phone [0EP] Motorcycle [10EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Powers: Speed 5 (250 mph;) [5EP] Powers: 27 + 14 + 2 + 2 + 4 + 1 + 10 + 5 + 1 + 3 + 22 + 1 + 7 + 4= 103PP All carry Magical descriptor. Boost and Hellfire Array have Hellfire descriptor. Everything else has Werewolf descriptor. Transformation ( 26PP Array; PF: Alternate Power 1 ) [27PP] BP: Alternate Form 5.2 (26PP Container) [26PP] (Transitional form) Enhanced Attack 1 [2PP] Enhanced Defense 2 [4PP] Enhanced Feat ( Variable Descriptor on Unarmed [Slashing] ) [1PP] (Claws) Growth 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Drawbacks: Reduced Strength 4, Reduced Constitution 2) [7PP] Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Impervious Toughness 1 ( Stacks to Impervious Toughness 7; Drawback: Power Loss [Pure Silver] ) [1PP] (Thick Hide) Impervious Will 1 [1PP] (Single-Minded Rage) Leaping 1 ( Stacks for Leaping 2, x5 Jumping Distance [Running: 190', Standing 95', High Jump: 47'] ) [1PP] Morph 2 ( Single Appearance [Man-Wolf[ ) [2PP] Speed 2 ( Stacks for Speed 3 [50 mph/500 ft. rnd] [2PP] (Powerful Muscles) Super-Senses 2 ( Infravision, Olfactory [Tracking 1; Stacks for Tracking 2 {Normal Speed}] ) [2PP] Super-Strength 1 ( +5 Effective Strength/+15 Total Effective Strength [Heavy Load: 38.4 tons] ) [2PP] AP : Alternate Form 5 2( 26PP Container) [1PP] (Lupine Form) Damage 3 ( Extra: Autofire, Feat: Mighty ) [7PP] (Fangs) Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Leaping 1 ( Stacks for Leaping 3, x10 Jumping Distance [Running: 150', Standing 75', High Jump: 37'] ) [1PP] Morph 2 ( Single Appearance [Wolf] +10 Disguise) [2PP] Protection 1 [1PP] (Thick Hide) Shrinking 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness, Normal Movement) [7PP] Speed 3 ( Stacks for Speed 4 [100 mph/500 ft. rnd] [3PP] (Powerful Muscles) Super-Senses 4 ( Olfactory [Accurate, Tracking 2; Stacks for Tracking 3 {Full Speed}] ) [4PP] Boost 5 (Any Speed Traits at Once, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [14 PP] (Hellfire Nitro) Example Uses would be boosting a vehicle from Speed 5 to Speed 10. Or even gaining Wall Crawling and Water-Walking while moving on a vehicle to drive on walls and water. Comprehend 2 ( Flaws: Broad Group [Canines]; Animals [Speak to, Understand]) [2PP] Enhanced Constitution 2 [2PP] (Werewolf Constitution ) Enhanced Strength 4 [4PP] (Werewolf Strength) Hellfire Array ( 21PP Array; Feat: Alternate Power 1 ) [22PP] BP: Snare 9 ( Extras: Constricting, Regenerating; Feats: Affects Insubstantial 2, Tether; Flaw: Action [Full-Round], Distracting ) {21/21} (Penance Chains) AP: Damage 7 ( Extras: Area [70' Cone, General], Alternate Save [Will] ) {21/21} (Hellfire Breath) Feature 1 ( Animal Harmony ) [1PP] Immunity 20 ( Magic Effects; Flaw: Limited to Half-Effect ) [10PP] (Werewolf Resistance) Impervious Toughness 6 ( Drawback: Power Loss [Pure Silver] ) [5PP] (Werewolf Strength) Leaping 1 ( x2 Jumping Distance [Running: 34', Standing 17', High Jump: 8'] ) [1PP] (Werewolf Strength) Regeneration 4 ( Bruised 1 [1 Round], Injured 3 [1 Minute]; Drawback: Power Loss [Pure Silver] ) [3PP] (Werewolf Healing Factor) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Werewolf Speed) Super-Senses 7 ( Auditory [Accurate, Extended -1 per 100'], Olfactory [Acute, Tracking {Half-Speed}], Low-Light Vision, Ultra-Hearing ) [7PP] (Werewolf Senses) Super-Strength 2 ( +10 Effective Strength [Heavy Load: 2.8k lbs] ) [4PP] (Werewolf Strength ) Drawbacks: 7PP Recurring Nightmares ( Frequency [Uncommon], Intensity [Moderate] ) [-2PP] Vulnerable ( Emotion Effects: Frequency [Common]: Intensity [Minor] ) [-2PP] Vulnerable ( Silver; Frequency [Uncommon], Intensity [Major] ) [-3PP] DC Block: Attack Range DC Effect Unarmed Touch DC22 Toughness Damage (Physical) Claws Touch DC24 Toughness Damage ( Slashing) Fangs Touch DC23 Toughness Damage (Piercing) Hellfire Breath Touch [70’ Cone, General] DC17 Reflex DC22 Toughness Damage (Hellfire) Penance Chains Range DC 17 Reflex Snare (Hellfire) Abilities (26) + Combat (22) + Saving Throws (4) + Skills (13) + Feats (9) + Powers (103) - Drawbacks (7) = 180/182 Power Points
  5. The Stranger Power Level: 12 (180/183PP) Trade-Offs: None Unspent Power Points: 3 In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape. Alternate Identity Identity: Seth Machan (Secret) Birthplace: The Dreamspace/Atlantis Occupation: Criminal Attorney, volunteer defense attorney Affiliations: Delphic Industries, Project Freedom, Public Defender's Office Family: None, and innumerable. Description Age: ~16,000 years old (Incarnated during the Pleistocene) Apparent Age: Mid-thirties Gender: Male Ethnicity: Caucasian by default Height: 5’ 8” Weight: 140 lbs Eyes: Brown Hair: Black Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond. When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair. In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain. Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe. In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders. The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there. Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world. Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights. The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries. Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape. In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration. Complications Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him. Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous. Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work. Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule). Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams Grapple: +6/+16 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5 Saving Throws: 8 + 4 + 5 = 17PP Toughness: +10 (+0 Con, +10 Protection, 10 Impervious) Fortitude: +8 (+0 Con, +8) Reflex: +6 (+2 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 100R = 25PP Diplomacy 7 (+10) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 14 (+15)Skill Mastery Knowledge (Behavioral Sciences) 9 (+10) Knowledge (Civics) 14 (+15)Skill Mastery Knowledge (Current Events) 9 (+10) Knowledge (History) 9 (+10) Medicine 5 (+10) Notice 10 (+15) Sense Motive 6 (+11)Skill Mastery Feats: 8PP Dodge Focus 4 Fearless Ritualist Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive) Startle Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Flight 2 (25 MPH) (Forsake the Earth) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP] Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP] AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP] AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP] AP: Dreamwalking [13/30PP] Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP] Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [1PP] Drawbacks: (-0) = -0PP DC Block Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP] AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP] AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP] AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP] AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP] AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [7PP] DC Block ATTACK RANGE SAVE EFFECT Dream Barrage Ranged DC 25+Autofire Toughness (Staged) Damage (Physical) Into My Dreams Ranged DC 20 Reflex Trapped Dream Quicksand Ranged DC 20 Reflex (Staged) Snare Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/183 Power Points
  6. Player Name: Macabreengel Character Name: Mason Akers Power Level: 10 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: He is a college student with a bleeding heart and a cursed bloodline that allows him to tap into arcane power. Residence: His condo in the North End. Base of Operations: Same as his residence. Catchphrase: N/A Alternate Identity: The Sidhe Identity: Secret Birthplace: Creede, Colorado (Denver) Occupation: Student Affiliations: Family: Hank and Cheryl Akers Description: A shorter, lanky college kid. Usually in jeans and an oversized t-shirt. Age: 19 (DoB: September 9, 1996) Apparent Age: Same as age. Gender: Male Ethnicity: Caucasian (English heritage) Height: 5'8" Weight: 150 lbs Eyes: Hazel Hair: Light Brown, Shorter Power Descriptions: Mason's powers come from a century long pact between his family and The King on the Yellow Crowned Hill, a Fae (Fae in the style of Dr Strange and Mr Norell). The pact allows him to draw power directly from the Realm of the Fairies, which lets him ignore the whole hand waving and mumbling thing. There are other complications as well (See complications). History: Hundreds of years ago, Mason's family had dealings with the Fair Folk on the British Isle. Whether they were cursed or blessed is hard to determine. The family has a mystical nature, giving them access to certain powers and magic, but they also are unable to have more than one child. When the family left the British Isles for the new world, the Fair Folk took it as an insult. The Akers family has been on the run/hiding ever since. Hank Akers inherited most of his wealth and increased it slightly by expanding on his father's land deals in the west. He has focused most of his arcane study on keeping his family hidden from the Fae interests. When he met Cheryl Brewer, he put her through the general tests to see if she was open-minded enough to deal with his family's predicament. Things turned out well and not too long later, Mason was born. Mason Akers was an average country kid. He got good grades, enjoyed hiking and snowboarding, and played too many video games. He learned of his family's secret at 12 and started his study of magic at that time. Besides his extra studies, he had an average childhood. His parents were a little extra paranoid around the internet, but there was no avoiding it. He played some sports: Cross Country mainly, but dabbled in soccer, football, basketball, and others. The first real trouble came when he wanted to go out of state for college. After 6 months of arguing, it was finally agreed that he could go to Freedom City University. His parents got him a condo, which his father protected, and gave him a protective ring along with the usually send-off. Personality & Motivation: In many ways, Mason is an average college student. He goes to class and does his homework. Occasionally he decides to sleep through an early morning lecture. He gets good grades but more because of intelligence than hard work. He goes to parties on occasion and has a show or two that are guilty pleasures. He enjoys spending most of his free time outside, however, particularly in more rural landscapes. Some of his parents' paranoia has rubbed off on him, but for the most part he feels the threat is overblown. Mason has a hard time stomaching human suffering, especially of innocents. Thinking about the plight of refugees or targets of hate crimes really gets him worked up. Mason is motivated by the fact that he is capable of stopping people's suffering. He also wants to prove to his parents that it is possible to make the world a better place without being killed or taken by the King on the Yellow Crowned Hill. Powers & Tactics: Mason tends to scout areas from home using Astral Form. In confrontations he tries to use snare and let the police catch the troublemaker. Complications: Hunted: The King on the Yellow Crowned Hill is still trying to hunt down Mason's family to end the line. If Mason uses too much magic in a scene, or in front of too many witnesses, Fae loyal to the King might show up and try to detain him. They would want to bring him back in chains to their master. Fay Pact: Mason is not Fae, but the source of his powers are. Many faeries are unable to lie, although they will mislead through technicalities and such. If Mason tries to use magic to break his word, it will fail for the scene. If he breaks his word without magic, any spells he casts for the rest of the scene will try to enforce his promise. (After promising not to hurt someone, a suspect gives up. He could let one of his friends hurt the suspect or he could cast snare. If he tried to cast blast on the suspect, it would miss. If he stabs the suspect then tries to teleport away. The teleport would change to a heal spell, then his magic would fail for the rest of the scene. Attempts to cheat the system fail at best and backfire at worst.) Cold Iron Allergy: If bound in cold iron (true iron, not iron alloys, etc), his magic is completely suppressed. Abilities: 0 + 4 + 2 + 8 + 10 + 8 = 32 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Melee, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0 Trade-Offs: None Saving Throws: 5 + 6 + 5 = 16 PP Toughness: +10 (+1 Con, +9 [Force Field]) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 44R = 11 PP Acrobatics [2] (+4) Bluff [2] (+6) Computers [1] (+5) Concentration [5] (+10) Diplomacy [2] (+6) Drive [1] (+3) Gather Information [2] (+6) Knowledge: Arcane Lore [7] (+11) Knowledge: Cosmology [3] (+7) Knowledge: Current Events [3] (+7) Knowledge: Pop Culture [2] (+6) Notice [4] (+9) Search [3] (+7) Sense Motive [4] (+9) Stealth [2] (+4) Swim [1] (+1) Feats: 18 PP Dodge Focus 6 Ranged Attack Focus 6 Wealthy (1) Ritualist Artificer Trance Headquarters (10 EP) +Size: Tiny (-1) +Toughness 15 (2) +Concealed (X3) +Laboratory +Library +Living Space +Seurity System (X2) +Workshop Powers (Magic): 6 + 43 + 8 = 57 PP Super Senses Rank 3 (Magic Awareness; Extras: Extended 1, Radius 1, Ranged 1) [6 PP] (Mental, Magic) Magic Rank 16 (32 PP Array) [43 PP] (Magic) Base Power: Illusion 8 (Affects all senses) {32/32} (Magic) Alternate Power: Astral Form 6 (Astral Projection) {30/32} (Magic) Alternate Power: Blast 10 (Magic Missiles; Extras: Auto Fire; Feats: Split Attack 2) {32/32} (Magic) Alternate Power: Communication 14 (Mystical Message; Extra: Area; Feats: Dimensional, Selective, Subtle 2) {32/32} (Mental, Magic) Alternate Power: Concealment 7 (All Visual, All Hearing, Standard Smell; Extra: Affect Others, Area; Feat: Close Range, Selective) {30/32} Alternate Power: Emotion Control 10 (Charm; Feat: Subtle 2; Capped by PL) {22/32} Alternate Power: ESP 10 (Sight and Hearing; Feats: Subtle 1) {31/32} Alternate Power: Exorcism 10 (Capped by PL {20/32} (Magic) Alternate Power: Healing 10 (Extra: Total) {30/32} (Magic) Alternate Power: Move Object 10 (Extra: Damaging; Feat: Subtle 1) {31/32} Alternate Power: Snare 10 (Magic Chains; Extra: Regenerating; Feats: Reversible, Obscures Senses-Sight) {32/32} (Magic) Alternate Power: Teleport 10 (Extras: Accurate; Feats: Change Direction, Change Velocity) {32/32} (Magic) Device Rank 2 (Ring of Protection; 10 PP Container; Hard-To-Lose) [8 PP] (Magic) Force Field Rank 9 (Feats: Selective) [10 PP] (Magic) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Magical Missile Ranged DC 25 Toughness (Autofire) Damage (Energy) Snare Ranged DC 20 Reflex Snare Totals: Abilities (32) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (18) + Powers (57) - Drawbacks (0) = 150/153 Power Points
  7. Character Name: Sha'ir the Spellsmith Power Level: PL 10/13 [180/203PP] Trade-Offs: Varies Unspent Power Points: 23 In Brief: 1-2 sentences which sum up the whole character. Residence: Lakeside, Emerald City, Oregon Base of Operations: The Library / Lakeside, Emerald City, Oregon Catchphrase: I've got a Spell for that ... somewhere. Alternate Identity: Hakim Naifeh Identity: Secret Birthplace: Santa Barbara, California Occupation: Programmer at WestRock Software Affiliations: None Family: Faiz Naifeh (Father, 60), Isra Naifeh (Mother, 58), Qamar Naifeh (Brother, 31), Lulu Naifeh (26, Sister), various other relatives Description: Age: 28 Apparent Age: Mid-20s Gender: Male Ethnicity: Arab Height: 6’1” Weight: 162 lbs. Eyes: Brown Hair: Black Hakim is an average looking man in his mid-20s. His black hair is cut short, with hints of a beard running down his jawline. Clothes-wise, Hakim does not have much of a style, usually wearing casual urban outfits, which can encompass just about anything not too extraordinary. One thing he is known for with his friends is his scarf, white and black, which he wears with just about every outfit of his. Source: Deluxe Mage: the Ascension 20th Anniversary Edition by Richard Thomas » Preview: The Ahl-i-Batin — Kickstarter As Sha'ir his outfit changes, towards a magical costume made up of his scarf, enchanted to turn into a hood and costume when pulled over his head. In this appearance, the wide hood covers his entire head, concealing everything behind a magical layer of darkness, with only green eyes, and occasionally the mouth penetrating it. The rest of his costume is best described as a somewhat tightly fit robe, in a similar white and black pattern to his scarf. It allows some freedom of movement, while still not being too loose to potentially get stuck in things. Occasionally, he will forgo this part of the costume and only wear the hood, together with his civilian outfit, or a different outfit consisting of a white t-shirt and black pants. Power Descriptions: Mage Book: The Mage Book has a simple appaearance, looking like a simple, unlabelled hardcover book. When in use, it opens and floats in front of The Spellsmith’s body, magically attached to him, in a way he can always see it. A glow, the colours changing depending on the spell in use, clearly shows its magical origins. It can be taken away, doing so requires breaking through its natural attachment, which mostly takes brute strength, or magic. Enchanted Scarf: Hakim’s white and black scarf has, over time, become somewhat of a trademark of his. When he started to dabble in enchanting, he went and enchanted it, giving it a variety of powers, the main one being its ability to transform into a full costume, triggered by simply pulling it over one’s head. The scarf can project a magical force field around it’s user and boosts the user’s defences. The scarf also has the ability to create a magical invisibility field, and by wearing it one is able to, very slowly, move through solid objects, which comes with a variety of problems. Cantrips & Spells: Sha'ir‘s spells do not have one singular appearance. Since he picks his spells from a variety of different sources and traditions, the appearance of spells can change, and reach from “traditional” hand gestures in order to create lights, to typing something with his mobile phone to reach the same effect. The same applies to the look of the spell’s effects. History: Hakim Naifeh was born as the second son of a family of Arab immigrants. His father worked for the city’s administration, his mother generally stayed home and took care of the kids. Hakim’s childhood was an average one. A sister soon joined him and his brother. The life down in Santa Barbara was good. While occasionally there were some troubles due to his parent’s heritage, all in all he never had many problems. Hakim found his passion for computers early on, his father had purchased a second one and offered the older one to his sons. School proved that Hakim was smart, and together with his passion for software in general, it meant that soon, he studied Information and Computer Science at one of California’s top universities, a scholarship paying for his education. There, he met Jamie Green, the two of them quickly becoming friends. Jamie had plans for a startup, which he would pursue after he graduated, while Hakim stayed and finished his last few remaining courses. Upon his graduation, Hakim joined his friends who had pursued their start-up plan up in the Oregonian part of Emerald City. They had already