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  1. Koschei the Deathless Power Level: 12 (197/197PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +2 Attack / -2 DC. Defensively under caps. In Brief: Unstable former Russian spy turned psychic head of the Mafiya. Alternate Identity: Gregor Malakov aka Gregory Malinski (Secret) Birthplace: Russia Residence: Emerald City Base of Operations: Emerald City Occupation: Head of the Malakov Mafiya Affiliations: The Chamber, Malakov Mafiya Family: None Description: Age: 98 (DoB: 1921) Apparent Age: Early 50'es. Gender: Male Ethnicity: East Slavic Height: 6'2'' Weight: 165 lbs. Eyes: Green, formerly pale blue Hair: Silvery grey Typically, while appearing to members of his organization or fellow criminals, Koschei wears a full, concealing hood of dark green, showing only his glowing green eyes, with wrist length leather gloves (to conceal his fingerprints) and a dark, tailor-made suit. In his public identity as “humble importer” Gregory Malinski, he dresses in similarly fine fashion, with his silvery grey hair neatly trimmed. Decades of use of the Viridian Stone have left their mark in his eyes, now permanently a vivid green rather than Malakov’s former pale blue (another useful quirk for concealing his true origins and identity). History: The undisputed head of the syndicate bearing his name for decades, Gregor Malakov long ago traded his humanity for power and would gladly trade whatever remains of it for the promise of a few more years of life. For the ability to live forever, he would sacrifice anything or anyone. A spymaster in USSR during the Cold War, Malakov's ruthless climbing through the ranks afforded him with no shortage of enemies. While he remained untouchable due to his success, a single failure would eventually lead to his downfall. Exposed to scientific experiments intended by his enemies in the KBG to destroy him, they instead unlocked Malakov’s latent psychic potential. Initially, his mental powers were limited, but subtle and persistent, like their master. He used them to extricate himself from a nest of vipers and set himself up as a crime lord in Emerald City. There he acquired the fist-sized chunk of green viridian he keeps close at hand at all times. A failed attempt at creating a Preserver Stone, the Viridian Stone greatly enhanced Malakov's psychic powers. With it, he became “Koschei the Deathless,” fearsome master of the Mafiya. Gregory Malinski’s legitimate business interests serve primarily as a means to launder Mafiya money by investing it in shipping, real estate, warehousing, contracting, and various other businesses. Malakov is careful to keep his criminal connections hidden and does not generally deploy Mafiya resources against his business rivals, although he sometimes indulges in using his powers to his advantage in business negotiations, relishing the advantage—and the reputation as a shrewd businessman—they give him. As a member of the Chamber, Malakov keeps Emerald City in a stranglehold, but despite his enhanced lifespan, his age and constant exposure to the Viridian Stone has begun to take their toll on his sanity. While Koschei the Deathless remains a fearsome figure, and can be as subtle as ever in his manipulations, he has grown increasingly paranoid and erratic. Yet, Koschei remains strong, and so far, none in the Mafiya would dare challenge his leadership. Personality & Motivation: Malakov’s greatest fear is mortality: His viridian stone and mind-over-matter have maintained him in a relatively hale and hearty state. For a man nearing one hundred years old, he seems only in his fifties. Still, age has taken its toll, and Malakov wants to find a way to reverse it and perhaps secure true immortality. He obsessively pursues various methods of life-extension and enhancement, careful not to show his hand, lest his enemies try to exploit any sign of weakness. While his decades long use of the Viridian Stone and age has begun to take its toll on Malakov's mental stability, making him prone to irrational action and paranoia, he is still a ruthless master manipulator. Powers & Tactics: On his own, Malakov posses low level psionic powers, unlocked due to the scientific experiments he was exposed to by the KGB. These abilities are enhanced to a fearsome degree when Koschei wields the Viridian Stone, allowing him to read thoughts and memories, project illusions, and strike foes with powerful mental blasts. He can also exert mental influence over the minds of others, editing their memories (a useful means of concealing his activities). Koschei’s powers make his position as mob-boss almost unassailable, since he knows every disloyal thought and can deal with any plot against him before it happens. The Viridian Stone has also granted Koschei a degree of mind over matter, somatically controlling his body to resist aging and shrug off some harmful effects while healing quickly from any injury. While he is trained and efficient with a large number of weapons, particularly rifles and guns, Koschei prefers to use manipulation and subtle use of his mental powers to defeat his foes. Power Descriptions: Koschei's mental powers are all but impossible to track and recognize. Aside from the Viridian Stone in his hand, and the constant glow of his green eyes, one would never know that Koschei were the source of the mental attack that just felled an ally. Even when he takes direct control of a person, they will fail to recognize that they are even being controlled. Complications: Addiction: Koschei has grown dependent on the power of his Viridian Stone, not only for his psychic power, but for his extended life as well. Motivation—Greed: Koschei is motivated by having the very best in all things and believes living well (and wealthy) is the best revenge. Obsession—Survival: Koschei wants to avoid death at all costs and is obsessed with any means of prolonging his life. Unstable: Koschei's advanced age and repeated use of the Viridian Stone has taken its toll on his psyche. While this generally takes the forms of various rants and threats for even the smallest of slights ("Bethlehem Heights will BURN for blocking my Wi-Fi signal!"), Koschei has been known to act on these threats. Abilities: -2 + 2 + 4 + 6 + 4 + 8 = 22PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 20 = 28PP Initiative: +3 (+3 Intelligence, Speed of Thought) Attack: +5 Base, +5 Melee, +9 Unarmed (+5 Base, +4 Attack Specialization), +14 Ranged (+5 Base, +9 Attack Focus) Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +3 Knockback: -4 Saving Throws: 6 + 9 + 13 = 28PP Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Undercover Vest) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+1 Dex, +9) Will: +15 (+2 Wis, +13) Skills: 160R = 40PP Acrobatics 6 (+7) Bluff 15 (+19) Diplomacy 9 (+13) Drive 6 (+7) Gather Information 12 (+16) Intimidate 12 (+16) Investigation 12 (+15) Language 4 (Czech, English, German, Polish, Native Russian) Notice 12 (+14) Pilot 5 (+6) Profession [Criminal] 15 (+17) Profession [Spy] 15 (+17) Search 12 (+15) Sense Motive 15 (+17) Stealth 6 (+7) Swimming 4 (+3) Feats: 30PP Attack Specialization [Unarmed] 2 Attack Focus [Ranged] 9 Assessment Benefit 2 (Crime Lord) Benefit 3 (Multi-millionaire) Connected Contacts Defensive Attack Defensive Roll 1 Diehard Eidetic Memory Equipment 1 Improvised Weapon Leadership Set-Up Speed of Thought Trance Well-Informed Equipment: 1PP = 5EP Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Additionally: Access to most guns and explosives listed in the rulebook Powers: 21 + 21 + 6 = 48PP Device 7 ("Viridian Stone"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Cosmic, Preserver Stone) Enhanced Psychic Powers Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Note: All stack with same powers in Psychic Power Arrays) (Psionic) BP: Mind Control 9 ("Enhanced Mental Influence"; Extras: Conscious; Feats: Mental Link) {28/32} AP: Blast 8 ("Enhanced Mental Blast"; Extras: Alternate Save [Will], Range [Perception]) {32/32} AP: Illusion 6 ("Enhanced Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 2) {32/32} AP: Mind Reading 8 ("Enhanced Mind Probe") [8PP] 1PP/rank + Mental Communication 9 ("Enhanced Telepathy") [18PP] {26/32} Psychic Powers Array 9 (18PP Array; Feats: Alternate Power 3) [21PP] (Mutation, Psionic) BP: Mind Control 3 ("Mental Influence"; Extras: Conscious; Feats: Affects Insubstantial 2, Insidious, Subtle 2) {12/18} AP: Blast 4 ("Mental Blast"; Extras: Alternate Save [Will], Range [Perception]; Feats: Subtle 2) {18/18} AP: Illusion 3 ("Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 3) {18/18} AP: Mind Reading 4 ("Mind Probe"; Feats: Subtle 2) [6PP] + Mental Communication 3 ("Telepathy"; Feats: Subtle 2) [8PP] {14/18} Somatic Healing 3 (6PP Container ) [6PP] (Cosmic Mutation, Psionic) Immunity 4 (Options: Aging, Disease, Poison, Radiation) [4PP] Regeneration 2 (Options: Recovery Bonus 2) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +8 Mental Influence Perception DC13 Will (staged) Mind Controlled N/A Enh. Mental Influence Perception DC22 Will (staged) Mind Controlled N/A Mental Blast Perception DC19 Will (staged) Damage N/A Enh. Mental Blast Perception DC27 Will (staged) Damage N/A Mental Illusion Perception DC13 Will (staged) Tricked by Illusion N/A Enh. Mental Illusion Perception DC19 Will (staged) Tricked by Illusion N/A Totals: Abilities (22) + Combat (30) + Saving Throws (28) + Skills (40) + Feats (30) + Powers (48) - Drawbacks (0) = 198/198 Power Points