accomplished a few things, the company, creating specialized IT tools for professionals, was quickly becoming a name on the market. He moved to Emerald City, joining a few of his university friends in a shared flat. From there, he worked and the company grew. Soon, they had a proper office, and a few dozen employees, with Hakim having risen to a management position. His life was nice and average, as one day, he had just left a bar after a long night, he stumbled into an alley. While he was not sober, the strange glow emitted by a door in the alley was something he could still notice. Having grown a bit bored with office life, he decided to check further, entering through the door. The next day, he woke up in a strange looking building, a library of some sorts, with bookshelves ranging from the floor to the ceiling. While the shelves itself had been organized, there also were stacks of books scattered around, atop a few tables in the middle of the room, one of which Hakim had been sleeping on. A quick tour of the room showed that there were no doors, and all the walls were covered by bookshelves. Doing his best not to freak out, he decided to figure out the contents of the various books were. Much to his initial surprise, they turned out to be various magical instructions, scripts and manuals. Hakim had heard of magic and had made a few experiences with superpowered humans before, but this time he was right in the middle of it. Sensing an opportunity to spice up his rather boring life, he began to read into the books. After a few days, with help of the books, he could create small lights. From there, it quickly became easier. Water and food were no problems, thanks to a magical device conjuring them at intervals, so he could focus all his time on training. Thanks to the books, Hakim had purposely stayed with the more beginner level ones, casting simple spells became easier and easier. After about a week, he could cast a spell to transport himself out of the place he had been stuck in. As he’d learned from one of the books, it was a magical library, placed inside a magical pocket, consisting of just one room. Back home, Hakim’s sudden disappearance had caused some panic, with his roomates and colleagues having started a search action both online and in Emerald City itself. His sudden reappearance, knocking on the flat’s door at 4 AM on a Wednesday, caused a few questions. Not wanting to explain everything, a simple “Don’t wanna talk about it” was enough to shut down most questions. After quickly checking up with the company the next day, to prove that he was back and still alive, Hakim took a vacation. The library, as he’d started to call the magical room, still offered many secrets, and Hakim had not yet learned enough to go back to the boredom of everyday life. Over the next year, Hakim both worked and also continue to teach himself magic, managing to find a balance between the two. He started to delve into more advanced manuals, mainly enchanting, which led to him enchanting his trademark scarf. While going through the library’s stock, he came across an enchanted book, which held a variety of small and useful powers, but also allowed him to draw upon part the library’s knowledge even when in Emerald City. During this time, Hakim also started to dabble in crime-fighting, after unintentionally stumbling across a magical beast released onto the streets of Ontario, where he’d been staying for a short business trip. He started to go by the name of Sha'ir the Spellsmith when in his magical disguise. With Emerald City’s low rate of crime, especially supernatural one, there was not a whole lot to be done, but every once in a while, his involvement was required. Personality & Motivation: Hakim is a seeker of knowledge. He is constantly trying to learn new things, and has always been doing it. And now, with his somewhat recent discovery of “The Library”, there is a lot of stuff for him to learn. He greatly enjoys reading about all the different magical procedures, and then trying to get them to work, oftentimes replacing ingredients for more “modern” one. Because come on, who has frog livers nowadays? Hakim also enjoys taking a break from his “mundane” life. Sure, he has a great position at a good company, a stable income, and some prospects for his future. But, at the same time, sitting in an office all day isn’t really Hakim’s thing. Sure, he likes doing his job, but he also likes to get some change into his routine. And this change, at the moment, mainly comes from his activities as Sha’ir. Personally, Hakim isn’t that interesting of a person. He does his own thing. He likes modern art, indie music and films, and generally more obscure works of art. He is a convinced vegetarian, believing that animals deserve to be treated better. (He does like milk too much to be a vegan, though). What time he doesn’t spend at work or as Sha’ir, he can usually be found at parties, exhibitions or classical hangouts. He is not very religious, celebrating major holidays of various religions, but otherwise not participating in religious actions much, save for special occasions. He is convinced that the world can be made a better place through both actions and words, and this is his main conviction for creating the heroic persona of Sha’ir the Spellsmith, as whom he tries to do just that, and make the world better for those living in Emerald City, and wherever else fate might draw him. Powers & Tactics: Sha’ir doesn’t have any combat experience to speak of. He has only been in combat once or twice, so any combat situation will most likely cause a fair amount of stress and uncertainty. Should he ever get into combat, his main strength is his versatility. With the powers of his Mage Book backing him up, he can draw upon a large variety of spells, allowing him to find and abuse weaknesses in his opponent’s defences. As these spells do not always work as planned, some creativity is required, as he has to suddenly change his plans, something that causes problems for him. Without his book, he is much more limited, relying on only a few spells, most of which are more useful for confusing enemies rather than outright fighting them. Here, he is more likely to avoid fights when possible, using his toolset to not get caught in something he cannot handle. Against Magical Opponents, his style changes towards a more observant one, trying to learn from their own spellcasting. He is also likely to use his counterspelling, one of the things he has trained most, against these opponents, to avoid them getting any upper hand. Complications: Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! Secret Sorcerer: In a rare act of keeping with tradition, Hakim has decided to not reveal any connection between Hakim Neifeh, Software Developer and Sha’ir, Spellsmith. This ties into both his obligations as Hakim, but also any other way somebody could connect the two. For his personal sake, but also that of those who know him in either of the two forms, he keeps the two very distanced, taking great efforts to keep it that way. Meddling Middle Management: Hakim has a nice and secure position at WestRock Software, a company run by a former classmate and friend of his. He enjoys this job too, working both in his métier of programing, while also having some power as a member of middle management. This is nice and all, until suddenly there’s an important meeting he has to attend, or he is needed at a client’s headquarters to deal with potential issues. When that happens, he can’t just disappear all the sudden, there has to be a good reason for him to avoid his obligations. Some things may be able to be solved by a quick call onto his phone, but others will require his presence and full attention. And then there’s the business trips… Hermetic Hipster: Sha’ir doesn’t care about things like magical “traditions”. Just because somebody did something a while ago, does that mean he has to conform to it? He has access to a wide variety of magic, from many different sources and many different traditions, and he mixes and matches these as he sees fit, with no regards to the rules of their original source. This has multiple effects. It means that his spells may not work as intended, and simply fizzle or have an unwanted effect. On the other hand, it could also potentially make his interaction with other mages more difficult, with them looking down on him due to his lack of a tradition, and the way he handles the materials at hand with little regard and respect to their origin. Spellcasting Stipulations: Like most Mages, Sha’ir’s spell require him to do something. Due to the wide amount of sources he draws from, it isn’t simply “be able to speak” or “move your hand”. It is those, but many other things too. Some spells require him to be able to do both. For some, he only has to move, or only speak. Some have completely different pre-requisites too. This usually isn’t a problem, as he can move, speak and act freely. But, if somebody were to actually try to stop him, they could. Notes: The classical “Requires Speaking” Complication, but with added flavour! A GM can go and say that due to Sha’ir being restrained/silenced/unable to think clearly, and so on, he cannot possibly cast any/all spells. Condominium Company: Hakim shares a flat with a few of his friends, conveniently also his co-workers. This has a variety of benefits, lower rent, more social interaction, the ability to help each other with work even at home, and many more. But, for an up-and-coming superhero, it also has a variety of drawbacks. As these people are around Hakim pretty much the entire day, him suddenly disappearing will probably get their attention. If he enters his room, doesn’t leave, but isn’t in there, it's bound to raise suspicion. And if every time their friend and flatmate disappears some hero appears on the news, they will soon figure things out. Puzzling Place: Hakim has no idea what exactly the room he refers to as “The Library” is. Clearly, it is a magical archive. But, who created it? And for what purpose? Is it an ancient source of knowledge? A safe to lock away things no mage should ever know? Hakim doesn’t even remember its actual location. While it appears to be some kind of pocket dimension, it seems to be anchored to somewhere in Emerald City. Unfortunately, when Hakim stumbled across that very place, he was so drunk he doesn’t remember. And he doesn’t need to go there regardless, as his magic allows to enter and leave the room from anywhere. Hakim doesn’t really care about this much, but it is most likely only a matter of time until the origins of “The Library” will become important in his life. Abilities: 0 + 2 + 2 + 10 + 8 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +6/5 Ranged Grapple: +5 Defense: +10/7 (+5 Base, +5/2 Dodge Focus), +0 Flat-Footed Knockback: -5/3/2/0 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +10/7/4/1 (+1 Con, +9/6/3 [Forcefield Effects]) Fortitude: +8/7/5 (+1 Con, +2 +2/2/1) Reflex: +7/5 (+1 Dex, +2 +2/2) Will: +10/7/4 (+4 Wis, +0 +3/3/0) Skills: 104R = 26PP Bluff 8 (+11) Computers 12 (+17) Concentration 8 (+14) Diplomacy 6 (+9) Disable Device 6 (+11) Disguise 4 (+7) Gather Information 5 (+8) Intimidate 1 (+4) Investigate 5 (+10) Knowledge (Arcane Lore) 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Current Events) 4 (+9) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 10 (+15) Language 4 (English [Native], Arabic, Atlantean, French, German, Sanskrit) Notice 8 (+12) Search 6 (+11) Sense Motive 6 (+10) Feats: 17PP Accurate Attack Artificer Distract (Bluff) Dodge Focus 2 Contacts Connected Eidetic Memory Luck 3 Move-By Action Quick Change Power Attack Ritualist Equipment 2: The Library: Headquarters (Toughness 10, Size (Huge), Features: Sealed (Pocket Dimension), Concealed Library, Living Space, Workshop (Magical), Power: Super Movement 1 (Dimensional (Library and Earth Prime), Feats: Affect Only Others; Flaws: Action (Standard Action)) [10/10EP] Powers: 30 + 12 + 17 + 3 + 4 + 1 + 18 = 85PP (Descriptor: all Magic) Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 6) [32PP] BP: Damage 3 (Extras: Ranged, Autofire (10); Feats: Variable Descriptor 2, Accurate 1, Homing, Precise) [Applied to Damage Power] [22/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage Power] [26/26PP] (mental) AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] (all Magic) Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Damage Spell Ranged DC 22 Toughness Damage Damage Spell (Book) Ranged DC 25 Toughness Damage Damage Spell (Will) Perception DC 25 Will Damage Snare Ranged DC 20 Reflex Snare Totals: Abilities (28) + Combat (20) + Saving Throws (4) + Skills (26) + Feats (17) + Powers (85) - Drawbacks (0) = 180/203 Power Points Variable Configurations:
  8. Player's Name: Quinn Character's Name: Crow Power Level: 11/12 (180/184 PP) Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4 Unspent PP: 4 In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him. Alternate Identities: Morgan Crowe Identity: Secret Birthplace: Boston, USA. Occupation: College student, magical security specialist (Crowe Security Consulting) Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member). Family: Patrick Crowe - Red Hand (father), The Morrigan (mother). Age: 22 (DoB: Oct. 31, 1994) Gender: Male Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs (approx.) Eyes: Gold Hair: Black Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings. When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey. History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking. He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day. It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him! She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody. It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin. Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags. As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing. "Consider this a wager. On the future. Good luck, Crow. -M." He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's! Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin. This is what he shows to the world. Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded. Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot. Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake. Complications: An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has. An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary. Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man. Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong? Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still. Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too... Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments. Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it. Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation. Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow? Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 10 = 24PP Initiative: +8 Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire Grapple: +10 Defense: +14, (+5 Base, +9 Dodge Focus) +2 Flat-Footed Knockback: -3, -1 Flat-Footed Saving Throws: 3 + 6 + 6 = 15PP Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed Fortitude: +8 (+5 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 1 (+5) Bluff 9 (+10) Craft (Artistic) 8 (+10) Concentration 8 (+10) Gather Info 9 (+10) Skill Mastery Intimidate 9 (+10) Skill Mastery Languages 1 (English [Native], Gaelic) Knowledge (History) 8 (+10) Knowledge (Arcane Lore) 8 (+10) Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Stealth 11 (+15) Skill Mastery Feats: 33PP All-Out Attack Attack Focus (Melee) 2 Artificer Beginners Luck Defensive Attack Defensive Roll (+2 Toughness) Dodge Focus 9 Equipment 3 (15EP) Evasion 2 Fearless Hide In Plain Sight (Engraved Ring) Improved Initiative Luck Master Plan Move-By Action Power Attack Quick Change 2 (Engraved Ring) Skill Mastery (Gather Information, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Tough Uncanny Dodge (Auditory) Equipment: 3PP = 15EP 3 + 2 + 1 + 4 + 5 = 11EP Undercover Shirt: Protection 2 (Feats: Subtle) [3EP] Encrypted Commlink: (Feats: Subtle, Insidious) [2EP] Gas Mask [1EP] Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat) Runes (8PP Array, Feats: Alternate Power 1) [9PP] Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival) Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil) Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk) Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves) Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP] Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike) Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons) Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage) Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning) Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP] Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook) Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring) Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between) Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment) Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Lightning Strike Touch DC28 Toughness (Staged) Damage (Physical) Touch DC18 Fortitude (Staged) Dazed Crow's Talons Ranged DC24 Toughness Damage (Physical) Talon Barrage Ranged DC21+ Toughness Damage (Physical) Iron Wire Ranged DC16 Reflex Entangled/Bound Ranged DC21 Toughness Damage (Physical) Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/184 Power Points
  9. Power Level: 9 (157/168 PP)Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 ToughnessUnspent Power Points: 11 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark HillBase of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla JonssonIdentity: SecretBirthplace: Upon the Bifrost, outside the gates of AsgardOccupation: Superhero/honourary ValkyrieAffiliations: Aesir, Arrowhawk I, Loki (grudgingly), ValkyriesFamily: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description:Apparent Age: Early 20sGender: FemaleEthnicity: Scandinavian/Scot (Caucasian)Height: 6'0"Weight: 175 lbsEyes: Blue-greyHair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. Abilities: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 Saving Throws: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) Skills: 64R = 16PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) Feats: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop Powers: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs piercing damage]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (34) + Combat (26) + Saving Throws (16) + Skills (20) + Feats (23) + Powers (38) - Drawbacks (0) = 157/168 Power Points
  10. Phantom Power Level: 14 (15) (232/250PP) Trade-Offs: -5 Defense / +5 Toughness, + 2 Damage / -2 Attack Unspent PP: 18 In Brief: Interdimensional Guardian, chosen to keep the balance Residence: The Lair: A Haunted House in North Bay Base of Operations: In Freedom City, their haunted manor. Interdimensionally, the Void Catchphrase: Hrmmm.... Alternate Identity: Taylor Xiao Chun Faretti Identity: Secret Birthplace: Freedom City Occupation: Freelance Translator Affiliations: Knights of Freedom (Former), Midnighters (Inactive) Family: Immediate: Jack Faretti (husband), Jack Huang Faretti Jr/ JJ (son), Jack Huang Faretti Jr / Huang (son) Extended, still living: Parents, Four brothers, three sisters in law, several nieces and nephews - All Freedom local, Great Uncle Huang Chun Description Age: 26 in this timeline, chronologically, 30ish Apparent Age: 19 Gender: Female Ethnicity: Chinese American (biracial: Chinese and Caucasian) Height: 5'1" Weight: 135 lbs Hair: Thick and very straight black hair that falls to the middle of her back. Eyes: Brown Between Taylor's height, her reserved body language, and her dimpled cheeks, she still gets mistaken for a freshman at the University more often than not. Experience and increased comfort with herself have at least given her enough poise to generally correct that assumption. Having taken up jogging and working out with a sparring bag, Taylor has added some muscle to her curves. She is sturdily built and relatively fit. She still tends to dress like she's watched Indiana Jones just a few too many times, with rescued bomber jackets from the Salvation Army and fedoras that have seen better days but she's added some class to her wardrobe. Whether its her own preference or the fact that Ace has become her usual shopping buddy, most of her clothing has a 40s retro flair. As Phantom, Taylor is anything but average. In the cloak and cowl of her alter ego, Phantom is downright otherworldly. Her eyes glow white behind the three quarters black face mask. The folds of the inside of her ragged cloak crackle with eldritch energy and she flickers between solid and ephemeral states without conscious thought. Unlike most of the magically oriented, Phantom uses no arcane gestures or words of power but rather directs her fel energies with her eerie baleful glare. A creature of all dimensions and none, Phantom flickers through reality with disquieting ease. It's easy to mistake her cloak for her source of power as when she vanishes from sight, her cloak folds in first on her, and then on itself. Even stripped of the glittering Eye of Heshem at her throat, Phantom's powers are unhindered. History: Taylor was born to your average middle class Americans. Her mother was a typical wasp and her father was a Chinese American, both of whom were born and raised inside Freedom City. Taylor's childhood was a normal one. She was a studious, if shy, child that spent much of her time focused on schooling although she had her share of childhood friends. The only oddity in her normal life was her great-uncle on her father's side. The elderly gentleman was always filling her head with stories of his youth helping Johnny Danger on all those daring quests. This is undoubtably where Taylor picked up her tendency to dress like a bad pulp era character although with jeans and baseball t-shirts under her reclaimed, beaten jackets. When Taylor went into college, she was tempted to study archeology but had a natural flair for languages and instead went into the linguistics program. About this time, Taylor's beloved grandfather took ill and she received a package from him containing the Eye of Heshem, a glittering amulet with its gem larger than her thumb, and instructing her to keep it safe. For a time, the Eye travelled about in the pocket of her beaten leather jacket before, bored one night working the midnight shift at the library, she began to work on the translation of the inscription. The first time Taylor recited the ancient script aloud, she was knocked near senseless as the voice of Heshem herself thundered through her head, charging her with the defense of the pact. It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampir offspring about to start kindergarten and his perpetually-sixteen dimensional doppelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING. Personality & Motivation: Taylor is responsible in either persona. She really is the sort of person that her Great Uncle could trust to take care of that relic simply because she was asked to. She's still too young to see the world in shades of grey and that outlook is what makes her really quite good as an interdimensional police agent. As Phantom, she's the bouncer to Gateway's doorkeeper. She spends her costumed time finding and returning things that don't belong in their dimension. That's not to say that she's blindly devoted to the duties of her work. She's a bright young lady and can tell the difference between an Olympian that's setting up their own cozy little cult and a poor refugee but in either case she's going to find them a more appropriate local for their life. Powers & Tactics: The Eye has pulled Taylor Chun out of synch with this dimension. As a creature of all worlds and none, she is as likely to be ephemeral as solid and moves between the dimensions like a child would run through the rooms of the house. Her very body is the gateway to the holding dimension that she uses to transport creatures and objects back to where they once belonged and riding within the Phantom is an odd and distressing experience for even the most jaded. In addition to her odd and innate abilities, Phantom is an accomplished mage. She uses a dark crackling magic without either word or gesture to knock the more combatant individuals low before wrapping them in the ragged edges of her eldritch cape. Complications: Secret Identity: Although she's now out to her parents and siblings, Taylor still does her best to keep 'Taylor Chun' and 'Phantom' as disparate as possible. And although Taylor's life has certainly gotten complicated, that doesn't change the fact that Phantom is not 'out' but to a select few. Married to the Enemy: No matter how you slice it, marrying a vampire has consequences. Marrying a vampire who is not just any vampire, but the current king of the Freedom City vampires who moonlights as a masked vigilante is a whole 'nother level. Then you add starting a family to the mix, and things really start to ramp up. And Taylor's always been such a smart girl. Responsibilities: (Interdimensional Guardian, Family, Husband, Children) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue Lost Time: Sometimes the fact that Taylor works across multiple dimensions makes trying to keep on top of things in this dimension difficult. Even the best mystics can end up with time differences across the dimensions. It also means contacting her in an emergency can be tricky if she's out of Prime Abilities: (0+0+10+8+10+4=32pp) Str: 10 (+0) Dex: 10 (+0) Con: 20 (+5) Int: 18 (+4) Wis: 20 (+5) Cha: 14 (+2) Combat: (12+10=22 pp) Attack: +6, +12 Blast/Stun, +12 Telekinesis Grapple: +6, +34 Telekinesis Defense: +5/+9, +3 Flat-Footed Knockback: -0, -16 Force Field Initiative: +0 Saving Throws: (5+0+11=16pp) Toughness: +19 (Impervious 12), +5 w/o Force Field Fort: +10 (+5 Con, +5) Reflex: +0 (+0 Dex, +0) Will: +16 (+5 Wis, +11) Skills: (76r = 19pp) Concentration 10 (+15) Intimidate 0 (+2) Knowledge (Arcane Lore) 20 (+24) Knowledge (Cosmology) 20 (+24) Knowledge (History) 0 (+4) Notice 10 (+15) Search 11 (+15) Sense Motive 5 (+10) Feats: (13pp) Benefit (Wealth) Dodge Focus x4 Equipment 4 Fearless Quick Change 2 Ritualist Equipment: (20ep) Powers: (3+29+12+68+7+3+1+1+9=133pp) Comprehend 3 (Training; Languages 3 [speak Any One/Understand All/Read & Write]; Power Feat: Innate; Drawback: Only Earth Languages) [3] Defensive Magics 14 (28 points; PF: Alternate Power) [29PP] BE: Force Field 14 (Extra: Impervious 12; PF: Selective, Subtle) {28/28} AP: Insubstantial 4 (Affected by Fire; Extra: Action [Reactive], Affect Others) {28/28} Immunity 12 (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp] Magic Array 21 (Magic; 56 pp; PF: Alternate Power x 12) [68 pp] BE: Blast 16 (Eldritch Blast; Extra: Affects Corporeal; PFs: Accurate 6, Affect Insubstantial x 2) {56} AP: Comprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area, Selective [40-ft. Burst]) {48} AP: Concealment 10 (Extra: Affects Others, Area, Duration: Concentration [50-ft. Burst]; PFs: Selective, Close Range) {52} AP: Damage 14 (Cataclysm; Extra: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; Flaw: Action [Full]; PFs: Affect Insubstantial 2, Progression x12) {56} AP: Dimensional Pocket 7 (50 billion lbs; Extra: Duration [Continuous]; PFs: Progression x 20) {56} AP: ESP 11 (2,000,000 miles, All Senses; Extra: Duration [sustained]; Flaw: Action [standard]; PFs: Dimensional, Rapid x10, Subtle) {56} AP: Heal 13 (Extras: Total, Affects Objects; PFs: Regrowth, Persistent) {54} AP: Nullify Field 14 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {55} AP: Stun 16 (Extras: Affects Corporeal, Range [Ranged]; Flaw: Action [Full]; PFs: Accurate x 6, Affect Insubstantial x 2) {56} AP: Super Movement 3 (Dimensional 3 [any]; Extras: Portal (+2); PF: Progression x 5 [250-ft. Portal]) {18} AP: Super Senses [All Mental Senses: Accurate(4), Acute(2), Anlytical(2), Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Extended {Five Mile Increments}(5), Penetrates Concealment(4), Radius(2), Rapidx12{Search full area in normal time}(24), Tracking all-out(3)] {55} AP: Telekinesis 22 (Str 110; PFs: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55} AP: Teleport 16 (nearby star systems; Extra: Accurate; PFs: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54} AP: Teleport 13 (Extra: Portal (+2); PF: Progression x2 [25-ft. Portal]) {54} Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week [unless burned]) (PFs: Regrowth) [9 pp] Super Movement 3 (Dimensional 3 [any]; PF: Alternate Power) [7 pp] AP: Flight 3 (50 MPH / 500 feet per Move action) [6pp] Super Senses [Magic Awareness(mental)] [3] Super Senses [Dimensional Awareness(mental)] [1] Super Senses [Mental; Ranged] [1] Drawbacks: (-3pp) Vulnerable (moderate/uncommon: fire) (-3pp) DC Block: ATTACK RANGE SAVE TYPE Unarmed Melee DC15/Toughness (Staged) Bruise/Injury (Magic) Blast 13 Ranged 28/Toughness (Staged) Bruise/Injury Dimensional Pocket 6 Melee 16/Reflex Special Nullify (Dimensional) 10 Melee/Area Burst 20/Will Special Stun 13 Ranged 23/Will (Staged) Daze/Stun/Unconscious Telekinesis (Thrown Object) 18 Ranged 33/Toughness (Staged) Bruise/Injury Costs: Abilities (32) + Combat (22) + Saves (16) + Skills (19) + Feats (13) + Powers (133) - Drawbacks (+3) = 232/250 Power Points
  11. Player Name: Vahnyu Character Name: Meatheral Power Level: (8) (126/132PP) Trade-Offs: -4 Earth Form Attack / +4 Earth Form Damage, -2 Fire Form Attack / +2 Fire Form Damage, +4 Air Form Attack / -4 Air Form Damage, -4 Earth Form Defense / +4 Earth Form Toughness, +2 Fire Form Defense / -2 Fire Form Toughness, +2 Air Form Defense / -2 Air Form Toughness Unspent Power Points: 6 Old character sheet is here. In Brief: Hero with the power to transform into any one the 4 elementals. Alternate Identity: Jeremiah 'Jerry' Cornwell Identity: Secret Birthplace: Freedom City Occupation: University Student (Theologian) Affiliations: Freedom City University (FCU) Family: Father: Anthony Cornwell, Mother: Jacqueline Cornwell, Older Sisters: Tiffany Cornwell, Melissa Cornwell, Younger Brother: Samuel Cornwell. Description: Age: 21 (DoB: June the 17th, 1994) Apparent Age: 21 Gender: Male Ethnicity: Caucasian Height: 6' 2" Weight: 175 lbs Eyes: Light Brown Hair: Red Description: Jeremiah is a tall young man, with amber red hair and light brown eyes. He wears blue jeans, a red t-shirt, and black athletic shoes. As Meatheral, Jerry dones a full cloth costume with very wide alternating white and green horizontal stripes. The costume has a cape that is white on the outside and green on the inside. He keeps most of his head, except his mouth, covered by a green full face mask. However, Meatheral spends most of his active in one of his four assumed elemental forms. As an Earth Elemental, his body becomes rocky and hardened. As a Fire Elemental, his body becomes consumed in flames. As a Water Elemental, his body turns liquid and becomes semi transparent. Finally, as an Air Elemental, his body becomes composed of air particles that spin rapidly in a concentrated area, creating the impression of a small tornado. Power Descriptions: By chanting the appropriate incantation, Meatheral is able to transform his body in one of the 4 elementals. Doing so slowly replaces his body with the appropriate element(rocks for when assuming the Earth Form, Water for the Water Form, etc.). Assuming back his human form causes the elements to slowly withdraw, indicating that the transformation is being reversed. Earth Form: Meatheral's body becomes super condensed and enlarged, giving him incredible strength and durability, at the expense of making him react slower. His hands are capable of unleashing high energy sonic waves upon impact. His legs are powerful enough to send him flying on a jump, and he becomes capable of swiftly digging his way through the ground. TERRA DEORSUR ME TREMIT! Fire Form: Meatheral transforms into a living flame. He can use those flames to propel himself at high speeds. The flames he produces are harmful on contact, and he can extend his arms on short range as if they were whips. By concentrating energy, he is able to unleash and direct a big ball of flames at his opponents. IGNIS IN ME COMBURIT! Water Form: By assuming a liquid form, Meatheral is able to stretch or otherwise manipulate his body in order to both absorb damage and fight at long ranges. While malleable, he can still produce superhumanly high amounts of pressure. He is equally fast on land, where he transports from place to place like a torrenting river, and on water, where he is able to launch himself with the speed of a torpedo. AQUAE CIRCUM ME TUMULTUATUR! Air Form: Meatheral's body becomes a small tornado capable of flying at high speeds. By slightly expanding, dispersing, and slowing his molecules down, he is able to become completely transparent, and naked to all eyes. In this form, he is able to generate high speed tornadoes that he can launch at his opponents with great accuracy and from affar, or generate multiple smaller hurricanes and fire them at closer range. VENTUS AD ME CIRCUMFLAT! History: Jerry grew up in Kingston of Freedom City, just another boy in a middle-class family. Though his parents were never well-off, by any stretch of the word, they always managed to get by with what they had, and they made sure to provide for both Jerry and his 3 siblings. His family wasn't overly religious, but nevertheless, Jerry found from an early age fascinated in religion and mythology, less as a believer, and more as audience. He found the larger than life characters described within fascinating, and their exploits extraordinary. He enjoyed reading various different myths that handled similar subjects and themes, and making comparrisons between them. Eventually, after studying hard, Jerry managed to gain entrance at the Freedom City University, as a student of Theology. While most of the first year was hard on him, what with relocating to the capital, away from his parents, and with balancing a tight budget, Jerry eventually fell into a nice pace, where he could comfortably dedicate himself to his studies. It was during this time, when as a 1st year student, he took up visiting museums and libraries, for a term paper he was working on for the second semester. He eventually stumbled upon an old bookshop, that held many rare tomes about Shintoism, Taoism, Masai mythology, Ceremonial magic, Seidr, and many more. After a few weeks, while studying the contents of a book that had no title, but only the image of a square divided in four smaller squares, each with a different name, a mysterious event occured that would forever mark Jerry. A fire broke out, engulfing the entire place. The people at the library found themselves trapped, and inexplicably unable to exit the building, as if held by an invisible force. As for Jerry himself, another phenomena was occupying his attention. The book he was reading started having its pages erased. While this was going on, as if in response, it caught fire, it's pages become wet, they were shredded to fine dust, and scattered by a strong wind. The dust landed on Jerry, and he felt a sudden surge of knowledge, unlike anything he had felt before. Finding himself transform into a being of pure water, and after the initial shock passed, Jerry put his newfound abilities to good use, putting out the fire, and saving the people trapped in the library. The rest of the books were not as lucky; Jerry found out later that their contents had been completely erased, as if they never were. After the incident, Jerry slept for three days, due to the shock and exhaustion he felt. When he woke up, he found himself curious about his newfound abilities, which granted him the ability to transform into one of four elementals. After three months of trainning and testing, he had managed to gain considerable control over his abilities. It was then that he decided that the time had come for him to debut as a Superhero. Going by the name of Meatheral, hero of the four elements, Jerry has added one more group of activities in his daily balance. And he has yet to find out details regarding the Tetramegeton, the mysterious grimoire which granted him his four elemental forms. Or about the mysterious fire that triggered everything, which vanished as it came, leaving no traces behind. Personality & Motivation: Jerry loves stories. He can spend an entire evening listening to people talking, without losing his focus or attention. On his free time, he enjoys, in a strictly non-professional way, writting fantasy novels, worldbuilding, and mythbuilding. He is passionate, but virtuous and accomodating. Though he is not religious, despite his collegial pursuits, he does not reject the divine, identifying as an agnostic. Jerry became a superhero out of a strong, if ultimately detached, sense of duty and rightness. He's always trying his hard to help others, but he hasn't been tempered yet in the field of heroics. Powers & Tactics: As a human, Meatheral has neither powers of his own, nor any significant combat trainning, so when trouble arises, his first order of business is to assume one of the four elemental forms he possesses access to. Each form presents it's own strengths and weaknesses, and depending on the situation, Meatheral may find himself cycling through them as needed. Complications: Multiform Backlash: Jerry is still learning the ropes around his transformations. Transforming multiple times without a long rest of at least 4 hours(Sleep, Realaxation, unpowered sports activity, etc), results in his transformation going haywire(for examples, the form he transforms into becomes Uncontrollable, meaning, the flaw Uncontrollable is applied to the entire Alternate Form). Furthemore, he can no longer change forms, until he takes a long rest of at least 4 hours. On the other hand, if severely stressed, or making rapid and/or frequent changes in succession, the changes can overwhelm Meatheral and become uncontrolled, flitting from one form to another, including back to human form). Like an Open Book: Jerry is fused with the Tetramegeton, and while the magical grimoire does not exist in a physical plane, everyone with an ounce of magic talent within close proximity to Jerry(a 10x10 room) is able to discern that Jerry has possession of its powers(provided that they can percieve Jerry or one of his alternate forms at the moment). At the very least, they'd know that Jerry is fused with a powerful artifact that holds/emanates elemental powers. Secret: Identity. Talentless: Though he is able to channel the few spells Tetramegeton still has intact, Jerry has zero talent and less than zero aptitude for magic, (recognising spells, performing rituals, etc). Tetramegeton: Jerry is fused with a grimoire called Tetramegeton, also known as the Libri Quatuor Elementorum, or the Book of Four Elements. The book is sentient, though it has yet to exhibit any form of communication, other than directly feeding the transformation spells into Jerry's mind, and it is very sought out by magic cabals and circles. Abilities: 0 + 0 + 0 + 0 + 6 + 0 = 6PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 1 + 1 + 4 = 6PP Toughness: +0 (+0 Con) Fortitude: +1 (+0 Con, +1) Reflex: +1 (+0 Dex, +1) Will: +7 (+3 Wis, +4) Skills: 48R = 12PP Concentration 5 (+8) Diplomacy 9 (+9) Knowledge (Theology and Religion) 10 (+10)Skill Mastery Notice 7 (+10)Skill Mastery Sense Motive 12 (+15)Skill Mastery Survival 5 (+8)Skill Mastery Feats: 3PP Dodge Focus 2 Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival) Powers: 27 + 60 = 87PP Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8) [27PP] Quadelemental Form 30 (60PP; Feats: Alternate Powers 3, Drawbacks: Action 3[Full Round Action]) [60PP] Base Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Air, Frequency: Common, Intensity: Major (x2)]) [60PP] (Earth Form) Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Water, Frequency: Common, Intensity: Major (x2)]) [60PP] (Fire Form) Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Fire, Frequency: Common, Intensity: Major (x2)]) [60PP] (Water Form) Alternate Power: Alternate Form 12 (64PP Container; Drawbacks: Vulnerability[Earth, Frequency: Common, Intensity: Major (x2)]) [60PP] (Air Form) Drawbacks: (-0) + (-4) = -4PP Normal Identity (Magic Words Incantation; Frequency: Common[Full Round Action]; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Bludgeoning) Unarmed(Enhanced) Touch DC27 Toughness (Staged) Damage (Earth) Groundstrike Area 1d20+12 vs STR or DEX (best) Trip (Earth) DC22 Reflex (Staged) Shockwave Area DC25 Toughness (Staged) Damage (Earth) DC20 Reflex (Staged) Thunderclap Area DC20 Reflex (Staged) Dazzle (Auditory, Sonic) Earth Creation Touch DC22 Fortitude Transform (Shape Matter, Earth) Fire Ball Area DC23 Toughness (Staged) Damage (Fire) Flame Body Aura DC17 Toughness (Staged) Damage (Fire) Flame Weapon Touch DC25 Toughness (Staged) Damage (Fire) DC20 Fortitude (Staged) Drain (Toughness, Unreliable) Fire Creation Area DC23 Toughness (Staged) Damage (Fire) Unarmed(Enhanced) Touch DC20 Toughness (Staged) Damage (Water) Aqua Weapon Touch DC23 Toughness (Staged) Damage (Water) Water Creation Area DC18 Reflex (Staged) Snare (Water, Suffocating) Air Volley Ranged DC21 Toughness (Staged) Damage (Air) Tornado Creation Ranged Area 1d20+14 vs Grapple or Reflex (best) Move Object (Air) DC25 Toughness (Staged) Damage (Air) Totals: Abilities (6) + Combat (16) + Saving Throws (6) + Skills (12) + Feats (3) + Powers (87) - Drawbacks (4) = 126/132 Power Points