  2. For this character's background and original statistics, see Freedom's Most Wanted, page 75, and Freedom City 3rd Edition, page 245. Character: Goanna Power Level: 12 Tradeoffs: -4 Attack / +4 Damage (Bite/Claws), -4 Defense / +4 Toughness Power Points: 259 Alternate Identity: Doctor Cooper Seidel Identity: Public Legal Status: USA citizen and fugitive Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Geneticist, Herpetologist; Current: Criminal Affiliations: Doctor Sophia Marks (former fiancée); ASTRO Labs (former employer) DESCRIPTION Gender: Male Height: 9' as Goanna, 5'10" as Seidel Weight: 750 lbs. as Goanna, 155 lbs. as Seidel Hair: None as Goanna, Brown as Seidel Eyes: Red as Goanna, Brown as Seidel UPDATES The immortal Daedalus still holds out hope for a cure to Doctor Cooper Seidel's condition. Doctor Sophia Marks has cancelled her engagement to Doctor Seidel and moved on with her life. The "Cooper Seidel" and "Goanna" personalities have meshed back together. The arrogant, entitled petulance which represented the "dark side" of Doctor Seidel's personality and had metastasized into Goanna are now the dominant forces in his psyche at all times. Goanna, while still prone to violent rage, is no longer controlled by it. The change between Seidel and Goanna is almost completely physical now, with almost no psychological changes. Doctor Seidel no longer sees his condition as something which needs to be cured, only stabilized and enhanced. He has refined his mutagenetic antivenom serum multiple times, which has granted him greater control over his transformations. He can now willingly transform from Seidel into Goanna or vice versa, and Goanna is larger and stronger than before. He retains his human form mostly for utility and convenience; he is no longer repulsed by his reptilian form. He still transforms into Goanna involuntarily sometimes, when angered or hurt. Exposure to the image or voice of Doctor Marks will sometimes still transform him back from Goanna into Seidel. Doctor Seidel refuses to face the reality that Doctor Marks has left him. Instead, he embraces the delusion that she belongs to him and they are fated to reunite. Once he thinks he's perfected his serum, he plans to kidnap and infect her. He thinks that she will love him again when he turns her into a creature like the one he's become. ABILITIES 16PP Strength: 35/10 (+12/+0), 60/10 Lifting (Heavy Load: 50 tons / 100 lbs.) Dexterity: 18/10 (+4/+0) Constitution: 34/10 (+12/+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) COMBAT 36PP Initiative: +4 Attack: +8 (+9 Base, -1 Size), +12 Venom Damage +12 Unarmed/Thrown, +16 Claws, +12 Venom Grapple: +30 (+10 Melee Attack, +12 Strength, +4 Size, +4 Super-Strength) Defense: +8 (+9 Base, -1 Size), +4 Flat-Footed Knockback Resistance: 16 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch +5ft* DC27 Toughness (Staged) Damage (Physical) Bite/Claws Touch +5ft* DC31 Toughness (Staged) Damage (Physical, Lethal) Venom Bite Touch +5ft* DC22 Fortitude (Staged) Slowed/Paralyzed Venom Spit Touch +30ft* DC22 Reflex Dazzle Visual DC22 Fortitude Recover *Touch-range at Size Large is 10ft. SAVING THROWS 14PP Toughness: +16 (Impervious 8, +12 Con, +4 Protection) Fortitude: +12 (+12 Con, +0PP) Reflex: +8 (+4 Dex, +4PP) Will: +12 (+2 Wis, +10PP) SKILLS 132R = 33PP Computers 10 (+15) Craft (Chemical) 15 (+20) Handle Animal 9 (+10) Intimidation 12 (+13, +15 Size) Knowledge (Life Sciences) 15 (+20) Knowledge (Physical Sciences) 15 (+20) Knowledge (Technology) 5 (+10) Medicine 13 (+15) Notice 10 (+12) Search 7 (+12) Survival 13 (+15) Swim 8 (+20)Swimming FEATS 10PP All-Out Attack Animal Empathy Chokehold Environmental Adaptation (Underwater) Grapple Finesse Improved Grapple Improved Pin Improved Trip Power Attack Startle POWERS 161PP Additional Limbs 1 (+1 Limb) [1PP] (Descriptors: Mutation, Tail) Concealment 4 (All Visual-type senses, Flaws: Blending, Passive) [2PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 19 [19PP] (Descriptors: Mutation, Regeneration, Super-Toughness) Enhanced Dexterity 8 [8PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 15 [15PP] (Descriptors: Mutation, Super-Strength) Growth 5 (Size: Large, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [16PP] (Descriptors: Mutation) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Mutation, Regeneration, Scales, Super-Toughness) Leaping 4 (x25, Running Long Jump: 550ft) [4PP] (Descriptors: Mutation, Super-Strength) Protection 4 [4PP] (Descriptors: Mutation, Scales, Super-Toughness) Regeneration 11 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest], Disabled 2 [1 hour], Feats: Regrowth) [12PP] (Descriptors: Mutation) Reptile Power 20 (40PP Array, Feats: Alternate Power 2) [42PP] (Descriptors: Mutation) Base Power: [7PP] Damage 4 (Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [Claws and/or Bite, Piercing and/or Slashing], Drawbacks: Lethal) [7PP] (Descriptors: Bite, Claws, Mutation) Alternate Power: [20PP] Dazzle 12 (Sense Types: Visual, Flaws: Range [Touch], Feats: Accurate 2 [+4 Attack], Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [20PP] (Descriptors: Mutation, Venomous Spit) Alternate Power: [40PP] Paralyze 12 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20]) [40PP] (Descriptors: Mutation, Venomous Bite) Speed 2 (25MPH / 250ft per Move Action) [2PP] (Descriptors: Mutation) Super-Movement 3 (Slithering, Wall-Crawling 2) [6PP] (Descriptors: Mutation) Super-Senses 6 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Infra-Vision, Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation) Super-Strength 4 (Lifting Strength: 60, Heavy Load: 50 tons) [8PP] (Descriptors: Mutation) Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swimming checks) [4PP] (Descriptors: Mutation) DRAWBACKS -11PP Involuntary Transformation (From Cooper Seidel into Goanna, triggered by anger or pain, Frequency: Very Common, Intensity: Moderate [DC10 to resist change]) [-4PP] Involuntary Transformation (From Goanna into Cooper Seidel, triggered by Doctor Sophia Marks, Frequency: Uncommon, Intensity: Minor [DC5 to resist change]) [-1PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-6PP] Abilities (16) + Combat (36) + Saving Throws (14) + Skills (33) + Feats (10) + Powers (161) - Drawbacks (11) = 259 Power Points
  3. Von Höllenhaus Powerlevel: 10 (220/220) Unspent Power Points: 0. Trade-Offs: -1 Active Defense, +1 Toughness Complications: In Brief: Basically red skull with a gas power. Alternate Identity: Birthplace: Höllenhaus, Hessen Germany. Residence: Underwater Base Occupation: Intentional Terrorist. Affiliations: Overthrow: Formerly Nazi Germany. Family: Does have family members still in Germany. But keep no real contact with them. Description: Name: Vilhelm Albert Von Höllenhaus III Identity: Secret.Age: 106.Gender: None: Formerly Male.Ethnicity: Caucasian. (Germany)Height: 6'6"Weight: 171lbs.Eyes: None Visible.Hair: None. History: The man that was once Vilhelm Von Höllenhaus III was born and raised in Germany only days before his father would be killed over the Trenches of World War I. He grew up enjoying a life of comfort and privilege while the nation around him slowly fell apart. And he like a great number of germany military officers where swept up in her fervor of the Nazi party. And taking a commission in the SS as it was formed. Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Combat: Initiative: Attack: Grapple: Defense: Knockback: Saves: Toughness: Fortitude: Reflex: Will: Skills: Feats: Powers: Drawbacks: DC Block: Total:
  4. WIP _______________ Captain Sturdy Powerlevel:9 Unspent Power Points: Trade-Offs: Complications: In Brief: Clawless Wolverine.. Only in his 90's. Alternate Identity: Wilfred Katz Birthplace: Queens, New York Residence: Freedom City Occupation: Grocer Affiliations: Retired, Formerly United States Army. Family: Grand Daughter Description: Name: Wilfred Foster Katz Identity: PublicAge: 94Gender: MaleEthnicity: JewishHeight: 6'4"Weight: 176lbsEyes: GreyHair: Grey History:. Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: 10+2+10+0+2+2=26 Strength: 20. Dexterity: 12. Constitution: 20. Intelligence: 10 Wisdom: 14 Charisma: 14 Combat: +14+10=24. Initiative:+1. Attack: +7. Grapple: +18. Defense: +7. Knockback: -10. Saves: +9+6+12=27. Toughness: +10/+11. Fortitude: +14. Reflex: +7. Will: +14. Skills:25. Acrobatics +8=9. Climb +4=9. Concentration +8=10. Diplomacy +4=6. Drive +8=9. Gather Information +4=6. Intimidate +4=6. Investigate +4=4. Knowledge:Streetwise: +8=8. Knowledge:tactics: +14=14. Language +1=1. (English, Hebrew) Medicine +2=4. Notice +8=10. Pilot +8=9. Sense Motive +4=6. Stealth +3=4. Survival +4=6. Swim +8=9. Feats:23pp. Attack Focus (Melee) 6. Defensive Roll 1. Dodge Focus 2. Fearless. Fighting Style: Boxing. Fighting Style: Judo. Interpose. Accurate Attack. All-Out Attack. Defensive Attack. Elusive Target. Improved Block. Improved Disarm. Improved Grab. Improved Pin. Improved Trip. Power Attack. Stunning Attack. Takedown Attack. Powers: 35pp. Immovable 2. (Resist Movement +8, Resist Knockback -2) Immunity 4. (Critical Hits, Poison, Disease) Leaping 2. Protection 5. (Impervious 5) Speed 2. Regeneration 15. (Ability Damage 1, Recovery Bonus 4, Bruised 3, Disabled 2, Injured 2, Staggered 2, Unconscious 1) Drawbacks: DC Block: Unarmed Attack +13 (DC:20) (Bludgeon, Crit 20) Total: Ability:30 + Skills:25 + Feats:23 + Powers:35 + Combat:24 + Saves:27 = 164.
  5. Maximillian Mars Power Level: 11 (166/166PP) Unspent Power Points: 0 Trade-Offs: Under caps. In Brief: Super genius super villain that has mothballed his armor to lead a succesful technology corporation, hiding his ongoing villainy behind a popular reputation Alternate Identity: The Commander (Secret, former) Birthplace: Emerald City. Residence: Riverfront, Emerald City. Base of Operations: MarsTech Headquarters, River Front, Emerald City Occupation: Head of MarsTech, Criminal mastermind Affiliations: MarsTech, the Chamber Family: None known Description: Age: 55 (DoB: 1964) Gender: Male Ethnicity: Caucasian Height: 5' Weight: 170 lbs. Eyes: Green Hair: Light brown, greying at the temples Always dressed in tailored suits from London, Maximillian Mars always looks his best. A bright smile on his lips, a gleam in his green eyes, his hair and beard immaculate, he simply looks perfect, even as wrinkles are beginning to show on his face. History: Once, there was a super villain known as the Commander. He wore a high tech armor, filled with alien technology that he had stumbled upon and reverse engineered as a young man. He wanted power, he wanted riches. He fought the Centurion on several occasions. He was foiled by the Freedom League. Under the Moore Administration, he fought FORCE Ops on several occasions. His ever evolving armor meant that any encounter would mean something new. Never employing the same trick twice, he was a persistent foe. While he was defeated, he always managed to escape, and his identity remained a secret. And then the Terminus Invasion happened. Surprising even himself, the Commander fought side by side with the heroes, even aiding his hated foe the Centurion against Omega. After the Terminus Invasion, the Commander disappeared. Most believed that he had died. Few claimed to have seen him in the years since, but it was never confirmed. It was all just rumors. Years later, the company known as MarsTech appeared. Seemingly out of the blue, the MarsTech brand became synonymous with high tech user friendly technology. The popular Deimos laptop! The Phobos operating system! Stylized and cheap smart phones! They seemed to be ahead of the competition in every regard. Research in the history of the company showed it as a simple start up, all the work of a single man. Working for hire, the founder would eventually create a juggernaut of technological advances that would take the world by storm. That man, that founder, was Maximillian Mars. Inviting the world into his life as the chief designer, creator and director of MarsTech, he would only continue to grow on popularity, as he raised his company to even greater heights in his native Emerald City. He was a man of the people, a friend to every employee, he offered benefits and great pay, paid insurance for all of his employees: In short, the man of the year for all years. And of course, he was also once the Commander, and even now, he was a member of the Chamber, the organization that rules Emerald City from the shadows, supplying his technological expertise and businesses to their goals. The Commander armor left in storage, he now had more power than ever before. Maximillian Mars might be a lighter shade of black than his compatriots in the Chamber, and almost a hero to the people of the world, but make no mistake: At heart, he is still a villain, and his ultimate goal remains: Nothing less than world domination. Personality & Motivation: Maximillian Mars is a genius and a visionary. Even as the mastermind behind MarsTech, and the creator of the vast majority of their technologies and advances, he is friendly and affable. He knows the name and history of every employee, he eats lunch with the janitors every other week, if his time permits. He genuinely cares about his employees, and does his best to keep the them safe from machinations of the Chamber. Still, Maximillian is a super villain, even if he no longer wears the colorful armor of the Commander. He has a ruthless side, having masterminded several of the Chamber's plans, and even if he is the voice that will advocate keeping innocents safe, he is more than willing to go through with anything, if it means furthering his own goals. His ultimate goal? To rule everything. Emerald City is just the start, the testing phase of his plans for the world. After all, Maximillian Mars is a nice man, but he also knows that he is a genius, and he really do know better than everyone else. Powers & Tactics: Maximillian will rarely, if ever, directly confront others in combat. Those days are simply behind him, and he would much rather play mind games, or, if it comes to it, send henchmen, mercenaries or even MarsTech security to deal with any potential trouble. He keeps his involvement in any scheme a secret, perhaps even more so than the rest of the Chamber. Power Descriptions: Maximillian posses no overt super powers, but he incredibly intelligent, able to process knowledge much faster than the vast majority of humanity. His Commander armor is currently in storage, but can be used if necessary. Complications: Better a Villain than Bored: Maximillian wants fame and riches. He wants everyone to respect him, and he has achieved all that. Legally, too. So why do he is he still a member of the Chamber? Why do he still manipulate Emerald City, if he does not always need to? Simple: Boredom. What better way to fall into a lull? The Commander: The stock of MarsTech would surely drop should Maximillian's true nature as a villain and a member of the Chamber come to light. MarsTech: Maximillian genuinely cares about his employees at MarsTech. Abilities: 4 + 2 + 6 + 20 + 8 + 8 = 48PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 18 = 24PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged, +12 Commander Suit Weapons (+4 Base, +8 Attack Specialization) Defense: +9 (+9 Base,), +5 Flat-Footed Grapple: +12 (+10 Attack, +2 Str) Knockback: -2/-1 (Toughness /2) Saving Throws: 5 + 8 + 9 = 22PP Toughness: +5 (+3 Con, +2 Undercover Shirt) Fortitude: +8 (+3 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +13 (+4 Wis, +9) Skills: 168R = 42PP Bluff 15 (+19) Climb 6 (+8) Craft [Electronic] 15 (+25)Skill Mastery Craft [Mechanical] 15 (+25)Skill Mastery Diplomacy 12 (+16) Drive 6 (+7) Intimidation 12 (+16) Investigation 6 (+16) Knowledge [Business] 12 (+22)Skill Mastery Knowledge [Life Sciences] 6 (+16)Note: Focused on superhumans Knowledge [Physical Sciences] 15 (+25)Skill Mastery Medicine 3 (+7) Notice 12 (+16) Pilot 6 (+7) Profession [Criminal Mastermind] 9 (+13) Sense Motive 12 (+16) Swim 6 (+8) Feats: 27PP Attack Focus [Melee] 6 Attack Specialization [Commander Suit] 8 Benefit 3 (Wealth) Benefit 1 (CEO of MarsTech) Connected Contacts Distract (Bluff) Equipment 1 Fascinate (Bluff) Improved Initiative Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Business], Knowledge [Physical Sciences]) Well-Informed Equipment: 1PP = 5EP Undercover Shirt (Protection 2, subtle) [3EP] Smartphone Powers: 3 = 3PP Quickness 6 (Descriptive Name; Flaws: Limited [Mental tasks only]) [3PP] (descriptors) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +10 Totals: Abilities (48) + Combat (24) + Saving Throws (22) + Skills (42) + Feats (27) + Powers (3) - Drawbacks (0) = 166/166 Power Points
  6. For NPC Tier, Emerald City refs count as creators for the Terror, if you want to use the Terror. The Terror Power Level: 12 (263/263PP) Unspent Power Points: 0 Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear. Alternate Identity: Varies Birthplace: Varies Residence: Varies Base of Operations: Emerald City Occupation: Varies Affiliations: None Family: Varies Description: Age: Varies Apparent Age: Varies Gender: Varies Ethnicity: Varies Height: Varies Weight: Varies Eyes: Varies, usually glowing white lights Hair: Varies Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it. History: The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful. In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night. Personality & Motivation: Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time. The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell. Powers & Tactics: The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details. Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers. Power Descriptions: All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims. Complications: Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims. Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear. Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 14 + 18 = 28PP Initiative: +0 Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization) Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -2 Saving Throws: 0 + 10 + 9 = 19PP Toughness: Immune to attackers that feel fear / +5 (+5 Con) Fortitude: Immune / +5 (+5 Con) Reflex: +10 (+0 Dex, +10) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Climb 6 (+11) Intimidate 17 (+22) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 15 (+17) Skill Mastery Stealth 17 (+17) Skill Mastery Swim 5 (+10) Feats: 16PP Attack Specialization [Unarmed] 2 Chokehold Distract [Intimidate] Diehard Dodge Focus 3 Fascinate [Intimidate] Fearless Hide in Plain Sight Improved Grab Improved Pin Move-by Action Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Startle Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Impact Damage Type, Mutation, Psionic) Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects) [30PP] (Fear, Mutation, Psionic) Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear, Mutation, Psionic) Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness, Mutation, Psionic) Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Mutation, Psionic) Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear, Mutation, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +11 Touch of Terror Touch DC28 Tou (staged) Damage +11 Aura of Terror Visual Perception Area DC22 Will (staged) / DC 22 Reflex for no effect Slowed/Paralyzed N/A Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point
  7. The Iron Matron Power Level: 10 (163/163PP) Unspent Power Points: 0 Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain. Alternate Identity: Natalie Nelson (Secret) Birthplace: Columbus, Ohio Residence: Secret location, Emerald CityBase of Operations: Emerald CityOccupation: Caretaker and bodyguard of the Big BrainAffiliations: The Big Brain, (formerly) SHADOWFamily: Unknown mother and father, deceased. Description: Age: 55 (DoB: 1963) Gender: Female Ethnicity: Caucasian Height: 5'7'' (projected image) / 6'4'' Weight: 150 lbs. (projected image) / 350 lbs. Eyes: Blue Hair: Blonde At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask. This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat. History: Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain. Personality & Motivation: The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. Powers & Tactics: The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them. Power Descriptions: As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron. Complications: Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe. Relationship: The Iron Matron is intensely loyal to the Big Brain. Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch. Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise. Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 10 + 16 = 26PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization) Defense: +8 (+8 Base), +4 Flat-Footed Grapple: +7 Knockback: -6 Saving Throws: 6 + 8 + 4 = 20PP Toughness: +12 (+4 Con, +8 [Impervious Protection]) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 132R = 33PP Acrobatics 12 (+16) Bluff 18 (+19) Climb 9 (+11) Disguise 18 (+19) Drive 6 (+10) Medicine 9 (+11) Profession [Assassin] 9 (+9) Notice 12 (+12) Pilot 6 (+10) Sleight of Hand 12 (+16) Stealth 12 (+16) Swim 9 (+13) Feats: 29PP Accurate Attack Agile Bluff All-Out Attack Attack Focus [Melee] 1 Attack Focus [Ranged] 6 Attack Specialization [Unarmed] 4 Benefit 1 (Cipher) Chokehold Equipment 3 Fearless Improved Initiative Improved Trip Instant Up Interpose Power Attack Quick Draw Seize Initiative Takedown 2 Equipment: 3PP = 15EP Heavy Pistol (Blast 4) [8EP] Knife (Damage 1 w. Mighty, Improved Critical) [3EP] Holographic Disguise Device (Illusion 1 [Visual] w. Duration 2, Limited [Human forms only]) [3EP] Powers: 16 + 16 = 32PP Impervious Protection 8 ("Body Like Iron"; Extras: Impervious) [16PP] (Metal, Mutation) Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1) [16PP] (Metal, Mutation, Training) BP: Fists Like Iron Rank (Linked) [15PP] {15/15PP} (Impact Damage Type) Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty) [10PP] Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break) [5PP] AP: Deflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +14 Knife Touch DC18 Tou (staged) Damage +6, Crit 19-20 Heavy Pistol 40 ft. DC19 Tou (staged) Damage +11 Fists Like Iron Touch DC21 Tou (staged), Penetrating 5 Damage +14 Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points