  12. Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable fighter and pirate. Her greatest strength is her uncanny insight (giving her superhuman wisdom and charisma). Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 140R = 35PP Acrobatics 4 (+7) Bluff 10 (+18) Climb 4 (+4) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 12 (+20) Handle Animal 4 (+12) Intimidate 8 (+16) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Language 8 (Atlantean, Dutch [Native], English, French, German, Latin, Lemurian, Portuguese, Spanish) Medicine 2 (+10) Notice 4 (+12) Perform (Dance) 2 (+10) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Swim 10 (+10) Survival 2 (+10) Feats: 53PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Critical Strike Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favored Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Leadership Minions 8 (Extra Minions 3, Fanatical) [Total 19] Quick Change 2 Redirect Ritualist Set-Up Skill Master (Swim, Disguise Medicine, Survival) Trance Equipment: 17 PP = 85 EP Knife [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 7 + 50 = 56PP Immunity 2 (Aging, Own Powers) [2 PP] (Magic, Tattoo) Protection 7 [7PP] (Magic, Tattoo) Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [50 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit” AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension” AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos” AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42] AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42] Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 18 Fort Suffocate Stinking Cloud Perc/Area DC 17 Fort and Reflex Nauseate Crawling Chaos Touch/Aura DC 20 Will Confuse Banishment Perception DC 20 Will Nullify Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (35) + Feats (52) + Powers (59) – Drawbacks (-2) = 250250 Power
  13. Ardent Power Level: PL 10 / 14 185/227 PP Trade-Offs: None Unspent PP: 42 In Brief: Girl from Hell doing Good, and also her homework Real Name: Phaedra Morningstar Identity: Secret Birthplace: Throne the Red City Occupation: Student Affiliations: Claremont Academy Age: 16 Gender: Female Height: 5'9" Weight: 145 lbs. Eyes: Grey Hair: Red A tall and slender young woman, the grey-eyed Phaedra's near flawless appearance is owed more to her heritage than concerted effort. Phae's red hair is usually kept short, the longest it ever gets is just barely touching her shoulders. She doesn't confine herself to one particular fashion or style, wearing what she feels like, but she prefers rich colors accented with jewel tones. Generally though she's a jeans and t-shirt kind of girl, maybe a jacket or sweater since she likes layers, but she avoids skirts unless it's part of her cheerleader uniform--skirts are bad for fliers. When drawing on the more demonic parts of her heritage the color of Phaedra's eyes shift, the iris becoming a burning crimson and the whites of her eyes bleeding away to inky black. In addition her red hair starts to glow slightly taking on the appearance of fire, her nails start to resemble claws and her canine teeth (upper and lower) become just a little longer and sharper. History The young woman known on Earth as Phaedra Morningstar began her life in the hell dimension known as Throne. The massive city, from which the dimension gains it's name, was founded by Fallen and though other denizens would arrive in time it was they who ruled. Among the first to arrive in Throne were the exiled, self or otherwise, who were useful to the Fallen and though few in number filled a role of mediator between them and those that were still Loyal. Phae's mother, Laphrael, was one such exile. Her father was a demon, a quite ambitious one who was unsatisfied with the position his kind held in Throne, who sought won the service and support of an exile--Phaedra's mother. A compassionate being by nature, Laphrael worked with Phaedra's father to improve the lot of the infernals that lived in Throne, using her position as a mediator to win concessions from the Fallen. That changed she gave birth to a daughter. For a time Phaedra's existence was kept hidden from Throne, and she was raised independently by her mother. However nothing stays secret in the Red City for long, and the young half-breed was soon thrust into the middle of the delicate political situation. Taking harder and harder measures to protect her child, Laphrael called in a favor to an old friend to see her child away safely. Personality & Motivation There are very few things that scare Phaedra, but the idea that someone may discover her heritage--and judge her accordingly--sits high on that list. When the subject comes up the young angel/demon hybrid practically shuts down, becoming evasive and stand-offish, growing angry if pressed. It's not because of shame, both of Phaedra's parents still have her love and loyalty, but more that nobody would understand. Phaedra makes an effort to be friendly and approachable, but even on her best days she's slow to trust. Trust was a precious commodity when she was growing up, and the young half-breed can be a bit stingy with it even in a relatively safe place like Freedom City. Though she was raised with a strong moral center, she's seen the cost of maintaining it in the face of absolute darkness; even beings with the most noble of intentions can't walk away from Hell unchanged. Ultimately Ardent wants to do good, to right wrongs and to triumph over evil. The how is a matter of some debate. All too aware that evil acts were done on her behalf, Ardent want to balance the scales. And hopefully, some day, restore her mother to the person she once was. Powers & Tactics Phaedra would prefer to not fight at all, using diplomacy, guile or outright intimidation to end a conflict before it gets too far out of hand. Mainly this is because Ardent is reluctant to call upon the more obvious aspects of her infernal heritage, limiting her tactics to teleportation and melee combat. Some circumstances might render such reservations dangerous, in which case she would her to call up the full aspect of her infernal heritage; revealing her wings to fly and slinging about hellfire being some common examples. Complications None. Lots. I'll fill this out later. Abilities: 12 + 4 + 14 + 6 + 4 + 14 = 54 Strength: 22 (+6) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 12 + 8 = 20 Initiative: +2 Attack: +6 (+10 Infernal Magic, +10 Soul Glaive) Grapple: +12 Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed) Knockback: -5 Saving Throws: 0 + 3 + 6 = 9 Toughness: +10 (+7 Constitution, +3 Protection) Fortitude: +7 (+7 Constitution, +0) Reflex: +5 (+2 Dexterity, +3) Will: +8 (+2 Wisdom, +6) Skills: 56 Ranks = 14 PP Bluff 13 (+20, Skill Mastery) Concentration 3 (+5) Diplomacy 3 (+10, Skill Mastery) Gather Information 8 (+15, Skill Mastery) Intimidate 13 (+20, Skill Mastery) Knowledge: Arcane Lore 2 (+5) Knowledge: Theology & Philosophy 7 (+10) Language 1 (Ascended Speech [Native], English) Notice 3 (+5) Sense Motive 3 (+5) Feats: 17 PP All-Out Attack Distract (Bluff) Dodge Focus 6 Fearless Power Attack Quick Change Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Well-Informed Equipment: None Powers: 28 + 17 + 5 + 6 + 3 + 6 + 6 = 71 Array 12 (Infernal Magic, 24PP, Feats: Accurate 2, Alternate Powers 2) [28 PP] BP: Damage 10 (Hellfire Bolt, Extras: Range [Ranged], Feats: Improved Critical 2 [18-20], Improved Range, Incurable) [24 PP] AP: Damage 10 (Hellfire Blast, Extras: Area [General, Cone], Feats: Incurable) [21 PP] AP: Teleport 6 (600 ft./move, 20 miles/full, Extras: Portal) [24 PP] Array 7 (Soul Glaive, 14PP, Feats: Accurate 2, Alternate Powers 1) [17 PP] BP: Damage 4 (Extras: Penetrating, Vampiric, Feats: Incurable, Mighty) [14 PP] AP: Nullify 10 (All Magic, Flaws: Range [Touch]) [10 PP] Flight 3 (50 MPH, 500 ft./round, Drawbacks: Restrainable) [5 PP] Immunity 6 (Aging, Environmental Conditions [All]) [6 PP] Protection 3 [3 PP] Super-Senses 6 (Darkvision, Divine Awareness [Visual], Infernal Awareness [Visual]) [6 PP] Teleport 2 (200 ft. Extras: Castling, Feats: Change Direction, Turnabout) [6 PP] Drawbacks: -0 DC Block Attack Range Save Effect Unarmed Touch DC 21 Toughness (Staged) Damage Hellfire Bolt Ranged DC 25 Toughness (Staged) Damage Hellfire Blast Touch/Area (Cone) DC 25 Toughness (Staged) Damage Nullify Magic Touch DC 20 Will Nullify Soul Glaive Touch DC 25 Toughness (Staged) Damage Totals: Abilities (54) + Combat (20) + Saving Throws (9) + Skills (14) + Feats (17) + Powers (71) - Drawbacks (0) = 185/227 PP
  14. Bombshell (Original Sheet for Bombshell) Power Level: 10 (14) (201/237PP) Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness Unspent Power Points: 36 In Brief: Immortal Femme Fatale, (Heel? Face? Who knows?) Residence: Base of Operations: Freedom City Catchphrase: Alternate Identity: Natalya Browning, aka. Rebecca Danvers Identity: Public (Talya) / Secret (Rebecca) Birthplace: London Occupation: Idle Rich / ex-thief Affiliations: Allies of Freedom (1939-1945), MI6 (1945-1954), Thief (1960-1970), Prison (19702-2009) Family: None currently living Description: Age: 98 (DoB: September 7, 1917) Apparent Age: Mid twenties Gender: Female Ethnicity: Caucasian Height: 5'6" Weight: 135 lbs Eyes: Blue Hair: Blonde A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the '40s she did femme fatale. In the '60s it was go-go boots and micro-minis. These days, while swinging from lines across Freedom City, she favors a leather cat-suit and domino mask. In order to keep up with the times, she's updated the look to include more straps and a pair of goggles that she never actually wears. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit. Power Descriptions: Talya's powers look like nothing at all. Although she's been imbued with immortality and few more tricks up her sleeve post her efforts in Europe during the second World War, its to her benefit that they look like nothing at all. Most of what she has going for her is skill and carefully honed ability, and then a little bit over the years to even the playing field. History: Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her shield her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protections. For Talya, that enhanced her natural aptitudes for stealth and shielding into mystically enhanced physiology. Gifts that she was quick to turn into weapons for the Allies during the war. Once the war was at an end, Talya remained with MI6 and her talents were turned towards the potential threat that Russia posed for the Western world. This, however, was a much murkier world and Talya lost her taste for the spy game as it became much less clear what good and evil war. Abandoning war-torn Europe, Talya gave into her thrill-seeking ways, becoming a pre-eminant thief. As England was still rebuilding, she left European shores for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the '60s, enjoying a special game of cat and mouse with the Scarab as her abilities helped her remain elusive to his senses. When her old "friends" from her first caper showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentence began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's spent her time and used her disguise skills to look more fragile with the years. After breaking out on the scene, Talya found that the villains of the era weren't any sort that she wanted to throw her lot in with. No style. No panache. Too much murder. After another heel-face turn, Bombshell was back on the side of good. Ish. When the chips are down, Talya's always on the side of 'lets not blow up the world'. Burning buildings. Rescuing cats from trees. Sure. She still has a bit of a weakness for taking things from rich people who fail to appreciate them. Personality & Motivation: Bombshell has always been chaotic, never evil. Although she stole and broke many laws but she's always had her own own moral code. She worked with heroes occasionally even during her more criminal days. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. Afflicted by moral ennui, she's about to embark on a heel-face turn. Once the threads for those finish, Bombshell will be much more in line with her golden age morals. A spy for the good guys, and struggling to not get assumed to have slipped back to her felonious habits. Powers & Tactics:Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, the lingering magic buffs she has don't hurt. Complications: Adopted Family: Talya long ago outlived her biological siblings but her former Allies of Freedom teammate, Dimitri, is a brother in all but blood. I Got A Record: In her long life, Talya's done lots of things and not all of them on the side of angels. I'm Just Drawn That Way: Femme fatale means having to say you're sorry. A lot. Old Friends, Old Enemies: Talya has lived a long life and has no shortage of old friends needing help, old enemies that want to fight and old lovers that could fall into either category. Pretty Baubles: She has a bit of a thing for the glitz and glamour. She might be a hero but occasionally personal property laws don't really count in her estimation. Relationship: Talya is currently involved with the married Espadas: Jack and Min and while the two are formidable in their own right, there's little that Talya wouldn't do to ensure their safety. Responsibilities (Team): For the first time since the golden age, Bombshell is on a team roster with the Interceptors. Considering that her last team was predominently murdered by Kantor, despite her bluffing to the otherwise - she takes their safety and her responsibility there seriously. Ward(s): In addition to her parental role to Eden and Mia (and the twins on the way), Talya's taken on mentorship of Raina as well. Wrong Place, Wrong Time: Sometimes the cops assume that she's there to commit a crime, not solve one. For some reason, Talya tends to end up on the scene at the absolute worst time Abilities: 6 + 14 + 8 + 4 + 4 + 14 = 50PP Strength: 16 (+3) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 18 + 16 = 34PP Initiative: +7 Attack: +11 Melee, +9 Ranged / +15 Baton Grapple: +14 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -2/-4 Saving Throws: 1 + 0 + 0 = 1PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+7 Dex, +0) Will: +2 (+2 Wis, +0) Skills: 140R = 35PP Acrobatics 13 (+20) Skill Mastery Bluff 13 (+20) Skill Mastery Disable Device 13 (+15) Skill Mastery Disguise 13 (+20) Skill Mastery Escape Artist 13 (+20) Skill Mastery Gather Information 3 (+10) Skill Mastery Investigate 5 (+7) Language 5 (English [Native], French, German, Polish, Russian, Spanish) Notice 8 (+10) Perform (singing) 5 (+12) Search 8 (+10) Skill Mastery Sense Motive 8 (+10) Slight of Hand 8 (+15) Stealth 13 (+20) Skill Mastery Feats: 31 PP Attack Focus: Melee x 2 Benefit: Wealth 3, Status: Fame, Status: Veteran (British Forces; DBE), Alternate Identity x 2 Blind Fight Defensive Roll x 2 Distract (Bluff) Dodge Focus x 4 Evasion x 2 Hide in Plain Sight Improvised Tools Luck 2 Quick Change 2 Jack of All Trades Power Attack Skill Mastery 3 (Acrobatics, Disable Device, Disguise, Escape Artist, Gather Information, Bluff, Search, Stealth, Perform (Dancing, Singing), Sleight of Hand, Notice) Sneak Attack Uncanny Dodge (auditory) Powers: 6 + 3 + 1 + 10 + 22 + 6 + 7 = 55 PP Concealment 3 (Mental Senses, ESP, Extras: Duration: Continuous, Flaws: Permanent) (Magic; Imbued) [6 PP] Concealment 3 (Visual, Auditory, Extras: Duration: Continuous, Flaws: Passive, Blending) (Magic; Imbued) [3 PP] Immunity 1 (Aging) (Magic; Imbued) [1 PP] Immunity 10 (Psychic Effects) (Magic; Imbued) [10 PP] Regeneration (Feats: Regrowth) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Magic; Imbued) [22 PP] Super Movement 3 (Slow Fall, Wall Crawling 2) (Training) [6 PP] Device 2 (Bombshell's Batons; 10DP, Flaws: Easy-to-Lose [-2], Feats:Subtle [Collapsible]) (Technology; Device) [7PP] Damage 4 (Feats: Accurate 2, Mighty) [7DP] Super-Movement 1 (Swinging) [2DP] Speed 1 [1DP] Drawbacks: (-5) = -5PP Vulnerable (Magic [Very Common], Major [x2]) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Sneak Attack Touch DC 20 Toughness Damage (Physical) Baton Touch DC 22 Toughness Damage (Physical) Baton-Sneak Attack Touch DC 24 Toughness Damage (Physical) Totals: Abilities (50) + Combat (34) + Saving Throws (1) + Skills (35) + Feats (31) + Powers (55) - Drawbacks (5) = 201/237 Power Points
  15. Fox

    Grim (PL10/15) - Fox