  8. Cortex Power Level: 10 (244/244PP) Unspent Power Points: 0 Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness In Brief: Mutated super genius drug lord. Alternate Identity: Henry Todd (Secret) Birthplace: Emerald City Residence: Hidden location in Emerald City, normally known simply as the Laboratory. Base of Operations: Emerald City Occupation: Drug Lord Affiliations: The Cartel Family: Louisa Todd (Mother, deceased) Description: Age: 36 (DoB: 1982) Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es. Gender: Male. Ethnicity: Caucasian. Height: 5'4'' Weight: 190 lbs. (most contained in cranium and brain) Eyes: Black Hair: None Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots. History: Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son, but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others. Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry learned that it was very profitable to work for him, and very dangerous to work against him. By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself. Personality & Motivation: Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”. Powers & Tactics: Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities. Power Descriptions: Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers. While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree? Complications: Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support. Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard. Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement. Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP Strength: 8 (-1) / 18 (+4) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +0 Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate) Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -6 Saving Throws: 0 + 0 + 6 = 6PP Toughness: 13 (+1 Con, +12 [Force Field]) Fortitude: +0 (+0 Con, +0) / Immune Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save]) Will: +10 (+4 Wis, +6) Skills: 200R = 50PP Bluff 15 (+16) Computers 15 (+25) Craft [Chemical] 15 (+25) Craft [Electronic] 15 (+25) Craft [Mechanical] 15 (+25) Diplomacy 9 (+10) Disable Device 8 (+18) Intimidation 6 (+7) Investigation 6 (+16) Knowledge [Business] 9 (+19) Knowledge [Life Sciences] 15 (+25) Knowledge [Physical Sciences] 15 (+25) Knowledge [Technology] 15 (+25) Medicine 12 (+16) Notice 9 (+13) Profession [Drug Lord] 12 (+16) Sense Motive 9 (+13) Feats: 27PP Attack Focus [Ranged] 4 Benefit 1 (Status: Head of drug cartel) Benefit 3 (Wealth: Multi-millionaire) Connected Eidetic Memoery Equipment 10 (Underground Lair, 3 Abandoned Warehouses) Inventor Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM) Well-Informed Equipment: 10PP = 50EP The Laboratory (Headquarters; Underground Lair) (19 EP) Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP) Powers: 19 + 90 = 109PP Computer-Like Mind 3.8 (19PP Container) [19PP] (Mutation, applies to all powers in Container) Impervious Will 10 [10PP] Quickness 10 (Flaws: Mental Only; x1000 normal speed) [5PP] Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study]) [2PP] Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends]) [2PP] Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device) Extendible Cyberarms 2.8 (14PP Container) [15PP] Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty) [7PP] Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet) [1PP] Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only]) [5PP] Extra Limbs 2 [2PP] Gravimetric Pulse Generator 2.8 (14PP Container) [14PP] (Gravity) Enhanced Reflex Save 7 [7PP] Flight 2 (Flight Speed 25 mph, 220 ft./rnd) [4PP] Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP] Onboard Systems 1 (5PP Container) [5PP] Features 2 (Computer, Navigation System) [2PP] Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio) [3PP] Protective Fields 10.8 (54PP Container) [54PP] (Kinetic Energy) Force Field 12 (Extras: Impervious) [24PP] Immunity 30 (Fortitude Effects; Extras: Linked to Force Field) [30PP] Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP] BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact) AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact) AP: Stun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze) {20/20PP} (Kinetic, Gravity, Impact) AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed 10 ft. DC19 Tou (staged) Damage +4 Cyberarm Smack 10 ft. DC25 Tou (staged) Damage +10 Explosive Gravity Wave Discharge 50 ft. radius DC25 Tou (Staged) Damage +8 Pulse Blasters 120 ft. DC27 Tou (staged) (DC23 secondary effect) Damage +8 Gravity Knockdown 50 ft. radius DC20 Ref (staged) Dazed +8 Neurotoxin Aerosol Dispensers 15 ft. radius cloud DC16 Tou (staged) Dazed/Stun/Unconscious +8 Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats. Enhanced Soldier Power Level: 7 (70/70PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Complications: Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord. Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP Strength: 12 (+1) / 20 (+5) Dexterity: 12 (+1) Constitution: 14 (+2) / 22 (+6) Intelligence: 10 (+10) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +1 (+1 Dex) Attack: +5 Base, +5 Melee, +5 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +6 / +10 Knockback: -4 Saving Throws: 3 + 4 + 1 = 8PP Toughness: +9 (+6 Con, +3 [Body Armor]) Fortitude: +9 (+3, +6 Con,) Reflex: +5 (+4, +1 Dex) Will: +1 (+1) Skills: 24R = 6PP Climb 4 (+9) Drive 2 (+3) Intimidation 3 (+3) Knowledge: Tactics 4 (+4) Notice 3 (+3) Profession: Soldier 4 (+4) Swim 4 (+9) Feats: 12PP Attack Focus [Ranged] 4 Equipment 7 Fearless Equipment: 7PP = 35EP Assault Rifle (Blast 5) [16EP] (Ballistic damage) Body Armor (Protection 3) [3EP] Assorted other Equipment worth up to 16EP Powers: 16 = 16PP Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical) Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] DC Block Name Range Save Effect Attack bonus Unarmed Touch DC20 Tou (staged) Damage +5 Assault Rifle 50 ft. DC20 Tou (staged) Damage +9 Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points
  9. The Big Brain Power Level: 12 (186/186PP) Unspent Power Points: 0 Trade-Offs: None In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind. Alternate Identity: Copernicus Oliver (Secret) Birthplace: London, United Kingdom Residence: Secret location, Emerald City Base of Operations: Emerald City Occupation: Criminal Mastermind, Head of F.O.E. Affiliations: The Chamber, F.O.E. Family: Unknown mother and father, deceased. Description: Age: 68 (DoB: 1950) Apparent Age: Difficult to tell, due to atrophied body and giant brain. Gender: Male Ethnicity: Caucasian. Height: 5'6'' Weight: 260 lbs., with at least 90% of body weight coming from his brain Eyes: Unknown Hair: None Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system. History: In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had. The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings. F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world! Personality & Motivation: The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities. Powers & Tactics: The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless. Power Descriptions: All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds. Complications: Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power. Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet. Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP Strength: 8 (-1) Dexterity: 6 (-2) Constitution: 10 (+0) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 0 + 0 = 0PP Initiative: +14 (+10 Int, +4 Improved Initiative) Attack: +0 base Defense: +0 base Grapple: -1 Knockback: -0 / -10 for Remote Sensing Saving Throws: 6 + 0 + 16 = 22PP Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12) Fortitude: +6 (+0 Con, +6) Reflex: -2 (-2 Dex, +0) Will: +18 (+2 Wis, +16) Skills: 80R = 20PP Bluff 12 (+15) Diplomacy 15 (+18) Intimidation 15 (+18) Knowledge [Civics] 8 (+18) Knowledge [Streetwise] 6 (+16) Knowledge [Tactics] 9 (+19) Notice 15 (+17) Feats: 4PP Eidetic Memory Jack-Of-All-Trades Speed of Thought Ultimate Effort (Will Saves) Powers: 11 + 51 + 54 = 116PP All powers have the Psionic/Mental and Mutation descriptors Mental Prowess 5.5 (11PP Container) [11PP] Enhanced Feat 1 (Improved Initiative) [1PP] Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)) [8PP] Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3) [51PP] BP: Blast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP} AP: Mind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective) {45/48PP} AP: Mind Control 12 ("Mental Domination" Extras: Conscious) {36/48PP} AP: Mind Reading 12 ("Mind Probe"; Extras: Sensory Link) {24/48PP} Telepathic Presence 27 (54PP Container ) [54PP] Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective) (Mental Communication, Worldwide Range) [19PP] Big Brain Is Watching (Linked) [33PP] ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP] Feature 1 (Projected Image of Giant Brain) [1PP] Protection 12 (Flaws: Limited [only applies to Feedback to ESP]) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +0 Mind Probe Perception DC22 Will (staged) Can read surface thoughts N/A Mental Blast Perception DC27 Will (Staged) Mental Damage N/A Mental Domination Perception DC22 Will (staged) Mind Control N/A Mass Mental Domination Perception DC19 Will (staged) / DC19 Reflex Save for DC Mind Control N/A Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points
  10. Exaccus

    NPC: Aristu-Lun

    ok so! i figured it might be fun to put a Lanturnian NPC out their so more people get to experience how weird and wonderful the race is, and also to make them more of a presence in the local cluster so i put myself to work on creating a King arthur like figure to moon-moths merlin-esque one and this is the result. My thoughts are a bit scattered on it really but the idea is she's a descendant of Tae-Lun Moon-moths former master and they've moved into more of a caste system with the slow collapse of the delzatri empire. Moon-moths rather long period of inactivity was probably spent looking for his lost homeworld and migrant people and upon discovering her small clan and learning of her relation to his former teacher took her under his wing (not litterally.) and created some armour for her and helped her quest for a relic of the Dawn war between the moth like lanturnians and their syncratic Sister race of psychic butterflies, Namely the ancient lanturnian war blade. With thevs permission im going to have moon-moth having brought her to the praetorians for training in matters of war and leadership he has no methods in in exchange for promises of mutual support from her and the migrant lanturnians once she's helped them re-establish themselves. NOTE: I will edit the formatting to be better as time goes on, this is a quick and dirty fling up to see what people think. Aristu-Lun Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +2 (14), CON: +5 (20), INT: +7 (24), WIS: +2 (14), CHA: +0 (10) Tough: +5/+10, Fort: +10, Ref: +10, Will: +10 Skills: Diplomacy 8 (+8), Intimidate 4 (+4), Knowledge (arcane Lore) 4 (+11), Language 2 (+2), Notice 4 (+6), Pilot 8 (+10), Sense Motive 4 (+6), Stealth 8 (+10) Feats: Attack Focus (melee) 4, Defensive Attack, Dodge Focus 4, Eidetic Memory, Fearless, Improved Defense 2, Improved Initiative 2, Improved Sunder, Improved Throw, Improved Trip, Power Attack, Speed of Thought Powers: Immunity 8 (aging, enviromental conditions (all), suffocation (all)) Lanturnian Warblade (Device 7) (Easy to lose, Restricted use) Lanturnian War Magic (Array 15) (default power: corrosion) Booming Blade (Trip 10) (Array; Burst Area (50 ft. radius - Targeted), Knockback, Selective Attack; Range (touch)) Headhunter Hex (Blast 10) (Array; DC 25; Accurate 2 (+4)) Mono-Fractal Blade (Corrosion 10) (Default; DC 25) Spatial Rend (Teleport 7) (Array; 200 miles as full action; Accurate, Portal; Long-Range) Warding Weapon (Deflect 10) (Array; deflects: energy attacks; Automatic, Reflection) Witsplitter (Nullify 10) (Array; counters: all powers of (type) - psionic, DC 20; Burst Area (50 ft. radius - General), Effortless; Range (touch)) Lanturnian Wings (Flight 2) (Speed: 25 mph, 220 ft./rnd) Wing cloak (Concealment 4) (Alternate; all visual senses; Passive) Moon Silver Armour (Device 3) (Hard to lose, Restricted use (Lanturnians)) Impervious Toughness 10 Protection 5 (+5 Toughness) Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +10) Attacks: Booming Blade (Trip 10), +10 (DC 20), Headhunter Hex (Blast 10), +10 (DC 25), Mono-Fractal Blade (Corrosion 10), +10 (DC Fort/Tou ), Unarmed Attack, +10 (DC 15), Witsplitter (Nullify 10) (DC Will 20) Defense: +10 (Flat-footed: +3), Knockback: -10 Initiative: +15 Drawbacks: Vulnerable, common, moderate, Electricity, Vulnerable, common, moderate, Fire Languages: Argentesse, Galstandard, Lanturnian Totals: Abilities 32 + Skills 11 (42 ranks) + Feats 20 + Powers 48 + Combat 24 + Saves 21 - Drawbacks 6 = 150
  11. Tier: II (Ask before using.) Character Name: Trevor Ash IV Power Level: 12 (180PP) Trade-Offs: +4 Attack, -4 DC Unspent Power Points: 0pp In Brief: Fear Inducing Mob Boss Alternate Identity: The Tremor Identity: Secret Birthplace: Freedom City Occupation: Independently Wealthy Affiliations: Metus Family - Wife (36) "Naome Ash" - Daughter (16) "Cheri Ash" Description Age: 39 Apparent Age: Middle Aged Gender: Male Ethnicity: Caucasian Height: 6'9" Weight: 245 lbs Eyes: Green Hair: Black Appearance - Power Descriptions Invisible, and almost untraceable. The Tremor's fear is often regarded as merely his presence, with very few being aware of his mutation. History - Personality & Motivation - Powers Tactics The Tremor does not partake in much combat himself, instead he utilizes his minions to handle such things for him. When he is forced to get his hands dirty, his fear aura will typically break the will of any who approach him. On touch this effect is amplified to even greater degrees, eventually sapping the very will from his victims. When facing particularly heroic obstacles, he partakes in monologues to break apart team work and strike where he can see weakness. Complications Truly Secret The Tremor does not engage heroes directly. He has no desire to, and when forced to he will often move to make his retreat. Keeping his true identity hidden is paramount above all else. Unfeeling Despite his own ability to invoke fear, the Tremor does not understand people all that well. His sway in the underworld is extremely impressive, but he is far too apathetic to connect with any but the most dedicated. Parental Protectiveness With his child being a fledgling hero, the Tremor has no desire for her to get herself killed before he can make her into an asset. Abilities:: 10 + 10 + 10 + 10 + 10 + 10 = 60pp STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 20 (+5) WIS 20 (+5) CHA 20 (+5) Initiative: +5 (+5 Dex) Combat; 12 + 8 = 20pp Attack: +6 (+6 Base Attack) -Ranged: +6 -Melee: +16 (+10 Attack Focus: Melee) Defense: +12 (+4 Base Defense, +8 Dodge Focus) -Flat footed: +2 Grapple: +17 (+5 Strength +12 Melee Attack) Saves: 4 + 4 + 7 = 15pp Tough: +12 (+5 Con, +7 Protection) Fortitude: +10 (+5 Con, +4) Reflex: +10 (+5 Dex, +4) Will: +12 (+5 Wis +7) Skills: 12pp = 48 Ranks Acrobatics 4 (+9), Bluff 4 (+9), Diplomacy 4 (+9),, Gather Information 4 (+9), Intimidate 8 (+13), Notice 4 (+9), Search 4 (+9), Sense Motive 8 (+12), Stealth 8 (+13), Feats: 36pp Attack Focus (Melee) 10 Dodge Focus 8 Benefit 3 (Filthy Rich) Connected Contacts Master Plan Minions 12 (Five PL10 Minions) Equipment: 11pp = 55ep Unspent EP: 0 Sword (+3 Melee | Crit: 19-20) [5ep] Headquarters Vehicles [27] Geigercrash (90 PP) Miss Veil (90 PP) Powers: 8 + 5 + 13 = 26pp Security Suit 2 [Device, Hard to Lose; Technology] [8 pp] Protection 7 (Impervious 3) [10 pp] Immunity to Emotion [5pp] Emotion Control 12 (Aura of Fear [1/rank], Area: Burst, Touch Range, Fear Only; Continuous, Subtle) [13pp] (Mutation, Emotion) Totals: Abilities 60 + Skills 12 (48 ranks) + Feats 36 + Equipment 11 + Powers 26 + Combat 15 + Saves 20 + Drawbacks 0 = 180 DC Block Name Range Effect Save Unarmed Touch Damage DC 20 Toughness (Staged) Sword Touch Damage DC 23 Toughness (Staged) Aura of Fear 60' Radius Emotion Control DC 22 Will (Staged)
  12. Morgan Stern Power Level: 7, 10-15 Unspent Power Points: 0 Trade-offs: None (PL 7), -3 attack and defense, +3 damage and toughness (PL 10-12), variable (PL 13-15) In brief: Satanic-born Joker. Evil for the sake of evil. Catchphrase: "I'm going to enjoy this more than you!" before madly cackling. Theme: "Last Caress" The Misfits (PL 7), "Immortal" Clutch (PL 10-12), Instrumentals, either epic or somber, depending on the situation (PL 13-15) Alternate Identity: Public, Morgan Stern Birthplace: Louisiana Residence: None Base of Operations: None Occupation: Criminal Affiliations: Evil Family: None that he knows Description Age: 47 (October 31, 1970) Apparent Age: late twenties, early thirties Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 174 pounds Eyes: Amber Hair: Brown In his normal form, Morgan reaps the benefits of good genetic. He has unassuming 'sweet' looking face with a smile that could stop even the hardest of people. He has a slim build, some would say feminine or androgynous. His hair is unkempt and mussed most of the time. In fact, that's how he looks all over. A rugged disheveled man. He does clean up nice though. His clothing style depends on what he's doing. When not committing acts based on his impulses, he dresses down, sweatpants and gym shirt that show his slight form. When 'motivated, he dresses for the crime. Going to steal things? Dark clothes. Going to gorge himself? Probably loose clothes. Going to murder some one(s)? Anything that'll let him get close. History Morgan's parentage was one devil worshiping woman and the devil himself. The woman summonsed Old Scratch herself and offered her body to him for his service to her. Instead of killing her outright and wandering the land again (he still had business down in Georgia), he fed into her fantasy of having power over him. Plus it would get those pesky mystics off of his back. It lasted for a while, but The Pact being a thing and Lucifer not really wanting to keep his word to this silly mortal, just disappeared one day. He left a note for the woman, 'take care of the child, see me through him'. Morgan was born 13 months later. He looked like a normal human child, but his soul carried the taint of his father.Morgan grew up with his crazy mother who doted on her beautiful satanic child, letting him get away with murder (and other crimes). Morgan lead a carefree hedonistic lifestyle for most of his life. Thinking he could get away with anything. Until he met his first hero to oppose him. Star Lass was a thorn in his side as his atrocities piled up. She was utterly disgusted by him, but he 'loved' her in a crazy way. Committing crimes just to make her show up, killing other heroes who dared to interfere. With his silver tongue, over time, Star Lass fell 'in love' with him too. She became his closest companion, taking the name of Le Garce. Morgan and Le Garce made headlines all over the papers until the thick of the Dark Age came. Morgan and Le Garce were murdered by some hero. He doesn't even remember their name. It was the first time Morgan had died. His fiendish soul resurrected him immediately and transformed him into a demonic monster. He killed the murderous hero in the most gruesome way possible. So much so that it didn't make the papers. Le Garce's death was blamed on him too. After a while, Morgan returned to his 'normal' form. Though he knew of his 'insurance' now. Sometime later on, Morgan learned an even more dark secret. After dying twice. He was sucked into Hell to meet his father. Satan grinned, greeting his son. He told him that those first deaths were all just setup. Play time. But he would empower his son one more time if he felt like it. Morgan, wanting to be alive and doing things rather than in Hell, accepted his father's gift. The unsuspecting group of heroes that had just put the monster down were 'treated' to a dark surprise when Morgan came back powered by Beelzebub. No one remembered the names of the fallen team. But the world would know of the power of Morgan Stern! Personality & Motivation Morgan is driven by the evil impulses in his soul. Not to say he's a whacked out loon (though sometimes...), he knows his way around a sweet or inspiring word. He's his father's son when it comes to that. His impulses sometimes want him to be 'good', in the fact that you attract more flies with honey than vinegar. It's an act. It's always an act. Powers & Tactics Power Descriptions In his normal form, Morgan looks perfect. Nothing can mar his beauty. Even drug through the mud and beaten thoroughly, Morgan somehow appeals to people. His father's genetics allowed him to stop aging in his late twenties, and made him immune to fire. If he dies, He will immediately transform into demonic form. In his demonic form, the pretty falls off. He's a huge beast with rough unbreakable skin. sharp fangs and teeth that pierce all but the strongest of objects. and a baleful howl of hellfire that burns and demoralizes. Sometimes, he even has wings. If he dies, he will disappear and teleport to his father's throne. The Demon King knows why he's there and will give him one more chance. But it will take time, a day at least. In his final form, his father fits him with a form and demonic powers that fit the death. He could be the normal Morgan form, he could be the beast, he could be anything in between. Either way, the final form is something that is awe-inspiring and terrifying. If he dies in this form, his father will hold him for a while. (This is PL X and fitted to plot. It might not even happen.) Demonic and Final forms last 24 hours. After which, he returns to Normal form.
  13. The Oog’ol The Oog’ol are a species native to an asteroid field. Their physique is adjusted to living in the vacuum of space, with large limbs, each of them covered in a series of different layers of natural protection. They can sustain themselves off of minerals, but large populations require quite an amount of minerals, meaning they will always be moving from asteroid to asteroid. Oog’ol believe in independence. They feel that every member of their species should be able to travel by themselves should they want to do so. This has led to the creation of personal spaceships, roughly equivalent to motorbikes. Each Oog’ol (some exceptions may apply), owns their personal one, and is fully capable of maintaining and repairing it. Oog’ol are fierce warriors, and have for a long time collected protection payments (in form of either currency or minerals), from species bordering them. They are known to be hotheaded, but will also act calculated in larger operations. The Asshui The core tenet of Asshui culture is travel. They believe that only by travelling, they can grow. Previously, the Asshui held a small amount of systems, with many of them deciding to leave those altogether and join merchant ship crews, travelling around the galaxy. Biologically, Asshui are notable because they self-replicate once every 400 days, birthing a nearly exact genetic clone of themselves. This incredible amount of population growth is countered by a short lifespan (anything above 30 years is rare), and a natural tendency to chase dangerous situations. Asshui are of average height, their body covered in a usually yellow carapace. The Toroton The Toroton hail from a “titanic” world. Everything on the planet, including the planet itself, are much larger than what is generally seen as the galactic average. Grass the size of a child, bushes the size of people. Toroton are usually about 10 meters tall, the rest of their physique is similar to that of humans. They only recently developed technology to travel amongst the stars, and their size has already made them a special case, their starships obviously built to adjust for it, with simple shuttles often bigger than some other species’ advanced ships. Toroton are generally peaceful, and don’t care much about warfare. They are scientists and philosophers primarily, having gone from the discovery of metalworking to their first spacecraft in an, on a historical scale, incredibly short amount of time.