    Grim Power Level: 10 [15] (205/227PP) Trade-Offs: +2 Attack / -2 DamageUnspent PP: 22PPIn Brief: Teenage rebel psychopomp. Alternate Identity: Matthew RiveraIdentity: SecretBirthplace: Freedom City, USA Residence: Claremont AcademyOccupation: StudentAffiliations: ClaremontFamily: None living.Description: Age: 17 (DoB: 1999)Gender: maleEthnicity: HispanicHeight: 5'10"Weight: 130lbEyes: dark brownHair: blackMatthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future.A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt.Power Descriptions: Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy.History:Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up.Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest.They looked down on the injured child with eyes like burning coals and decided to keep him.By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away.Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens.Personality & Motivation:Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals.As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying.Powers & Tactics:Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable.Complications:Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature.Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time.Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them.Orphaned: Matthew has no family, and few real friends (of the two-legged variety).Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience. Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PPStrength: 16 (+3)Dexterity: 16 (+3)Constitution: 18 (+4)Intelligence: 12 (+1)Wisdom: 16 (+3)Charisma: 18 (+4) Combat: 8 + 8 = 16PPInitiative: +7Attack: +12 Melee, +4 RangedGrapple: +15Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedKnockback: -5 Saving Throws: 4 + 5 + 4 = 13PPToughness: +10 (+4 Con, +6 Protection)Fortitude: +8 (+4 Con, +4)Reflex: +8 (+3 Dex, +5)Will: +7 (+3 Wis, +4) Skills: 80R = 20PP Bluff 3 (+7 / +11) Attractive Craft (Mechanical) 8 (+9) Diplomacy 0 (+4 / +8) Attractive Drive 3 (+6) Intimidate 8 (+12) Notice 10 (+13) Perform (Singing) 12 (+16) Perform (Stringed Instruments) 12 (+16) Sense Motive 5 (+8) Stealth 12 (+15) Survival 7 (+10) Feats: 25PP Attack Focus [Melee] 8 Attractive Dodge Focus 6 Equipment 2 Evasion Fast Task [Startle] Improved Initiative Luck Move-By Action Power Attack Startle Uncanny Dodge [Audio] Equipment: 2PP = 10EP Mid-Size Car (1969 Chevrolet El Camino) [10EP] A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper. Strength: 30 Speed: 5 Defense: 8 Toughness: 10 Size: Huge Features: Alarm, Police Scanner Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP] Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP] Feature (Able to escort the willing dead to their afterlife) [1PP] Leaping 1 (x2) [1PP] Protection 6 [6PP] Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP] Speed 2 (25mph, 250' / move) [2PP] Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP] Super-Movement 1 (Trackless) [2PP] Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP] Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP] Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Strike Touch DC 18 Fortitude Drain Toughness (Undead Only) + DC 23 Toughness Damage (Physical) Drawbacks: (-1) = -1PP Impoverished [-1PP] Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/227 Power Points
  16. Sparkler Power Level: 10 [12] (201/235PP) Trade-Offs: None Unspent Power Points: 34 In Brief: A young pyrokinetic witch whose comfortable world was shattered by the revelation of her parents' horrific crimes. She is determined never to be taken advantage of by anyone again. Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Raina Sanderson Identity: Secret Birthplace: Angel Mounds, Indiana Occupation: High School Student Affiliations: None Family: Eric Sanderson (father), Rochelle (Miller) Sanderson (mother), Maxwell Miller (grandfather), Margaret Miller (grandmother) Description: Age: 16 (DoB: 08/28/1999) Apparent Age: 16, unless she wants to look older Gender: Female Ethnicity: Caucasian Height: 5'10 Weight: 135 Eyes: Blue Hair: Blonde Aside from being unusually tall for her age, Raina in the wild doesn't have a lot of distinguishing features. She can use makeup to make herself look considerably older and more attractive, when the right tools are available. She has honey-blonde hair that she currently wears shoulder length, and her clothes are an odd mixture of Walmart shapeless specials and a few designer pieces. Power Descriptions: Sparkler's powers are all of the Magic descriptor, and when she uses them, she is obviously casting spells with words and hand gestures. (Some of them are more subtle than others.) Some of her spells require props or components, which she carries with her in her purse or in a pouch on her uniform. Fire being controlled by her power tends to burn unnatural colors, sickly yellow or bright red mostly, but will revert to normal color when she releases control. History: Growing up, Raina always believed she was special. Not only was she an only child, she was one of the very few children at all in her tiny hometown of Angel Mounds, Indiana, so there wasn't much competition for adult attention. And not only that, but her parents were Very Important People, which made her that much specialer by proxy. Dad was the mayor of Angel Mounds, and had been since long before Raina was born (surprisingly long, though she didn't notice that till it was too late), while Mom was the most beautiful woman in Spencer County, and one of the most socially active. Their big house was always full of people and parties, and even before she was old enough to stay up past nine pm, Raina had a polished set of social manners and a wardrobe large enough to need an entire second bedroom. She went to an exclusive private school in Evanston and got excellent grades, partially because she was smart and partially because her family were Important Donors. Grownups fawned over her, other children wanted to be her friends. But that wasn't why Raina believed she was special. Raina always knew she was special because of the magic. Down beneath the ballroom and the formal dining room and all the fancy landscaping, there was another wing to the Sanderson home, one that was shrouded in grown-up mystery and thus endlessly fascinating. After the fancy parties were over, Dad and Mom and some of their good friends would slip down to those rooms and not come out till morning, usually looking exhausted, dirt-smeared and very pleased with themselves. Raina was only seven years old the first time she palmed a key from her mother's wardrobe and made her way down the secret stairs to find rooms filled with old, stinky books, weird jars of herbs and animal parts and different kinds of stones, and big iron cauldrons hanging over cold firepits, waiting to be used. She understood right away what it was all for, of course. She wasn't stupid. She'd already read the first Harry Potter book! Everybody knew that magic was real, but now it was really-real, and it was inside her own house. Having parents who were a witch and wizard (they preferred “practitioners,” but Raina knew better) wasn't always all it was cracked up to be. She'd barely been in the basement five minutes before her mother and father were racing down the stairs, looking scarier than Raina had ever seen them before, their faces hard and mean and ready for a fight. She hid behind one of the cauldrons, but not before her dad caught sight of her. He rolled his eyes, the scary look dissolving away as he caught Raina by the arm and swung her up into the air like she was a little kid, making her giggle helplessly. “We've got an intruder all right,” he told Raina's mom, “and she's a menace! A menace!” Both parents laughed, and then Dad tickled Raina until she nearly wet her pants and completely forgot that she'd been scared. After that, though, she had to explain how she'd gotten down there, which had led to the dreadful punishment of an entire weekend not being able to ride her pony or go out and play among the many strange mounds that gave her little town its name. But it was all worth it when her parents decided she was ready to learn magic herself. It was almost better than getting a letter from Hogwarts (even if she continued to hold out secret hope for several more years.) Dad explained to her that she would not be ready for “initiation into the mysteries” until she was sixteen, but there were things she could learn beforehand. They taught her useful little bits of magic to make life easier and more fun. A translation spell made foreign language classes a breeze, while a lockpick spell made pranks on classmates so much more satisfying. Learning to fly when she was fourteen was, of course, amazing, even if she could only do it while invisible. But her favorite, favorite spell of all was the fire control. Sure, it made lighting the ritual candles easy, which was what it was for, but it could do so much more. One too many mishaps with the curtains got her a stern injunction to only practice that spell outdoors, but that did nothing to dampen Raina's enthusiasm. As she got older, Raina started noticing her parents getting busier and busier. Her father often went on trips for days at a time, while her mother was frequently away from dawn till dusk, with people over at night as well, downstairs in the ritual rooms and never letting her so much as watch. Raina might have worried that something bad was happening with them, except that they were so embarrassingly affectionate with each other when they were both home. She was fairly certain she was scarred for life just by watching a couple of their reunions after her dad had been away for a long weekend. And it wasn't as though she were a neglected child. There were summer camp trips that were more like resorts, vacations with friends, new clothes, shoes and hair for every new season. She knew there were bad things in the world. At school they talked about how the unsolved murder rate in the city was at an all-time high, and the teachers warned them not to go places on their own. People told stories about weird lights in the sky sometimes, and places near the river where plants died and animals wouldn't set foot. A lot of those places seemed to be near Angel Mounds, which had some of the only undisturbed forest left in the area. But none of that stuff really had any impact on Raina, so she pretty much ignored it. Life was good for Raina at fourteen, but it was also somewhat lonely. Her friends from school lived in Evanston, and there were no kids her age nearby. When her parents were busy, she had nothing but the internet, which bored her. When she pestered her mother one too many times about it, Mom had snapped at her to get a familiar already, but not that damned smelly pony, and shut her out of her bedroom. Raina pouted, but went down to the basement and did her homework. She learned about familiars, learned how to create the bond, and had only to decide what animal she wanted. Black cats were definitely out, what could be more boring and obvious? Though she might have done it just to spite her mother, the pony was just too big (and kind of stupid, even though she still loved him). Birds were too noisy, dogs too obnoxious, snakes and lizards too icky. She was stuck for ideas until one day at school when her one vegan friend all but burst into tears while giving an oral report about the local research facility and their animal testing experiments. She gulped and sniffled her way through horror stories about fuzzy little mice and sweet bunny rabbits and even tiny little baby monkeys, and suddenly Raina had an idea. Breaking into the research facility was hardly Raina's first foray into breaking and entering, but it was the first time she'd done it for more than practice or harmless pranking. Silent and invisible, she'd snuck through the facility till she'd found the animal testing labs, quiet and dark in the nighttime. She'd turned on the lights, had a look around, barfed into a trash can, then gotten down to business. As promised, among the cages of other animals was one small capuchin monkey, scared to death and with some kind of paint smeared over his fur, but otherwise apparently unharmed. He had a clever face, Raina decided. “You wanna get out of here?” she asked him, and he indicated that yes indeed, he would very much like to get out of this place. She opened his cage, and all the other cages for good measure, and after a heart-pounding and really entertaining chase through the corridors, got her new prize safely out of captivity and home with her. She gave him a bath, named him Merlin, and performed the familiar spell, greatly pleased with her own cunning and daring. Merlin took to being a familiar extremely well. Like, extremely well. Like, all familiars got some measure of their human companion's intelligence, but sometimes Raina wondered if the monkey might not be just a little bit smarter than her. He was certainly smart in different ways. When she had to leave him home and go to school, she taught him how to use the computer and the internet to keep himself entertained. By the end of the second week, he'd started ordering parts off Amazon and building himself a new computer system because hers was too old and slow for video games. After a couple of months, he was winning tournaments and using a voice synthesizer to randomly swear at other players in order to throw off suspicion. He loved Raina, and the feeling was mutual, but she'd really kind of hoped to have a little more in common with her familiar. She might have been better off with something a little dumber. But then he showed her how he'd hacked into the files at her school and changed the faculty page of her least favorite teacher to include a number of extremely unflattering descriptions he must have learned while gaming, and Raina was sure she'd made the exact right choice. Her parents had been surprisingly unperturbed by the story of how she'd gotten her new friend, and even when Raina took him into town or the city with her, nobody ever asked a single question. Freshman year of high school kept Raina super-busy. She was at a new school, every bit as elite and exclusive as the last, but she was suddenly having more trouble than she'd ever had before. For one thing, she was getting tall. Like, really tall. Unfortunately, freakishly tall, especially compared to the tiny little freshman boys in her class. She was developing proportionately, at least, so she got some hips and breasts to go with the monstrous tallness, but that was only slight consolation. Merlin, ever pragmatic, pointed out that with her birthday being what it was, she was already older than most of the other kids in her class. She might as well hang out with older students. Some YouTube tutorials and a lot of shopping acquired her makeup and clothes to meet the challenge, and with her family's money and a few words from her mom into the right ears (Raina suspected), she was soon back on top again. She got herself a boyfriend who was a junior and had a nice car, arranged her lunch table to suit herself, and shamelessly exploited her familiar to keep herself from failing math. All of this, though, was really just killing time. She was going to be sixteen next year, and sixteen was Old Enough. When she was sixteen, she would be inducted into the true mysteries of magic. She would know exactly what her parents and their friends did down in the basement when she wasn't allowed. She would finally get a taste of real power! Raina's entire world came crashing down three weeks before Christmas. One night she was awakened from sleep by her mother shaking her roughly and telling her to get to the basement and hide, and not to say anything to anybody or make a single noise. Raina would've whined on general principle, but the look of fear on her mother's face wasn't something she'd ever seen before. Barefoot and in her nightgown, Merlin on her shoulder, she'd raced into the basement, where Dad and a half-dozen of her parents' closest friends were dressed in black robes, dark stuff smeared all over their faces. They seemed scared too, even after Mom had rejoined them and they'd all begun chanting around the largest cauldron. Raina didn't recognize any of the words, but she could feel the weight of magic in the air. It didn't feel good and comfortable and exciting the way magic usually felt, though. It felt... evil. Were they under attack? Were her parents trying to fight off some huge evil force bearing down on them? She thought about trying to help, but then the walls began to shake, and terror handily overwhelmed any heroic impulse. Cuddling Merlin like a stuffed animal, she hid her face against her knees and cowered behind the bookshelves while the chanting increased and the walls shuddered and the air grew almost too heavy with magic to breathe. She didn't even notice when the superheroes started to appear, not until the fighting started. It wasn't a very long fight. The practitioners in Mom and Dad's coven were intellectuals, not hand-to-hand fighters, and they obviously hadn't expected to be teleported in on. Raina didn't understand what was going on, but she saw that people were attacking her parents, so she rushed to help, wielding underpowered fireballs for all she was worth, not even remembering she was still in her pajamas. She was subdued almost instantly, frozen in place and hoisted into the air, Merlin still clinging to her neck and just as immobilized. Within ten minutes, the entire coven was under arrest, Raina included, and being dragged off to... she didn't even know where. She'd never been more indignant and frightened in her entire life. What right had anybody to do this to her and her family? Indignation had dissolved into hysteria when a man in green and gold had tried to take Merlin away from her, and he'd finally been allowed to stay when she was put into an empty interrogation room. Raina had thought to ask for a lawyer, or at least a grownup, but when the superheroes came to talk to her, it was more like an intervention than an interrogation. They wanted to know about the plot to end the world, but in the face of her genuine bafflement and fear, they realized quickly she had no idea what was going on. So they told her. It wasn't an easy story to believe. Raina's parents weren't evil! They were wealthy and powerful and well-connected, people liked them! They donated to charities all over the county! But that money, according to the heroes, was blood money, acquired through dark rituals and horrifying exploitation. Half the civic leaders of Evanston, and a few of Indiana, were trapped under the magical influence of the coven, willing to give them anything they wanted. Huge spells had been in place for decades to cloak and shield the practitioners of Angel Mounds while they used black magic to build their fortunes and eradicate their enemies. People who had crossed the Sandersons and their friends had been ending up missing for decades, with nobody willing to talk about it. Raina remembered hearing whispers like that, but who would believe something like that? It was crazy! The coven had used forbidden rituals to suck the lives out of animals, patches of land, even people, creating magically and psychically dead spaces near Angel Mounds, which was itself a deep well of dark power. They had kidnapped more than a dozen people in Evanston, brought them to the ritual space underneath the mansion, and ritually murdered them in an attempt to turn themselves into powerful lower beings. At that point, Raina had needed a little break from all the explaining, and had taken it with her head between her knees and a woman in white encouraging her to breathe a little more slowly. Raina hadn't wanted to believe any of it, but there was evidence, so much evidence. And there were things she'd seen, things she had noticed and just hadn't ever really paid attention to. But how could her parents be evil? In the end, it hadn't mattered what Raina believed. With barely a moment for goodbyes, her