  14. True North Canada's Premier National Superteam Canadian Shield - Elizabeth Combs, Geokinetic Elizabeth Combs is the daughter of an RCD Corporal and a minor Igneous noble, of the subterranean civilization dwelling beneath much of the area surrounding Hudson Bay. Taking more after her human father, Liz is still easily recognizable, being nearly seven feet of somewhat ashen skin tone and subtle, scale-like mineral deposits that run across her cheeks and down her spine. Luckily her rugged good looks and confident charm made her an ideal poster woman for the government funded Canadian super team when her geokinetic powers, present from birth, began to develop in earnest. Favouring creating rocky armor and weapons to enhance her already considerable toughness and strength, Canadian Shield is also a decisive leader on and off the battlefield. She's a canny political player, but always stops short of compromising her high ideals, something that has earned her the respect of even her more difficult teammates. Notable Appearances: Molehills, Act of Union Bombardier - Paul Bouchard, Battlesuit Paul Bouchard was a young blue collar worker from Dorval whose chance at an athletic scholarship as a goalie had been cut short thanks to stepping out of the crease to throw down his gloves one time too many. Bouchard's stubborn streak manifested itself in his job as an assembly line worker where he drove himself to learn as much of the engineering principles behind the areospace components he helped build as he could on his own time. Because of that, when a rush order on a limited run of components came his way, he recognized them as pieces of a powered gauntlet moments before heavily armed technology pirates broke into the factory to steal them. Managing to cobble together the concussive blast weapon in the resulting chaos, Bouchard defeated the thieves and saved the lives of his coworkers. An instant media sensation, he was soon tapped to don the full, prototype armor as the one-man air force, Bombardier. Notable Appearances: Molehills Coyote III - Jim Pegahmagabow, Acrobat The latest in a line of First Nations heroes, Jim Pegahmagabow is easily an Olympic level acrobat and martial artist. Neither he nor any of his predecessors possessed any superpowers, although the original Coyote played on superstitions to cultivate an aura of mystery, some of which remains today. The very definition of a street-level hero, Coyote spends as much time helping around the community as he does fighting crime, but after demonstrating an ability to take down metahuman opponents well out of his supposed 'weight class' he was approached about joining the premier national team. Deciding he could do the most good in the spotlight, he agreed. A penchant for banter and minor issues with authority mark him as a young man still trying to find his own way to live up to his legacy, but his genuinely caring nature has made him a key part of bringing team's disparate members together as more than comrades-in-arms. Daniel Storm - Mystic/Survivalist Calling Daniel Storm a superhero would take an extremely generous use of the term. A stocky survivalist with a weathered face typically concealed by a full beard and a scowl, Storm spends most of his time in the undeveloped wilderness and would just as soon keep to himself if not for an uncanny habit of running into the varied preternatural strangeness of the Canadian North. From haunted cabins to feral wendigo to rogue nature spirits, without meaning to Storm has become one of the world's most experienced monster hunters, picking up more than a few mystical tricks of the trade along the way. Officially a consultant rather than a full member, Storm rarely accompanies the team into all-out brawls, but more than once he's been the deciding factor against a supernatural foe. Despite his gruff personality, Storm rarely refuses a call for help and takes a vaguely avuncular attitude towards the younger heroes. Notable Appearances: World Tour: Way to Go, Wendigo! Verglass - Adhira Zev, Super Speed/Ice Generation Adhira Zev was always a little odd, the sort of up-and-coming particle physicist who rode her bike to work, went rock climbing on weekends and made puns requiring multiple fluencies to appreciate. A lab accident made her much stranger, a kinetic energy sink who uncontrollably slowed the molecules around her to increase her own speed, resulting in severe temperature drops. Crafting a suit that let her channel that ability to good use, she took the name Verglass and became Victoria's most prominent superhero in short order. A brilliant thrill seeker, Adhira loves going fast and solving complicated problems on the fly, but being forced to wear her containment harness nearly all the time or endanger everyone around her wears on the gregarious woman more than she lets on. Some of that strain shows in her reckless attitude, but fortunately she's usually able to get out of trouble nearly as quickly as she gets into it. Notable Appearances: World Tour: Way to Go, Wendigo! Cosmic Constable - J'ou Dorah't, Alien J'ou Dorah't is a member of an interplanetary police force tasked with guarding their little corner of the Lor republic. Ending up on Earth on the trail of a criminal, he teamed with Canada's superheroes to bring the offender to justice and afterward decided to remain. This wasn't so odd: J'ou's particular rank suggests an anthropologist as much as a peacekeeper, seeking to understand the guilty while protecting the innocent. With bright red skin and a stately white uniform, the Cosmic Constable rides into battle on the back of his robotic steed and brandishing a pair of symbiotic sidearms that can form laser pistols or cavalry sabers. Unfailing polite and friendly, the mild empathic abilities of his people help him compensate for most cultural differences, making him surprisingly adept at making friends out of enemies. He spends most of his time in the prairie provinces when not with the rest of team on larger missions. Notable Appearances: Act of Union Wendy Go - Becky Shuster, Monster Becky Shuster was working a summer job as an airport attendant when a chance encounter with a group of visiting Claremont students ended with her possession by a wendigo spirit in the woods outside of Thunder Bay, transforming her into a creature of terrible strength and unspeakable hunger! Thankfully her new friends were able to subdue her and True North's consulting mystic Daniel Storm spent nearly two years training her to keep her bestial side under tenuous control. Now a junior member of the national superteam, Wendy Go is a young woman doing her best to prove herself in a suddenly much larger, stranger world. Curious and enthusiastic by nature, Becky is eager to learn from her more experienced teammates but her fear of losing control again has added a streak of glum introspection to her personality that matches the streak of white in her hair. Notable Appearances: World Tour: Way to Go, Wendigo!, Molehills, Act of Union
  15. Project: Safeguard Project: Safeguard or simply the Safeguard is an American superhero team operating domestically as a part of the Air Force. Its membership is drawn from members of all branches of the armed forces along with select individuals recruited specifically for the initiative. The government sanctioned and funded team arguably takes inspiration from Canada's True North or the National Gendarmerie of France, though with a mission statement born of current events more so than either of those venerable organizations. In contrast to the international - even interplanetary - focus of the Freedom League, the Safeguard operates solely within the borders of the United States apart from rare exceptions where a foreign government has specifically requested their assistance. An outgrowth of pararescue units, the team's focus is on search and rescue, natural disaster intervention and combatting acts of domestic terrorism, particularly where it involves metahumans or sufficiently advanced hardware. The Safeguard somewhat pointedly does not fall under the purview of AEGIS which can lead to occasional disagreements over jurisdiction but it maintains a good working relationship with that organization as well as UNIQUE of the United Nations. Given their overlapping areas of focus the Safeguard works alongside the Freedom League semi-regularly but between natural rivalry and differing viewpoints individual interactions between members of the two teams can be strained. Spokespeople have stressed repeatedly that Project: Safeguard was not conceived as a replacement for independent good samaritans such as the League nor as part of any plan to draft metahumans into the armed forces. With any understandable skepticism in mind the team's members have been instructed to keep public relations always in mind but ultimately the good work they do is all the explanation necessary for their growing popularity. GM Notes: There is no government conspiracy or ulterior motive behind the Safeguard; they are as they seem, civic minded heroes with a desire to serve brought together with the best of goals. That doesn't mean they're easy to work with, however. Player characters are likely to find their self-imposed restrictions and bureaucracy and concern over public image frustrating in the middle of a crisis. By the same token members of the Safeguard tend to take a dim view of untrained, undisciplined vigilantes, particularly those who are underage or insist on operating in the shadows without any sort of oversight. That friction allows the Safeguard to serve as rivals and non-villainous antagonists for player characters, operating from a position of some authority and respect. They may just as easily fill the role of mentors or introductions into plots for player characters. Remember thought that they should be used mostly when another player character such as members of the Freedom League are unavailable or a poor fit for one reason or another. As NPCs the bulk of their adventures happen off-panel and they should never pull focus from the player characters.
  16. Next-Gen '16 Epiphany - Madison Tyler Madison isn't just training to be a hero, she was born to it. She's part of a long lineage of heroic magic users, among whom are counted monster hunters, respected sages and notable allies to the Master Mages. Her parents are both prominent members of the occult community in her native Chicago and she takes upholding that legacy very seriously. With an impressive control and range of abilities for her age and a confidence that lends itself well to leadership it seems that the family name could not be in better hands. Epiphany is not immune, however, to the lack of perspective that can come with youth. With her dedication comes a certainty of her own righteousness and being a hero requires villains. One of her cousins took part in the raid that sent Raina Sanderson's parents to prisons and appropriately appalled by what she's heard of their crimes she has decided that the rotten apple cannot fall far from the tree. Madison very much sees herself as the protagonist of her story and rallying her friends against their decidedly unheroic classmates as the first of her many good deeds to come. If that means bending a few rules, well, all the greatest heroes know which rules and meant to be bent. Ultimately a good person she is loyal to her friends and quick to oppose genuine injustice when she see it but her pride makes it difficult for her to reconsider her initial assessments of people or think in terms other than 'good' and 'evil'. Notable Appearances: Unstill Life, Final Exam, Maybe It's Alchemy Raptor - Sofia Torrez Though not strictly a metahuman Sofia is gifted in nearly every way a young woman might be: powerfully built, sharply intelligent, quick in both reflexes and wit. Her true strength, however, lies in her determination and hard work. Training with her parents - both non-powered heroes in Mexico City famous enough to be known across the border - she has already mastered multiple martial arts and developed a skill for reproducing moves after seeing them performed only once. Her willingness to help her classmates train has made her well liked and respected, albeit the cause of more than a few bruises. That respect means a lot to Raptor and she sees being the best even without powers as very nearly the whole of her identity. She was annoyed enough to be lumped in with the untrained and unpolished Robin Chevalier before the later realized she had superhuman abilities; afterward that feeling blossomed into true animosity toward the 'cheat'. Sofia would never complain about an unfair playing field out loud but she resents Nighthawk's accomplishments when she has had to work so hard just to keep up with her empowered peers. Pointing out that she doesn't seem to have a problem with other metahumans and is unusually focused on Robin