parents and their friends were all bundled off to Blackstone Prison in Freedom City to await trial for a shockingly long list of charges. Raina hadn't been arrested and wasn't going with them, but she had nowhere to go. The mansion and all its contents were seized by the police and the superheroes. Raina had been allowed to pack one suitcase of her clothes and diaries and photos, after letting an agent dig through all of it to make sure she wasn't hiding evidence. She didn't even get to keep Merlin's computer. Everything else was just gone, even the pony. And so was all the money. Broke and alone, Raina suddenly found herself enmeshed in a system she had no influence over whatsoever, subject to the whims of people she didn't know, but was supposed to trust to look out for her best interests. But why the hell would she do that, when the people she trusted most had (maybe, surely not) done such horrible things? As the shock wore off she became more defiant, more angry, but it didn't have any more effect than if she'd been pliable. She was shipped off to grandparents she'd only met twice, her mother's parents, who disapproved of magic, money, anything fun, and most especially Raina herself. Moving in with her grandparents meant not only switching schools but switching states, moving to Ohio and settling in a town far more isolated than Angel Mounds had ever been. It was far enough away that none of her friends would visit (not that it seemed likely anyway, after all that had happened), but close enough that the news had been saturated with coverage of the superbattle and the arrest of the evil demon-consorting coven. Raina quickly found herself a miserable outcast at school, with no way to fix things this time even if she'd had the energy. Home was no better; they treated Merlin like an animal and Raina like a delinquent, as though if she were given the least iota of freedom, she'd start trying to summon demons and murder people as well. Frustration and anger boiled inside Raina, and she welcomed it because it was a lot better than being afraid and lonely all the time. She began to strain against the rules, sneaking out of the house, getting into fights at school. She set one particularly obnoxious sophomore's brand new car on fire with a wave of her hand, though she'd make sure to do it when it couldn't be pinned on her. Her grades for the year were abysmal, barely passing, but she didn't care. Her grandparents threatened to put her in foster care, but it didn't seem like that could be any worse. When the representative from Claremont Academy showed up, it seemed too good to be true, but Raina jumped on it anyway. Maybe it was a scam, and maybe this was just another group trying to take advantage of her, but at least it meant getting the hell out of Ohio and into a city big enough to get lost in. One thing was for sure, she wasn't going to ever trust anything an adult said to her ever again. Personality & Motivation: Raina grew up sheltered and more than a little spoiled, but she was a people-pleaser at heart, happiest in the center of an adoring crowd. She also had a tendency to take things at face value and believe that people had her best interests in mind. All of that bit her very hard on the ass, and now she's in a rebound phase. She is defensive and untrusting, rebellious for the sake of rebelling, unwilling to believe that anybody might have an uncomplicated desire to help her in any way. She wants to learn hero work to distance herself from the crimes of her parents, both in order to silence the people who say she's a villain by nature, and to extend a middle finger to the parents who betrayed her trust. Until she truly believes she can trust someone again, she's going to continue fighting authority just to let herself feel in control. Powers & Tactics: Planning is not Sparkler's strong suit; she's never had any training and had very little fighting experience. When she is pushed into combat, she will try and stay at a safe distance, preferably invisible, and launch fireballs at opponents until they fall down or go away. She currently has little capacity for teamwork, since there's nobody she'd trust to watch her back. Complications: Stray Cat Sitting On A Fence: Raina sits between two worlds, the villainous legacy of her parents and the heroic aspirations of Claremont Academy. Neither is very accepting of her at the moment, villains see her as a quisling and heroes see her as a bad seed. Ain't Got Enough Dough to Pay the Rent: All of Raina's family assets were frozen and seized when her parents were arrested, leaving her to cope with a much different style of living. Right now she has no income and no savings, not much to her name beyond the clothes on her bck and her monkey. Strut Right By With My Tail In The Air: Raina is much too proud to ask for help in pretty much any circumstances, which includes trying to beg for friendship from people who are socially better positioned than she. This pride often manifests as aloofness and can be offputting, as well as keeping her from getting help when it would be really useful. Get Shoes Thrown At Me By A Mean Old Man: Raina's relationship with her family is pretty terrible right now. Her parents are in prison and she can only see them once or twice a month, even if she wants to. Her grandparents basically hate her, and have pawned her off on Claremont with great relief. Of course, if she were to get kicked out of Claremont... Howling in the Moonlight on a Hot Summer Night: Raina is currently in what might be charitably described as a rebellious phase. Nobody, in her opinion, can be trusted to look after her except herself, so she will make all her own decisions whether or not the rules say she can. In many ways, this makes her even easier to manipulate. Got Cat Class, Got Cat Style: Unfortunately for someone who grew up in the Midwest, Raina hates cold weather. Hates being cold, hates feeling cold. It makes her fingers numb and messes up her powers, sometimes it feels like it even makes her fire less effective. She enjoys warmth and shuns cold whenever possible. Wish I could Be As Carefree and Wild: Raina's main offensive power is throwing fireballs, which looks awesome and can be very effective, but it's also a little unpredictable. When she's doing something big with fire, especially if she's stunting with it, the chances of burning herself (or singeing off her hair and eyebrows) goes way up. This has not yet stopped her from playing with matches. Abilities: 0 + 4 + 4 + 6 + 0 + 10 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 The Sun, +12 Sick Ninja Moves Grapple: +6 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5/-1 Saving Throws: 4 + 4 + 10 = 18PP Toughness: +10/+2 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +10 (+0 Wis, +10) Skills: 56R = 14PP Bluff 12 (+17) Concentration 8 (+8) Diplomacy 6 (+11) Disable Device 0 (+3/+15) The Fool Disguise 0 (+5/+25) The Moon Knowledge (Arcane Lore) 8 (+11) Knowledge (Theology/Philosophy) 6 (+9) Notice 6 (+6) Sense Motive 10 (+10) Feats: 42PP Attack Specialization (Fire Blast) 2 Challenge (Fast Taunt) Dodge Focus 4 Luck Quick Change Ritualist Second Chance (Disable Device) The Fool Sidekick 30 Taunt Uncanny Dodge (Visual) Powers: 10 + 7 + 10 + 4 + 3 + 1 + 8 + 4 + 11 + 21 = 79PP Comprehend 5 (The Tower; Speak to and Understand Animals; Speak, Read and Comprehend Any One Language At a Time) [10PP] Damage 2 (Sick Ninja Moves, Feats: Accurate 3, Improved Critical, Innate) [7PP] Device 2 (Broom, Flaw: Hard to Lose, Feats: Restricted 2 [Raina]) [10PP] Enhanced Flight 3 (to Flight 4) (100mph/1000fpm; Extra: Affects Others, Feats: Moving Feint) [10DP] Enhanced Feat 1 (Second Chance [Disable Device]) [1] + Enhanced Skills 12 (Disable Device 12 [+15]) [3] "The Fool" [4PP] Flight 1 (The Chariot, 10mph/100fpm; Extra: Affects Others) [3PP] Immunity 1 (Environmental Heat) [1PP] Protection 8 (The Empress) [8PP] Super-Senses 4 (The Magician; Magic Awareness 3, Visual, Enhancement: Analytical) [4PP] The Moon Array 5 (10PP, Sneakiness; Feats: Alternate Powers 1) [11PP] Base Power: Concealment 4 (All Visual, Feats: Close Range, Selective) {10/10} Alternate Power: Morph 4 (+20 Disguise; Feats: Covers Scent, Precise) {10/10} The Sun Array 10 (20PP, Fire; Feats: Alternate Powers 1) [21PP] Base Power: Blast 10 (Fire, and lots of it) {20/20} Alternate Power: Move Object 10 (Extra: Range [Perception]; Flaw: Limited [Fire]) {20/20} DC Block: ATTACK RANGE SAVE EFFECT Sick Ninja Moves Touch DC 17 Toughness Damage Fire Blast Ranged DC 25 Toughness Damage Totals: Abilities (24) + Combat (24) + Saving Throws (18) + Skills (14) + Feats (42) + Powers (79) - Drawbacks (0) = 201/235 Power Points
  17. Sandman Power Level: 12 (175/197 PP) Trade-Offs: None Unspent Power Points: 7PP In Brief: Widower trying to fulfill his wifes legacy as ancestral defender of the dreamlands. Residence: Suburban Hanover Base of Operations: Throughout Freedom City Alternate Identity: Dr. Elis Sanford Identity: Secret Birthplace: Freedom City Occupation: Doctor Affiliations: People and/or groups you work with. Family: Mrs. Barbara Breska-Sanford (Wife, Deceased), Shelby Sanford (Daughter, 8), William Sanford (Son, 5), Grace Fellows (Sister) Description: Age: 34 (DoB: June 14th 1981) Apparent Age: 34 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 185 Eyes: Blue Hair: Sandy Blonde Elis is a fit man in his mid thirties. He's toned without being bulky and of average height with a calm confidence in his movement. His hair is neatly cut and styled with the simplicity of a busy schedule. He is usually in scrubs or business casual, khakis, button down and tie though on weekends revels in his god given right to sandals with socks and cargo shorts. As sandman he's costumed in a blue and white, a long hooded vest belted at the waist over a bodysuit matched with Cuffed gloved and cavalier boots. His chest is emblazoned with the symbol of a crescent moon. Power Descriptions: His powers manifest as swirling almost luminescent yellow brown sand. At its most basic he forms it into grasping limbs or weapons or fashions walls and cages to entrap his foes or form into illusory living dreamscapes. He may call upon them to swirl about in vortices putting his targets into a deep sleep, sapping their energy or calming a crowd with their somnolent touch. At its more esoteric it serves as a conduit for Sandman to touch on the dreams and nightmares of his friends or foes for aid or to make them deadly real in the mind of the beholder. His form is almost as if built from flowing sand and bullets or fists pass through with little to no effect only for the holes to fill in from the surrounding mystic sands. History: Elis is not a remarkable man. He's a hard worker and clever enough that that work has paid off though none of it came with great ease. He was raised in a firmly middle class household with a single younger sister and grew up with the luck to be spared the greater pains and losses many residents of Freedom suffered throughout the corruption of the Moore years, or the invasions and assorted chaos that followed. He graduated high school near the top of his class and was accepted to FCU in a pre-med program. Though no longer a bigger fish in a small pond led to some growing pains he managed to get through in no small part due to the support of his future wife Barbara. They met in an intro to biology course and her presence pushed him to attend more regularly. Late nights studying together often seemed on the verge of their friendship developing to something more though she seemed to hold back. Elis accepted her reluctance and enjoyed her friendship and what company her busy schedule allowed. In time the friendship blossomed into more and by the time they graduated they were engaged. It is in that relationship that Elis' future would be forged. The Braska family were inheritors of an ancient mandate. Defenders of the waking world from the creeping darkness of nightmare realms, guardians of the vale of sleep, knights of dream. Barbara was their last scion. Elis knew nothing of her grander purpose though he often worried about her odd habits and exceedingly busy schedule throughout their relationship as friends and romantically he allowed her enough space and she managed her dueling responsibilities well enough it never came to a head. As they entered graduate studies (he in med school her in psychology) they got an apartment together, He'd awake at night to find her mysteriously absent, or so deeply asleep he could not wake her as she did battle in the realms of dream or hunted nightmare things crossed into our realm. When he finally asked her about it she could no longer hide her double life from him. Elis worried for her after that, no loving partner would not, but he had come to understand her devotion in time. They were wed shortly after he began his residency and not long thereafter their first child was born. Barbara's vigils as their daughter slept seemed odd but Elis accepted she needed the comfort of watching and she never seemed to tire at the least. In due course another child joined the first, a younger brother his sister adored. All seemed well in their lives. Balancing family and superheroics was never easy but Barbara managed and despite the long hours of his residency Elis was there to support her. Not long after Elis completed his residency and joined the hospital staff as an attending physician it all came crashing down. He returned from a late night call for emergency surgery to find the front door of the house torn off its hinges. Calling 911 he rushed inside, he found her at the top of the stairs the power of her legacy slowly fading, the costume he rarely saw reverting to her nightclothes as he ran to her side. As he tried to staunch the bleeding he cradled her in his arms. She whispered to him of the boogeyman who had come for the children, the scions of her line. She had driven him off but at a great price. She made him promise to protect the children, it wasn't until her last kiss passed the power of the Sands of Sleep to him he understood she meant all of them. She was gone by the time the paramedics arrived. Barbara's loss was hard on Elis, and of course the children though he sheltered them from the worst of the details schoolmates and teachers all knew at least some of it and it has been difficult for them. He keeps upbeat and makes sure they celebrate they life they had with her rather than focusing on her absence. So far it seems to be working. For a time he tried to forget his promise, the legacy of the guardian of dreams had taken his wife from him he was not charitable in thought toward it now. It was nearly a year later before he embraced his role, children gone missing from locked homes, dark figures spotted in the shadows, he could hear his wifes voice telling him to protect the children, so that is what he does. Personality & Motivation: Elis is an affable gentle man with a quick smile and easy demeanor. He doesn't stand out much in a crowd but those that know him usually remember him fondly. A devoted father and skilled doctor he is a very busy man but none the less seems to find time for tidbits of conversation with the coffee cart barista or the nurses on his way in to the hospital. His wife's death has left a certain melancholy to his manner but it is a quiet kind melancholy that he rarely inflicts upon others, and is quick to apologize with a self deprecating jest at his maudlin behavior. Elis' relationship with superheroics is complex. This job cost his wife her life. Something he'll like as not never forgive it, she knew the risks and he knows would have done nothing differently yet still a part of him blames the responsibility laid upon her for her death. On the other hand he respects her sacrifice and her convictions of the importance of this work. He knows as few others do how close the monsters really are in the world and how spread thin its defenders are. When it comes down to it however he made a promise and he intends to keep it. There is a darkness in the world and he will be the light to ward it off. Powers & Tactics: Sandman is first and foremost a guardian of the innocent. Thus he usually opens with seeing to it that bystanders are safe by calming them or erecting barriers to cover their retreat. Once that is achieved he'll move in to engage more directly and will focus on entrapping or disabling his foes. It is a last resort to turn to the crude brutality of attacking more directly, only the most heinous of offenders are treated tot he special horror of being rent asunder by their own worst nightmares, Sandman knows such power must be used sparingly. Complications: Identity: Secret; The mild mannered anesthesiologist is not what most imagine when they think of super heroics, he'd like to keep it that way. Responsibility: Job; He is holding down a day job if not for his lack of need for sleep it would like as not all come crashing down. Responsibility: Parent; Single parent at that. He has two children who he WILL ensure are safe and secure. Code: Sandman hunts the things that go bump in the night, the monsters under the bed and in your closet. He makes sure the nightmare things that creep across the veil go back where they belong, pursuit of such creatures take priority over lesser foes. Code: Defender of innocents. Bystanders and especially children must be protected at all costs. Enemy: The Boogeyman is still out there. Barbara hurt it, drove it off but it will recover and be back. Sandman plans to be ready. Abilities: 0 + 6 + 8 + 6 + 10 + 4 = 34PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+6) Wisdom: 20 (+5) Charisma: 14 (+4) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Base; +4 Melee, +4 Ranged Grapple: +4 (+20 Move Object) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +14 (+4 Con, +10 [Protection]) Fortitude: +8 (+4 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +10 (+5 Wis, +5) Skills: 64R = 16PP Diplomacy 3 (+5) Intimidation 3 (+5) Knowledge (Arcane Lore) 12 (+15) Knowledge (Behavioral Sciences) 7 (+10) Knowledge (Cosmology) 12 (+15) Knowledge (Life Sciences) 7 (+10) Medicine 10 (+15) Notice 5 (+10) Sense Motive 5 (+10) Feats: 8PP Attractive Benefit (Wealth) 1 Dodge Focus 6 Powers: 64 + 6 + 1 + 1 + 9 + 10 + 4 + 9 = 104PP Array Rank 28 (Sands of Dream; 56AP; Extras: none, Flaws: None, Feats: Alternate Power 8, Drawbacks: None) [64PP] (Dream, Mental, Magic) Base Power: Create Object 15 (Walls of Sand; Extras: Duration(Continuous +1); Flaws: none; Feats: Affects Insubstantial 2, Selective, Stationary, Tether, Precise, Progression 5 [250' cubes]; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Damage 12 (Nightmares to Life; Extras: Penetrating 2 +1, Range (Perception, +2), Alt Save (Will, +1), Mental (+0); Flaws: none; Feats: Dimensional(Dream), Indirect 3, Reversible, Subtle; Drawbacks: None) {56/56} (Dream, Mental, Magic) Alternate Power: Emotion Control 12 (Sands of Calm; Extras: Area (General, Shapeable, +1), Selective (+1); Flaws: Limited (Calm Only, -1); Feats: Reversible, Progression 19 (Rank x1000 5' Cubes);) {56/56} (Dream, Mental, Magic) Alternate Power: Fatigue 12 (Sands of Exhaustion; Extras: Range (Perception, +2); Flaws: none; Feats: Affects Insubstantial 2, Sedation, Reversible, Incurable, Slow Fade 2, Subtle; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Illusion 12 (Sands of Illusion; All Senses, 2,500' Area; Extras: Selective Attack (+1); Flaws: Phantasms (-1); Feats: Progression 8; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Illusion 12 (Sweet Dreams (Dream Control); Extras: Duration (Sustained, +1); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Triggered, Progression 15 (50 mile radius); Drawbacks: none) (Dream, Mental, Magic) Mind Reading 12 (Dream Travel; Extras: Affects Others (+1), Duration (Continuous, +2); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Insidious, Sedation, Subtle 2; Drawbacks: None) {40 + 16 = 56/56} (Dream, Mental, Magic) Alternate Power: Move Object 14 (Shifting Sands; Extras: Damaging (12 ranks, +1), Range(Perception) (+1); Flaws: none; Feats: Affects insubstantial 2; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Stun 12 (Sands of Sleep; Extras: Range (Perception, +2), Alt Save (Will, +0), Sleep (+0); Flaws: none; Feats: Affects Insubstantial 2, Reversible, Sedation, Slow Fade 3, Subtle; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Teleport 10 (Dream Step; Extras: Accurate (+1), Portal (+2); Flaws: none; Feats: Change Direction, Change Velocity, Easy, Progression 2 (50' by 50'); Drawbacks: none) {56/56} (Dream, Magic) Comprehend 3 (Speak and Understand all Languages; Language of Dreams; Extras: None, Flaws: None, Feats: None, Drawbacks: None) [6PP] (Dream, Mental, Magic) Enhanced Feats 1 (Quick Change 1) [1PP] (Dream, Magic) Feature 1 (Special Effect: Otherworldly Presence; Dramatic wind that affects only him, able to float slightly off the ground, echoed speech) [1 PP] Immunity 9 (Need to Sleep (1), Fear Effects (1), Dream/Nightmare (2), Sleep Effects (5); Extras: None, Flaws: None, Feats: None, Drawbacks: None) [9PP] (Dream, Mental, Magic) Protection 10 (Body of Sand; Extras: None, Flaws: none, Feats: None, Drawbacks: None) [10PP] (Dream, Magic) Super-Movement 1 (Into the Vale of Sleep; Dimensional Movement 1 (Dreamlands); Extras: Affects Others (+1), Attack (+1), Flaws: none, Feats: none, Drawbacks: none) [4PP] (Dream, Magic) Super-Senses 9 (Dream Sense; Dream Awareness (Mental) 1, Ranged 1, Radius 1, Accurate 2, Acute 1, Analytical 1, Tracking 2 Extras: none, Flaws: none, Feats: none, Drawbacks: none) [9PP] (Dream, Mental, Magic) Drawbacks: (-0) + (-0) = -0PP None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Nightmares to Life Perception DC 25 Will Damage (Mental) Sands of Calm Perception DC 20 Will Emotion Control(Calm) Sands of Exhaustion Ranged DC 20 Fortitude Fatigue Sands of Sleep Ranged DC 20 Will Stun Shifting Sands Ranged DC 25 Toughness Damage (Physical) Totals: Abilities (34) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (8) + Powers (104) - Drawbacks (0) = 190/197 Power Points
  18. Player Name: Heritage Character Name: Grimalkin Power Level: 13 (250/250PP) [283] Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form) Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence. Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: Apparent Age: Mid-twenties Actual Age: 108 Gender: Female Height: 5'3" Weight: 121 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. Three years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since. Upon her return, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now closer to one hundred and eight. She has recently taken on Gretchen McDaniels as her 'personal crimefighting assistant' (Gretchen's preferred term), though the world will soon come to know her as 'the Shrike'! Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes. In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food. Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. She's the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 12 = 36PP Initiative: +12 Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form) Grapple: +20, +12 in Pixie Form Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed Knockback: -5, -4 in Pixie Form Saving Throws: 6 + 8 + 8 = 22PP Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size) Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6) Reflex +16 (+8 Dex, +8) Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8) Skills: 156R = 39PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 0 (+8, +38 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10, +6 in Pixie Form) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 2 (+4) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 1 (+3) Knowledge (Theology and Philosophy) 2 (+4) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 14 (+22, +30 in Pixie Form) Survival 3 (+5) Swim 4 (+5) Feats: 34PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 [From Rewards] (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Rage 4 Setup Sidekick 41 [From Rewards] (205PP) Sneak Attack Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 3PP = 15EP Silberman's Books (PL12 HQ) [15EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [14EP] Communications Computer Fire Prevention System Gym Library Living Space Powers 4 (120PP, see below) Security System 2 (DC 25) Workshop 2 [Electronic, Magical] Concealment 1 ( ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective ) [9PP] (Magic Wards) Dimensional Pocket 2 (Flaw: Range [Touch], 250 lbs.) [2PP] (Magical Safe) Nullify 12 (Summon, Super-Movement [Dimensional Travel], and Teleport Effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 120ft radius]) [109PP] (Magic Wards) Rusty's Ranch (PL12 HQ) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 18 + 3 + 21 + 7 + 12 + 12 = 77PP Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP] Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP] Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP] Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP] Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP] Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory [12PP] Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 50 + Combat 36 + Saving Throws 22 + Skills 39 + Feats 34 + Powers 77 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness (Staged) Damage (Physical) Medium DC16(18*) Medium w/ Rage DC21 Tiny DC12(14*) Claws Touch Toughness (Staged) Damage (Physical) Medium DC22(24*) Medium w/ Rage DC27 Tiny DC18(20*) Create Object Touch DC16 Reflex Trapped Fear Perception/Area DC22 Reflex No Effect DC22 Will Shaken/Frightened/Panicked *Sneak Attack
  19. MirasPower Level: 10/12 (172/184PP)Trade-Offs: NoneUnspent PP: 12 In Brief: A hero trained in music and magic protecting those the world may have looked over. Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie Identity: Secret Birthplace: Los Angeles, California Occupation: Superhero, student, DJ, musician. Affiliations: FreeSA, FCU, Stone Soup Musical Group, Starlight Family: Father (Kemal), mother (Fehime), 2 brothers (Aydin, Mohammed). Age: 30 Gender: Female Ethnicity: Turkish/Djinn Height: 6' 2" Weight: 220 lbs Eyes: Blue Hair: Black Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though. Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into a hooded robe of summer green, with a purple stole over her shoulders. The stole has white letters in Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens. She has a pair of green gloves that complete the look, with white stars on the back of her hands. Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air. Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make the air solid enough to trap a man or fool the senses, or take a form as substantial as smoke. Using these powers often results in colored, geometric traceries appearing in the air. History: Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship. She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scary, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again. Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank. In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision. Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse. Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame. Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around. Powers & Tactics: Miras doesn't have a lot that could hurt a person. She'll normally use her Snare or Paralyze to lock an opponent down. Against a crowd of lesser enemies, she can weave impressive illusions to fool the group. Complications Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street. Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her. Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be. Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals. Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict. Hatred Asli reserves a special antipathy for drug dealers. Abilities: 0 + 4 + 0 + 4 + 8 + 8 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +6 Attack: +4, +10 Ranged, +10 Paralyze Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 128R = 32PP Bluff 8 (+12) Concentration 10 (+14) Diplomacy 11 (+15) Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Art) 13 (+15) Knowledge (Current Events) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Popular Culture) 8 (+10) Knowledge (Theology and Philosophy) 13 (+15)Skill Mastery Language 3 (Arabic, English [Native], Latin, Turkish) Notice 8 (+12)Skill Mastery Perform (Dancing) 1 (+5) Perform (Singing) 16 (+20)Skill Mastery Sense Motive 8 (+12) Feats: 18PP Attack Focus (Ranged) 6 Challenge (Combat Diplomacy) Challenge (Fast Taunt) Dodge Focus 4 Ritualist Set-up Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [singing]) Taunt Well-Informed Powers: 1 + 10 + 27 + 6 + 2 + 14 = 60PP All powers have the Magic descriptor Enhanced Feat 1 (Quick Change) (Air) (Illusory Robes) [1PP] Force Field 10 (Time) (Slow the Blow) [10PP] Ruh Kalit 12 (24 PP, Feats: Alternate Power 3) [27PP] BE: Flight 3 (50 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 5 (Environmental Conditions, Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [23/24PP] AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Split Attack) (Fire) (Fling the Fires) [24/24PP] AP: Illusion 5 (All Senses, Feats: Progression 4 [50 ft radius]) (Air) (Weave the Wind Solid) [24/24PP] AP: Snare 10 (Feats: Obscure Senses 3 [Auditory, Olfactory, Visual]) (Air) (Cage of Smoke) [23/24PP] Super Senses 6 (Magic Awareness [Olfactory, Tactile]) [6PP] Super Senses 2 (+Ranged on Magic Awareness) [2PP] Working of Deosil 6.5 (13PP, Feat: Alternate Power 2, Drawback: Must have Hands Free) (Time) [14PP] BE: Speed 6 (500 ft, Extra: Linked [+0] [Quickness]) + Quickness 6 (x10, Extra: Linked [+0] [Speed]) (In the Blink of An Eye) [12/13PP] AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP] AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Fling the Fires Ranged DC 25 Toughness (Staged) Damage (Magic, Fire) Time Stop Ranged DC 25 Fortitude (Staged) Helpless Weave the Wind Solid Perception DC 15 Will Illusion Cage of Smoke Ranged DC 20 Snare (Staged) Slowed Abilities (24) + Combat (20) + Saving Throws (18) + Skills (32) + Feats (18) + Powers (60) - Drawbacks (0) = 172/184 Power Points
  20. Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [266] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points
  21. Tsunami Power Level: 12/15 (233/250 PP) [252] Trade-Offs: Unarmed: -3 damage/+3 attack; Cone of Water: -2 damage/+2 attack Unspent Power Points: 17 In Brief: Asian water controller on the run from her criminal family. Alternate Identity: Giang Trang; Xian Lou Khan Identity: Secret Birthplace: Unknown Occupation: Student Affiliations: Claremont Academy Alums, Unofficial Seafaring Heroes coalition (Glamazon & Temperance) Family: Kong Zi Khan (father); mother unknown; four half-siblings Apparent Age: 22 (DOB: 10/4/1995) Gender: Female Height: 5' 3" Weight: 102 lbs Eyes: Light Brown Hair: Black Giang has a light build and is very petite, standing about 5' 3" and weighing a little over a hundred pounds. She has shoulder length black hair that is usually worn in a ponytail and light brown eyes. She has a somewhat youthful beauty. Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire. She has not yet selected a costume for superheroics. Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back. In the center is the I Ching trigram for water, Kan. Four pinyin characters are arranged around the trigram. Directly above the trigram is Shui, the pinyin character for Water. To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui. Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui. Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu. Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. Power Descriptions: Giang has the ability to control water. In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of "solid" water and even dehydrate people by removing water from their bodies. She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. Water Control Giang's ability to control water is subtle, only visible to those with Magic or Mental supersenses. Forcefield Giang's forcefield is a shimmering sheen of water that covers her. Friction Control Giang covers an area in a sheen of very slippery water. Create Object (solid water) Giang is able to create objects formed from water. The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. History: Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village. While most of the villagers' lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village. In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family's home was Mandarin. Giang's parents kept her generally isolated from the other children in the village. Instead, her life was a regimented series of private lessons and training. In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism. She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu. When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers. Shortly after her seventeenth birthday, Giang's parents took her out of the village, and Vietnam, for the first time. They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan. Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan. After the end of the Yuan Dynasty, the family's fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld. In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China. When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor's organization, becoming one of his chief lieutenants. The family's service to Dr. Sin continued over the next ninety years. However, the family never forgot their own aspirations or desire for power. Kong Zi informed Giang that she was part of the family's plans to recover its former glory. Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water. Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions. Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations. Not only had she learned that the Trangs were not her parents, instead merely Kong Zi's operatives tasked with raising her, but her "father's" ambitions and goals were counter to much of what the teenager had internalized during her years of training. While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi. She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. Eventually, some of Kong Zi's other operatives caught up with her. Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi's men. After hearing Giang's story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin. However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her. While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her. Personality & Motivation: Giang generally projects a calm and thoughtful demeanor. Years of meditation and study have taught her to be centered and focused. She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. Powers & Tactics: Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation. She will then use her various powers as appropriate to the circumstances. Complications: Family Legacy: Giang's family has a long history as part of the Asian criminal underworld. There are many who could be aware of some of her family's activities, or alleged activities, and be hesitant to trust her because of that. Wayward Daughter: Giang has rejected and fled from her father and family. They would very much like to find her and attempt to bring her back into the fold. It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him. As such, some of the Dr's other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her. The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own. Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +4/ +12 with Kn: Tactics Attack: +8; +15 Melee; +12 Blast; +12 Dehydrate; +14 Cone of Water Grapple: +18 Defense: +12 (+8 base +4 Dodge Focus)(+4 flat-footed) Knockback: -5/ -3 w/o Forcefield Saving Throws: 5 + 7 + 6 = 18PP Toughness: +12 (+4 Con, +2 Defensive Roll, +6 Forcefield) Fortitude: +9 (+4 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +11 (+5 Wis, +6) Skills: 124R = 31PP Acrobatics 10 (+15, SM) Climb 7 (+10) Concentration 8 (+13) Drive 5 (+10) Kn: History 6 (+8) Kn: Earth Sciences 8 (+10) Kn: Tactics 10 (+12) Kn: Philosophy and Religion 8 (+10) Kn: Streetwise 3 (+5) Languages 5: (Mandarin native): English, Cantonese, Vietnamese, Japanese, Atlantean Medicine 1 (+6, SM) Notice 10 (+15) Search 4 (+6) Sense Motive 16 (+21, SM) Stealth 10 (+15, SM) Survival 5 (+10) Swimming 8 (+11) Feats: 24 PP Attack Focus: Melee 7 Benefit (use Kn: Tactics for Initiative Checks) Defensive Attack Defensive Roll Dodge Focus 4 Environmental Adaptation (Water) Evasion Improved Block Improved Throw Improved Trip Luck 2 Move By Action Power Attack Skill Mastery (Acrobatics; Medicine; Sense Motive; Stealth) Powers: 9 + 13 + 9 + 6 + 2 + 40 + 8 = 87 PP Supersense Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP] Immunity 13 (All water effects; Aging, Pressure; Cold environmental condition) [13PP] Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP] Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8} Forcefield 6 [6PP] Super Movement (Water Walking) [2PP] Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP] BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34} AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34} AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34} AP: Create Object (solid water) 14 (Feat: Precise) {29/34} AP: Trip 11 (Extras: Area [General, Burst, 50' radius]; Selective) {33/34} AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34} AP: Time Stop 4 (20' radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100' radius)) {30/34} Martial Arts Training (7 PP array; 1 Alt Power) [Martial Arts, Training] [8 PP] BP: Strike 4 (Feat: Mighty; Improved Critical 2 [18-20]) {7/7} AP: Trip 10 (Feats: Improved Critical 2 (Trip) [18=20]; Flaw: Touch Range) {7/7} Drawbacks: -3 PP Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed (normal) Touch 17/Toughness Bludgeoning Damage Blast Range 27/Toughness Damage (Water) Dehydration Range 25/Fortitude Damage (Dehydration) Friction Control Range 20/Reflex Trip Totals: Abilities (44) + Combat (32) + Saving Throws (18) + Skills (31) + Feats (24) + Powers (87) - Drawbacks (3) = 233/250 Power Points