is likely to be met only with gruff denials and a change in subject. As Madison is quick to point out there are other frauds to worry about amongst the student body and Sofia refuses to be distracted from her training. Should an opportunity to prove that she's the best present itself, however, she won't turn it down. Greatness is earned through focus and bold action, after all. Notable Appearances: Unstill Life, Final Exam, The In Crowd Prestige - Celeste le Faye To say that Celeste is a cipher would be an understatement. Asked more than once about the origin of her her pointed ears, ephemeral butterfly-like wings and gleaming black, pupil free eyes she'll give a different explanation each time. A persistent rumour around the Academy has it that le Faye isn't even her real name but given her unerring aim with a bow, talent for mystical 'suggestion' and undeniable good looks the general consensus is that she can call herself whatever she likes. Cool and confident, she dominates any interaction. While only the Headmistress seems to know the specifics of Prestige's past it most certainly involved the fae and as a result the girl has difficulty empathizing with her peers. Instead she has learned to fake her way through the pitfalls of high school life and done so with aplomb. Her social manipulations and calculated micro-aggressions are a defence mechanism as much as anything, though she finds she does enjoy the attention. Cultivating an air of mercurial mystery has helped, as has following Madison's lead; knowing who needs to look bad is an easy way to look good. While not actively malicious Celeste has trouble gauging the appropriate intensity of any response, giving her a reputation as an ice queen during sparring classes. She uses her friends' reactions to gauge herself which can be dangerous when their own judgement may be skewed. Genuinely desiring to be a good person she is unusually attentive during Ethics class but quickly falls back into bad habits when confronted, focusing on whomsoever she perceives to be the most vulnerable in a group. Notable Appearances: Unstill Life, Final Exam, Maybe It's Alchemy Slide - Faiza Saeed Faiza is the best big sister her classmates never had. The first metahuman in a large British Pakistani family she initially struggled to control her friction controlling abilities. Her community rallied around her and proudly sent her off to the Academy when she'd announced her plans to put her gifts to use as a hero. After an adjustment period getting used to dormitory life she quickly endeared herself to the other students with her warm but firm manner, ensuring that they were eating well and not pushing themselves too hard; looking after Sofia alone turned out to be a full time job. Slide is by no means unaware of the looks her hijab gets or the misgivings many seems to have about metahumans but has decided the best strategy is to give those with prejudices no excuses, only proof that they are wrong. This is why she finds those among her peers who flout the rules or can't be bothered to learn to use their abilities safely so frustrating. Take Cathy Clouston, who offers apologies even as she freezes every room she walks into as if her actions didn't reflect on all natural born metahumans. Faiza knows that's unkind and she tries to be patient but she can't shake the feeling that these 'problem children' just need to try harder, for all of their sakes. While she may indulge in a bit of gossip and complaining, Faiza is less likely than her circle of friends to think their more wayward classmates need to be punished or put in their place. She's something of a pacifist at heart and strongly believes in the basic good and dignity in all people... she just wishes some of them would find that good a little more quickly. At the same time she very much values being part of a group and would be reluctant to speak out against her friends unless she thought they were seriously considering crossing a line. Notable Appearances: Unstill Life, The In Crowd
  17. Character Name: Black Vulture Power Level: 10 (162PP) Trade-Offs: None In Brief: Arrogant king of the Avians Alternate Identity: Vohl-Turr Identity: The general public is unaware that the Avians or Vohl-Turr exist. Birthplace: Atlas Mountains Occupation: King of the Avians Affiliations: Sky Clan, Cryptids Abilities: 6 + 10 + 8 + 2 + 0 + 8 = 34 PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 8 + 12 = 20 PP Initiative: +9 Attack: +4 Melee, +4 Ranged, +10 Claws Grapple: +7 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5/-2 Saving Throws: 3 + 5 + 7 = 15 PP Toughness: +10/+4 (+4 Con, +6 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 56 R = 14 PP Acrobatics 12 (+17) Diplomacy 6 (+10) Intimidate 11 (+15) Language 1 (Avians) Notice 8 (+8) Sense Motive 8 (+8) Survival 10 (+10) Feats: 26 PP Acrobatic Bluff Animal Empathy Assessment Benefit (Ruler of Sky Clan) Challenge 2 (Fast Demoralize, Fast Startle) Defensive Attack Defensive Roll 3 Dodge Focus 4 Evasion Fascinate (Intimidate) Favored Environment (Aerial) Improved Initiative Leadership Move-By Attack Power Attack Redirect Set-up Startle Track (Visual) Uncanny Dodge (Auditory) Powers: 2 + 9 + 20 + 3 + 21 = 55 PP Comprehend 2 (Animals, speak to & understand, Flaw: Limited [Birds]) [2 PP] Flight 5 (250 MPH, Drawback: Wings) (Avian Flight) [9 PP] Obscure 10 (Visual, Extra: Independent) (Clouded by Birds) [20 PP] Super-Senses 3 (Visual, Extended 2 [1000 ft increments], Low-Light Vision) (Eagle Vision) [3 PP] Winged Warrior Array 10 (20 PP, Feat: Alternate Power) [21 PP] BE: Damage 7 (Feats: Accurate 3, Mighty, Improved Critical 2 [18-20], Split Attack, Extra: Penetrating [6]) (Claws) [20/20] AP: Dazzle 10 (Visual, Extra: Area/Cone [General], Flaw: Range/Touch) (Wing Gust) [20/20] Drawbacks: (0) = -0 PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Claws Touch DC25 Toughness (Staged) Damage (Physical) Wing Gust Area/Cone DC20 Reflex/DC 20 Fortitude Blinded Obscure Ranged None Blinded Totals: Abilities (34) + Combat (20) + Saving Throws (15) + Skills (14) + Feats (26) + Powers (55) - Drawbacks (0) = 164 Power Points
  18. Player Name: Character Name: Volt Scorpion Power Level: 12 (180/180PP) Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Theme: Heavy Violence (Hardcore Fighter), Fire! (Rev. 1){Reason 5} (Arrogant "Hero") In Brief: Former street punk Martial Artist with a shocking punch. Alternate Identity: Kang Jin-Ho Identity: Secret Birthplace: Seoul Occupation: Affiliations: Dr Sin, Lady Shen Family: Unknown Description: Age: 21 (DoB: 1995 [12, October]) Apparent Age: (20 years old) Gender: Male Ethnicity: Asian (Korean). Height: 6' 2" Weight: 183 pounds Eyes: Brown Hair: Dark Red (Bleached. Natural: Black) Lean and well-muscled, Kang Jin-Ho has unrully medium-short bleached red hair and brown eyes. He usually sports a self-sure grin. His casual attire consists of blue jeans, brown hiking boots, black shirt, white leather jacket, and black finger-less gloves. His costume is mostly grey, composed of a spandex-like material, covers most of his body, except the face and hair, and it has extra pockets strapped at his thighs. He wears red boots with black stripes, a red sash around his waist, a black jacket with red shoulderpads, and red heavy gloves covering his hands up to his elbows. Power Descriptions: Kang Jin-Ho is a skilled martial artist, specialising in aggressive takedowns and combat, while foregoing defense. A combination of Judo, Tae Kwon Do, Boxing, Kickboxing, Shotokan, and Wing Chun, his Total Style Martial Arts allows him to strike with power, precision, and flexibility. Furthermore, Volt Scorpion is able to augment his normal strikes with bio-electricity, running through his nervous system and muscles. Not only do his strikes become more powerful and more fast, but a well-placed strike can also cause the nervous system of his foes to collapse, and it is especially devastating against electronic equipment. Aside from his strikes, Volt Scorpion can also enhance his mobility by pumping his leg muscles full of bio-electricity, which grants him superhuman speed and jumping power. History: Kang Jin-Ho cared for only one thing; proving that he is the strongest. To that end, he pursued and mastered various martial arts, and got to fights wherever he found them, whether they were random street fights or illegal underground tournaments. By the time he was 16, Jin-Ho was already becoming notorious among Seoul's gangs. It was at that time that he got involved in an accident. While beating up a bunch of delinquents, a van hit him in an abandoned street, rendering him unconscious. The driver, at the behest of his employer, a scientist by the name of Myung Do-He, took Jin-Ho inside the van, and taking him to the scientist's lab. Through this unfortunate event, Do-He saw a great opportunity to test her teleportation device on a living subject. The experiment proceeded, but it was less than successful, due to a malfunction that caused the equipment to explode, and the entire building to catch fire. Do-He and her employee left the scene with haste, leaving the still unconscious Kang Jin-Ho to his fate. By the time he woke up, the entire building was engulfed with flames, and the only way out was through a window. The problem was that the window was situated too high for him, and there was nothing nearby that he could use as a makeshift ladder. Finally, desperation drove him to start jumping randomly, and it was at this point that he realised that he could jump at incredible distances, way beyond those of a normal human. Jin-Ho had managed to save his own life, and soon, came to realise the extent of his newfound powers, which he took great advantage of, establishing himself as Seoul's #1 undefeated martial artist. It was this that attracted Lady Shen's attention, as she was scouting through Asia for disciples. Not particularly caring about her motivations, Jin-Ho nevertheless saw a great opportunity to further refine his martial prowess, accepting her invitation. It was then, that Jin-Ho would participate in a "friendly sparring match" along with Lady Shen's other students, against captive Claremont students Net Fly, El Heraldo, and Tsunami. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho. Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it? Personality & Motivation: Brass and self-sure, Kang Jin-Ho has a fiery temperament to match his bleached hair. He usually doesn't bother being mean towards those he deems inferior to him, and may even treat them with something akin to kindness. However, he does not hesitate to reveal his fangs to those who could provide him with a decent fight. The only thing he cares about is getting stronger. Money and fame don't even begin to enter the picture for him. Nevertheless, if it'd get the attention of whatever foe he's currently interested in testing his mettle against in serious combat, Jin-Ho is not above commiting crimes. By the same token, on the other hand, if he feels that said foe's life or combat prowess is seriously threatened, he would gladly ally himself with said foe, even if it's a hero. Powers & Tactics: Rather straigth-forward in his tactics, Volt Scorpion runs headlong into his opponent, tackling them and pummeling them to submission. When the foe exhibits a bit more fight in them than that, he abandons recklessness for calculativeness, assessing the situation and responding in accord. Thanks to his powers, he is also able of engaging his opponents in hit-and-run tactics, and he can mow down a group with brutal efficiency. Abilities: 10 + 10 + 12 + 0 + (-2) + 4 = 34PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 20 = 30PP Initiative: +13 Attack: +14 Melee, +5 Ranged Grapple: +19 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 8 + 6 = 18PP Toughness: +14 (+6 Con, +8 [Defensive Roll]) Fortitude: +10 (+6 Con, +4) Reflex: +13 (+5 Dex, +8) Will: +5 (-1 Wis, +6) Skills: 120R = 30PP Acrobatics 17 (+22)Skill Mastery Climb 5 (+10)Skill Mastery Concentration 13 (+12) Escape Artist 10 (+12)Skill Mastery Intimidate 15 (+17)Skill Mastery Knowledge (Streetwise) 10 (+10)Skill Mastery Notice 15 (+14)Skill Mastery Sleight of Hand 15 (+20) Stealth 15 (+20)Skill Mastery Swim 5 (+10)Skill Mastery Feats: 39PP Acrobatic Bluff Accurate Attack All-Out Attack Assessment Attack Focus (Melee) 9 Blind-Fight Defensive Attack Defensive Roll 4 Distract [Intimidate] Elusive Target Evasion 2 Fearless Grappling Finesse Improved Initiative 2 Improved Grab Improved Pin Instant Up Move-By Action Power Attack Prone Fighting Skill Mastery 2 (Acrobatics, Climb, Escape Artist, Intimidate, Knowledge[Streetwise], Notice, Stealth, Swim) Startle Takedown Attack 2 Uncanny Dodge (Normal Hearing) Powers: 6 + 28 + 5 = 39PP Damage 5 (Extras: Linked[Volt Amp], Feats: Mighty) [6PP] (Total Style) Volt Amp 13 (26PP Array; Extras: Linked[Total Style], Feats: Alternate Powers 2) [28PP] Base Power: Autofire Extra on Damage 10 (Extras: Linked[Paralyze], Linked[Trip]) + Paralyze 10 (Feats: Linked[Damage], Flaws: Slow) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) [10 + 10 + 6 = 26PP] (Lightning Barrage) Alternate Power: Penetrating Extra on Damage 3 (Extras: Linked[Drain]) + Drain 10 (Toughness; Extras: Affects Objects, Linked[Penetrating], Total Fade Flaws: Affects Objects Only, Limited[Electronics], Feats: Affects Insubstantial, Incurable, Slow Fade) + Paralyze 10 (Extras: Alternate Save(Fortitude), Linked[Penetrating], Flaws: Distracting) [3 + 13 + 10 = 26PP] (Thunder Strike) Alternate Power: Area[Burst] Extra on Damage 10 (50ft radius; Extras: Linked[Trip], Selective, Flaws: Distracting) + Trip 10 (Extras: Area[Burst], Linked[Damage], Selective, Flaws: Range[Touch], Unreliable, Feats: Improved Trip) [10 + 11 = 22PP] (Shocking Takedown) Bio-Electric Agility 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: Speed 4 (100mph/1'000ft per Move Action) [4PP] Alternate Power: Leaping 4 (x25 per Move Action, 750ft running long jump, 375ft standing long jump, 187ft standing high jump) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Total Style (Damage) Touch DC25 Toughness (Staged) Damage (Physical) Lightning Barrage (Damage+Paralyze+Trip) Touch DC25 Toughness (Staged) Autofire Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze (Slow) 1d20+10 vs STR or DEX (worse) Trip Thunder Strike (Damage+Drain+Paralyze) Touch DC25 Toughness (Staged) Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze + Drain (Toughness) Shocking Takedown (Damage+Trip) Area DC25 Toughness (Staged) Damage (Physical + Electrical) 1d20+10 vs STR or Dex (worse) Trip Totals: Abilities (34) + Combat (30) + Saving Throws (18) + Skills (30) + Feats (39) + Powers (39) - Drawbacks (0) = 190/190 Power Points