  22. Player Name: Blue Rose Character Name: Samantha Vance Power Level: 7/11 (116/166PP) Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness Unspent Power Points: 50 In Brief: The girl from Hell. Alternate Identity: Kit Identity: Public Birthplace: Planet Dis Occupation: Student Affiliations: Claremont Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 97 lbs Eyes: Green Hair: Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. Power Descriptions: Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. History: The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. Personality & Motivation: Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. Powers & Tactics: Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. Complications: Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) Skills: 76R = 19PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) Skill Mastery Computers 3 (+5) Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) Skill Mastery Investigate 3 (+5) Knowledge (Arcane Lore) 1 (+3) Knowledge (Art) 3 (+5) Knowledge (Current Events) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Popular Culture) 1 (+3) Knowledge (Streetwise) 1 (+3) Knowledge (Theology and Philosophy) 1 (+3) Language: Demonic 1 Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 15PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Teamwork 3 Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) Powers: 4 + 2 + 21 = 27PP Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP] Super-Senses 2 (Darkvision 2) [2PP] Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP] Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental) Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental) Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental) Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow) Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental) Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points
  23. Jack of all BladesPower Level: 15 (250/250PP)* [388]Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 ToughnessUnspent Power Points: 0Theme: Spark by Fitz and the Tantrums *Jack's caps average out to PL13. For Jack's original sheet, click here. In Brief: Swashbuckling scion of a secret society of sorcerous swordsmen, shepherding streetwise superheroes! Alternate Identity: Erik Espadas Identity: Secret Birthplace: Freedom City, West End Occupation: Self-Defense Instructor Affiliations: The Interceptors Family: Minerva Espadas/Guardian Willow (wife), Eden Espadas (daughter), Mia Espadas (daughter), Ellie Espadas/Jill O'Cure (sister), Gina Espadas (mother), Jean Pique (father) Description: Age: 27 (DoB: April 4, 1988) Gender: Male Ethnicity: Latino/French Height: 5'11" Weight: 160 lb. Hair: Dusty Brown/Black as Jack of all Blades Eyes: Dark Blue Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up. As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit's dark colour scheme. Power Description: Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defenses, while it retains the basic nature of its source energy. In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a butane lighter, an electrical blade from a nearby powerline. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible to him in their ambient forms. Erik's metamagi powers also grant him awareness of all manner of energies. This sixth sense registers in a sometimes disorienting, synesthesia-like manner with each distinct energy having its own whispered textures and aromatic hues, not all of them pleasant. History: Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Eliza, was born in 1993. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes. As he grew, it was the witty Golden Age tricksters like Spitfire Jones and la Renard Rogue who captured his attention, facing impossible odds with skill and style. A diet of swashbuckling movies and pulp novels were eventually replaced by physical pursuits in his teen years. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star. It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralyzed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanized. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work an unsteady stream of odd jobs to help make ends meet. He turned down a number of modest athletic scholarships when he graduated to work full time, determined to support the family and save enough to put the more scholastically inclined Ellie through university. One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewelry boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home. Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beat a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman. Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, acrobatic protector of his community. For years the only person aware of his double life was his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. With the safety of his family paramount, Erik kept his identity a closely held secret, initially avoiding alliances with other heroes. As Jack, however, he soon drew the interest of the similarly themed Jaci O'Cups, Coinpurse Jack and most dangerously Jakken Staff, all of whom attacked Erik on sight, making cryptic references to a Tournament of Suits and giving the young hero his first hints at his true origins and the mysterious House of Swords. Eventually this tournament came to a head with the reappearance of Erik's father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie's own latent metamagi powers had been awakened. As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, and just as Erik felt he had found a group he was able to trust with his secrets betrayal and catastrophe rocked the team to its foundations. From those ashes Erik emerged as the leader of a new team of Interceptors, a family of heroes dedicated to protecting the streets. Settling into the unexpected role of responsibility, Erik opened the Espadas School of Self-Defense and Swordsmanship in the West End both as a place to teach the community's young people the skills to defend themselves and as the Interceptors secret headquarters. A romance with the immortal guardian Willow gave rise to a daughter, Eden Espadas, and eventually marriage and a second daughter, Mia. Personality & Motivation: Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and marriage has only barely dulled his reputation as an incorrigible flirt. What isn't immediately obvious is Erik's deep sense of responsibility to his family, friends and community. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat. Where Jack of all Blades was at first an outlet for Erik, the two sides of his personality have found some balance as he has matured. Although often swept up in the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial for such an established hero. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage. Well known by both the public and the hero community and generally well liked thanks to his levity and charm, Jack's sense of humour has been known to inspire annoyance in equal measure. Whether it's leaping headlong into the battle against villainy, making egregious puns while dodging bullets or kissing a cosmic menace to save humanity, Jack of all Blades never fails to leave an impression. Powers & Tactics: Surpassing even his notable lineage, Erik is potentially the world's greatest living swordsman, ranking among history's most notable weapons masters. An accomplished hand-to-hand fighter, with a sword in his hands he is nearly unmatched. His metamagi senses bolster his awareness of his weightless blades and surroundings, giving him a further edge. Even so he is quite human in his frailties and relies entirely on acrobatic evasion to survive. Against lesser threats, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Preferring to lead from the fore, Erik would rather place himself in harm's way than his teammates but respects their abilities and directs them decisively. Serving as a rallying point and ample distraction he remains almost incapable of considering retreat as an option. Complications:Enemies: Erik has made a habit of not only defeating villains but more dangerously humiliating them.Grandstanding: Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.Relationship: Erik is married to Minerva Espadas née Salix, AKA Guardian Willow. They have two daughters together.Secret: Superhero IdentitySidekick: Erik's no less protective of his sister now that she's an accomplished superhero too.Struggling: Erik is a small business owner supporting his growing family.Sucker for a Pretty Face: Erik is married, not dead. He can still be distracted by attractive women, be they bystanders, fellow heroes or even villains.Teacher: Erik operates the Espadas School of Self-Defense and Swordsmanship and feels a responsibility toward his students.Teammates: Interceptors past and present are family to Erik, whether or not he openly admits it.West Ender The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.Abilities: 6 + 10 + 8 + 2 + 8 + 14 = 48PPStrength: 16 (+3)Dexterity: 20 (+5)Constitution: 18 (+4)Intelligence: 12 (+1)Wisdom: 18 (+4)Charisma: 24 (+7)Combat: 14 + 36 = 40PPInitiative: +9Attack: +7 Base, +14 Melee, +20 SwordsGrapple: +19Defense: +18 (+18 Base), +9 Flat-FootedKnockback: -4/-2Saving Throws: 6 + 10 + 8 = 24PPToughness: +8 (+4 Con, +4 Defensive Roll)Fortitude: +10 (+4 Con, +6)Reflex: +15 (+5 Dex, +10)Will: +10 (+2 Wis, +8)Skills: 84R = 21PPAcrobatics 10 (+15) Skill MasteryBluff 18 (+24) Skill MasteryClimb 5 (+10)Gather Information 8 (+15)Knowledge (Streetwise) 14 (+15)Knowledge (Tactics) 4 (+5)Language 3 (Cantonese, English [Native], Persian, Spanish)Notice 11 (+15) Skill MasteryStealth 10 (+15) Skill MasterySurvival 1 (+5)Feats: 72PPAgile ClimberAttack Focus (Melee) 7Attack Specialization (Swords) 3Beginner's LuckDefensive Roll 2Elusive TargetEquipment 0 + 4 (Veteran Reward, 20EP)Evasion 2Fascinate (Bluff)FearlessGrappling FinesseImproved Critical (Swords, 18-20)Improved InitiativeInspire 5Jack-of-all-TradesLuck 4Move-By ActionPower AttackQuick ChangeSet UpSidekick 29 + 11 (Veteran Reward, 200PP)Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)Takedown Attack 2TauntUltimate WillUncanny Dodge 2 (Mental, Visual)Equipment: 4PP = 20EP Grappling Hook; Leaping 2, Super-Movement 2 (slow fall, swinging), Speed 2 [8EP] Interceptors Communicator; Communication 6 (Radio, 20 miles; Extra: Area; Flaw: Limited [Other Interceptors Communicators]), Super-Senses 1 (Radio, Communication Link [HQ/VINCE]) [7EP] 5EP contributed to The Espadas School of Self-Defense and Swordsmanship Powers: 29 + 22 + 2 = 53PP Damage 3 (Extras: Autofire 6, Linked [+0], Penetrating 4; Power Feats: Improved Critical [18-20], Mighty, Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects) [29PP] (energy sword) Super-Senses 14 (Mental; EM Spectrum Awareness [3], Magic Awareness [3], Extras: Accurate 4, Acute 2, Radius 2)[14PP] (metamagi senses) Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [Swordsmanship]) [2PP] (training) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage Energy Sword Touch DC16 Fortitude (Staged) Drain Toughness DC21 [Autofire] Toughness (Staged) Damage Totals: Abilities 48 + Combat 40 + Saves 24 + Skills 21 + Feats 72 + Powers 45 = 250/250 Power Points Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his 'energy sword' power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant/genetic powers shut off said power entirely, as well as his Super-Senses.
  24. Character Name: Nick Cimitiere Power Level: 12/15 (218/250PP) [278] Trade-Offs: None Unspent PP: 32 Progress to Impervium Status: 130/150 In Brief: Slick psychobilly necromancer with an obligation to help the dead and the living alike. Alternate Identities: Eric LaCroix Identity: Secret Birthplace: Freedom City Occupation: Aspiring Singer, Coffee Slinger, Freelance Necromancer Affiliations: None Family: Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) Description: Age: 25 (D.O.B. October 1987) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 170 lbs. Eyes: Blue Hair: Black [floatr][/floatr] Description: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... History: As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. Personality & Motivation: When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually kill anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. Complications: Binders of the Dead, Beware: Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle). "Mom, Dad, I'm a Superhero...Just Kidding": Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in. Resolving Unfinished Business Don't Pay the Bills: Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... Talking To Ghosts Is Not a Trade Skill: Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it. Abilities: 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 16 + 16 = 32PP Attack: +8 Base, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 Saving Throws: 6 + 6 + 10 = 22PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [impervious 12] OR +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) Feats: 21PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed Equipment: 2PP = 10EP 1 + 1 + 1 + 2 + 5 = 10EP Cell Phone [1EP] Laptop [1EP] Leather Jacket (Protection 1) [1EP] Sap (Strike 1, Feats: Mighty) [2EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 2 + 20 + 1 + 51 + 12 = 86PP Descriptors: Magic, Mystical, Necromancy Comprehend 1 (Spirits) [2PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] Protection 10 (Extras: Impervious Toughness 12) [22PP] Immunity 3 (heat, cold, pressure) [3 PP] Features 1 (suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites) [1PP] Gifts of The Dead (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] Base Power: Darkness Control 2 (10ft radius, Extras: Linked [Dimensional Pocket]) [4PP] + Dimensional Pocket 12 (Extras: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] Alternate Power: Animate Objects 12 (150PP Minion, 1000ft Max Range, Flaws: Limited [Machines]) [24PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [32PP] Alternate Power: Astral Form 7 (200 miles, Feats: Dimensional 2 [underworlds], Selective, Subtle) [39PP] (Eurydice Calls) Alternate Power: Blast 12 (10 120ft Range Increments / 1200ft Max Range, Extras: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) Alternate Power: Disintegration 12 (10 120ft Range Increments / 1200ft Max Range, Flaws: Action [Full-Round], Affects Objects Only) ) [36PP] (Preparation of the Offerings) Alternate Power: [36 + 4 = 40PP] Emotion Control 12 (Extras: Area [General, Attached, 60ft Burst], Selective; Flaws: Limited [Fear]) (Banshee Wail) [36PP] Super-Senses 4 (Postcognition) [4PP] Alternate Power: Healing 12 (Extras: Total, Feats: Regrowth, Persistent) (Deny the Reaper) [38PP] Alternate Power: Nullify 12 (All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, Extras: Effortless) (No Dominion) [36PP] Alternate Power: Strike 12 (Extras: Autofire 1, Penetrating [4]; Feats: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack) (Ereshkigal's Talons) [34PP] Alternate Power: Telekinesis 12 (Lifting STR 60, 1200ft Max Range; Extras: Area [General, Burst, 60ft radius], Selective Attack, Flaws: Action [Full-Round]) (Poltergeist's Rage) [36PP] Super-Senses 12 (Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.]) 12 [12 PP] Drawbacks: 0PP None DC Block: ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (21) + Powers (86) - Drawbacks (0) = 218/250 Power Points
  25. Equinox Power Level: 11/15 (185/229 PP) Trade-Offs: None Unspent PP: 44 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identity: Siobhan Drake (Shiv-awn, not See-oban) Identity: Public Birthplace: Freedom City, NJ, USA Occupation: Theology lecturer at FCU, Campaigner for the occult community Family: General Jonathan Drake (Father, 51), Jessica Drake (Mother, 46), Francis "Frank" Smith (Uncle, 39) Age: 28 (born 21st March 1983) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 130 lbs. Eyes: Grey (White when using powers) Hair: Brown (Black as Equinox) Description: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr][/floatr] Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. Complications: Addiction (Cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' It Harm None, Do As You Will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. Prejudice (Openly Practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. Public Identity: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. Responsibility (Eldritch): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (Family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (Magical Threats): Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (Job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ...She hasn't much money, spending a lot of what she does earn on mystic supplies. Abilities: 0 + 2 + 2 + 6 + 8 + 4 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis + Wand Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 8 = 18PP Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 76R = 19PP Concentration 12 (+16) Craft (Artistic) 12 (+15)Skill Mastery Diplomacy 9 (+11) Intimidate 4 (+5) Knowledge (Arcane Lore) 12 (+15)Skill Mastery Knowledge (Theology and Philosophy) 7 (+10)Skill Mastery Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10)Skill Mastery Feats: 22PP Artificer Attack Specialization (Magic) 2 Equipment 2 (10EP) Luck 3 Ritualist Sidekick 11 (Hayley the Raccoon) Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Pentagram of Warding) Force Field 4 (Feats: Subtle) [5PP] (Magic Spells of Warding) Device 2 (10PP Container, Flaws: Easy-To-Lose, Feats: Restricted 2 [Equinox]) [8PP] (Wand of Spell Focus) Features 1 (Special Effect [turns into steel sword as free action]) [1PP] Magic 3 (Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], Feats: Affects Insubstantial 2, Alternate Power 1 [8]) [9PP] Alternate Power: Nullify 11 (All Magic Effects, Extras: Effortless, Linked , Flaws: Range [Touch]) [22PP] + Strike 10 (Extras: Linked [Nullify], Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword]) [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing) Magic 14.5 (29PP Array, Feats: Alternate Power 7) [36PP] (Elemental Magic) Base Power: Blast 9 (Extra: Penetrating, Feats: Variable Descriptor 2 [Any Natural]) [29PP] (Summon The Elements) Alternate Power: Blast 9 (Extras: Area [General, Burst, 45ft radius], Selective, Flaw: Action [Full], Feats: Variable Descriptor [Any Natural]) [29PP] (Wreak Havoc) Alternate Power: Healing 7 (Extras: Energizing, Total, Feats: Regrowth, Drawbacks: Action 2 [5 minutes]) [27PP] (Seal Wounds) Alternate Power: Obscure 9 (Visual Senses, 500ft radius [5,000ft with Wand], Extras: Independent, Feats: Variable Descriptor 2 [Any Natural]) [20PP] (Natural Barriers) Alternate Power: Snare 9 (Extras: Backlash, Feats: Reversible, Variable Descriptor [ice, Wood]) [29PP] (Binding) Alternate Power: Telekinesis 14 (STR 70, 85 with Wand [Heavy Load: 200 tons, 1,600 tons with Wand], Feats: Precise) [29PP] (Move The Elements) Alternate Power: Teleport 7 (200 miles per Full Action, Extras: Affects Others, Flaws: Limited [Long-Range], Feats: Progression [subjects] 2 [5 Passengers]) [16PP] (Mystic Teleport) Alternate Power: Weather Control 5 (100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], Extras: Independent, Total Fade) [25PP] (Call Down The Sky)Features 2 (Quick Change 2) [2PP] (Magic) Minor Magical Effects 3 (6PP Array, Feats: Alternate Power 2) [8PP] Base Power: Flight 3 (50mph / 500ft per Move Action) [6PP] (Air Magic, "Riding The Wind") Alternate Power: Impervious Toughness 11 (Extras: Force Field, Flaws: Duration [Concentration]) [6PP] (Armor of Earthen Will) Alternate Power: Sensory Link 5 (5 miles, Extras: No Save, Simultaneous, Flaws: Limited 3 [Hayley], Feats: Subtle) [6PP] Force Field 6 + Shield 5 (Extras: Linked) [11PP] (Magic Spells of Warding) Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [8PP] (Magic) Super-Senses 1 (Communication Link [Mental, Hayley]) [1PP] (Magic) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (22) + Combat (26) + Saves (18) + Skills (19) + Feats (22) + Powers (78) - Drawbacks (0) = 185/229 Power Points :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. Hayley the Raccoon
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