  19. Character Name: Maven Power Level: 10 (180/180 PP) Trade-Offs: +5 Attack, -5 Damage (Unarmed) Unspent PP: 0 In Brief: Intuitive savant, master criminal, and archnemesis of Terrifica Alternate Identites: None Identity: Unknown Birthplace: Unknown Occupation: Professional Criminal, occasionally Vigilante Affliations: Terrifica (enemy) Family: Unknown Age: Unknown Apparent Age: 25-40 years of age Gender: Male Ethnicity: Unknown (always masked Height: 6’ Weight: 200 lbs. Eyes: Unknown (masked) Hair: Unknown (masked) Description: Maven could virtually be anyone. He is obviously male. His mask is red and covers his entire head. It fits the upper half of his head snugly, but the lower half is made of voluminous fabric that obscures his mouth and jawline quite thoroughly. He favors a leather jacket, jeans, and military style boots for clothing, however this is not in any way a permanent look. He can and has worn every low key men’s style imaginable. History: Maven’s real identity is completely unknown. His DNA and fingerprints on not on file in any database or languishing in some forgotten file room. If he were to take the mask off, no one would recognize him. This is not an accident. Based on the way he moves and handles weapons, it seems he has a military background. However, he’s sanded off enough of the edges so that it’s impossible to know which government trained him. His first recorded appearance is Terrifica’s third recorded Boston case, and he has appeared often since then, forever mysterious. The only thing that is certain is that he is not the missing Lucas Carson. Terrifica checked. His DNA doesn’t match hers at anywhere the degree required to be a blood relative. Personality & Motivation: Maven’s personality is…somewhat variable. He’s never a cackling lunatic. However his ethics, methods, and level of focus appear to be different in each appearance. One appearance he could be a bank robber with an enormous respect for life, and in another he could be casually bombing subway stations and trains with a blithe disregard for casualties. With that stated, he speaks in a stoic monotone and never betrays the slightest emotion with his body language. The only clue to his motivations is what he himself stated in his first appearance. His only goal is to make Terrifica better at being Terrifica. To that end, he is fiercely loyal to her, going so far as to protect her from other villains should they get the better of her. In between Terrifica appearances, he hassles other heroes, looking to improve Terrifica’s peer group. Because he can’t always be around to save her skin, and even if he is, there will be times where he lacks the power required. Power Descriptions: Maven is an intuitive savant. His mind is incredibly intelligent and flexible providing solutions to problems without any of that “thinking” nonsense. There is virtually no mental discipline in which he cannot casually perform to an expert level. However, when asked to explain how he performed a given task, he cannot do so. He just knows how to do it. He has no other powers and it is uncertain whether or not the power is truly his own or a benefit of his mask or some other device. However, he is a gifted and obsessive planner that puts even Terrifica to shame. GMs should represent this by cheating on his behalf liberally, allowing him to perform things that should be flatly impossible for someone who had not planned ahead to that degree. Sudden ambushes, miraculous escapes, off screen teleportation (the trope, not the literal power), and more can and should be liberally employed to make the heroes’ lives as miserable as possible. Within reason, of course. He has no reason to actually kill heroes, and every reason not to do so. Powers & Tactics: Misdirect, misdirect, and misdirect some more. Maven lies with impunity, vanishes when it suits him, and appears in front of heroes just long enough to catch their attention. He is a capable hand to hand combatant, and a crack shot with his submachine guns. In addition to these standard combat methods, he is sure to have an ace in the hole or two (or twelve, depending on the heroes’ luck against him that day) to frustrate any attempts to nab his once and for all. Complications: Just As Planned: Maven’s plans aren’t necessarily complicated, but they always work just as he planned them to. Which does not necessarily mean the heroes lose and/or fail. His entire methodology revolves around pushing the current heroes to the absolute limit of their capabilities before letting them be. For GMs, assume he’s read your PCs’ character sheets from Complications down to the bottom, even if he technically has never met or even heard of them before. That’s the savant part, and he’s never surprised by it. And it’ll make it all the more satisfying when they finally corner him for good. But about that… Uncatchable: Maven’s mystique stems largely from the fact that he’s never been caught. Supervillains who get caught get unmasked, identified, and then the mystery of them is gone. In retrospect, it’s never even been close. In fact, the tighter the trap, the more impossible the coincidence that allows Maven to escape. And every time it’s related to one (or several) innocent seeming things he did earlier for no apparent reason. This is essentially a blank check for a GM to contrive some near impossible coincidence that allows Maven to escape capture for that adventure. He’s especially fond of the letting the heroes catch someone he’d previously kidnapped and dressed as himself. Abilities: 10+10+10+0+0+0=30 Strength 20 (+5) Dexterity 20 (+5) Constitution 20 (+5) Intelligence 30 (+10) [10 (+0)] (Enhanced Statistic) Wisdom 30 (+10) [10 (+0)] (Enhanced Statistic) Charisma 30 (+10) [10 (+0)] (Enhanced Statistic) Combat: 24+10=34 Initiative: +5 (+5 Dex) Attack: +12 Base, +13 Melee, +15 Unarmed Grapple: +18 Defense: +10 (+3 Flat Footed, +5 Dodge Focus) Knockback: -4 Saving Throws: 2+3+0=5 Toughness: +10 (+5 Con, +3 Body Armor, +2 Defensive Roll) Fortitude: +7 (+5 Con, +2) Reflex: +8 (+5 Dex, +3) Will: +10 (+10 Wis) Skills: 56 SP= 14PP Acrobatics 10 (+15) Climb 3 (+8) Drive 5 (+10) Escape Artist 10 (+15) Pilot 5 (+10) Sleight of Hand 10 (+15) Stealth 10 (+15) Swim 3 (+8) Feats: 26PP Attack Focus (melee) Attack Specialization (Unarmed) Defensive Roll Dodge Focus 5 Equipment 16 Evasion Uncanny Dodge (auditory) Enhanced Feats: Improvised Tools Inventor Jack of All Trades Skill Mastery 1 [Bluff, Computers, Craft (artistic), Craft (chemical)] Skill Mastery 2 [Craft (electronic), Craft (mechanical), Craft (structural), Diplomacy] Skill Mastery 3 [Disable Device, Disguise, Gather Information, Intimidate] Skill Mastery 4 [Knowledge (arcane Lore), Knowledge (art), Knowledge (behavior science), Knowledge (business)] Skill Mastery 5 [Knowledge (civics), Knowledge (current events), Knowledge (earth sciences), Knowledge (history)] Skill Mastery 6 [Knowledge (life sciences), Knowledge (physical sciences), Knowledge (popular culture), Knowledge (streetwise)] Skill Mastery 7 [Knowledge (tactics), Knowledge (technology), Knowledge (theology & philosophy), Search] Powers: 71PP Features 1 (Can fire two firearms with a damage bonus of +4 or less simultaneously) (Guns Akimbo) Container 14 (Passive, 70 PP, Intuitive Savant) [device] Enhanced Charisma 20 [20PP] Enhanced Feats 10 (Improvised Tools, Inventor, Jack of All Trades, Skill Mastery 7) [10P] Enhanced Intelligence 20 [20PP] Enhanced Wisdom 20 [20PP][/device] Equipment: 16PP=80 PP for equipment Body Armor (Protection 3) [3EP] Submachine Gun (Blast 4, Autofire) x2 [24EP] Vehicles, HQ, Other Weapons, and Miscellaneous (GM’s Choice) [53EP] DC Block: Unarmed (+15 Hit, Touch, DC 20 Toughness) Submachine Gun (+12 Hit, Ranged, DC19 Toughness, Autofire) Abilities 30 + Combat 34 + Saving Throws 5 + Skills 14 + Feats 26 + Powers 71– Drawbacks 0= 180/180 This is Terrifica’s arch nemesis, as it stated above. For the record, the mystery of this guy’s true identity is supposed to be a permanent mystery, like what happened to Terrifica’s father. I think he works pretty well, and I’d like to submit him as an NPC. But first, let’s you fellas have at him. Did I build something wrong? Is there something that breaks the house rules? Hit me with your best shot.
  20. Character Name: Ultimate Power Level: 12 Trade-Offs: N/A In Brief: Youngest child of Ultima Thule, Quo-Dis has made it her mission to help better understand the larger world, and to help protect the innocent people of the world as Ultimate! Alternate Identity: Quo-Dis Identity: Secret Birthplace: Ultima Thule Occupation: Member of the Champions superhero team. Affiliations: Champions, Claremont Academy, Ultima Thule Residence: California (primary); Hughes household (secondary) Base of Operations: Champions HQ, XX, California Family: Sa-Ur (Mother); Kal-Zed (Father; Secret); Corbin Alphonse Hughes (Husband); Albert Hughes (Father-In-Law); Sarah Hughes (Mother-In-Law) Description: Age: 131 (DoB: 1883) Apparent Age: Mid-20's Gender: Female Ethnicity: Ultimen/Caucasian Height: 6'4" Weight: 210 lbs. Eyes: Gray Hair: Blonde Description: Quo-Dis is a statuesque individual; her height puts her at least a few inches above the average man in height, and often a head and shoulders above many women. Her build is simultaneously powerful, and undeniably feminine, imbued with intrinsic grace, beauty, and strength. Her golden-blonde hair, which reaches past her shoulder blades, is typically kept in a neat ponytail. Most days not in costume, she wears comfortable casual clothes, preferring pants or mid-length skirts/dresses to shorts or the like. As Ultimate, Quo-Dis cuts a more imposing and professional figure than she once did as Ultiteen. The suit has a base "layer" that is a sleeveless bodysuit that goes from neck to ankle, of dark red. She sports a white belt with a gold buckle, as well as white cuff boots that reach mid-thigh, and short white gloves that reach the wrist. She has a separate mask of the same shade of red that covers all but her eyes, mouth&chin, and a hole in the back for her ponytail. Completely the look is a white half-cape that rests to the left side, often covering her left shoulder, though it tends to end up tossed back during a fight. Power Descriptions: Quo-Dis's very biology carries the same powerful alterations as all Ultimen posses. She is strong and hardy, resistant to many things that might hurt her. And what injuries she does take often heal in minutes, instead of days! Further, her body can withstand environments that would prove extremely hostile to normal humans; both the depths of the ocean and the depths of space can be explored by this (comparatively) young powerhouse! Further, this same vitality vastly extends her lifespan, and makes it where she barely needs sleep or rest. But as with all Ultimen, that is not the full measure of her power. Quo-Dis also commands the powers of the mind and of the fundamental electromagnetic energies of the universe. She can fly, both in the atmosphere and in the dark of space. The energies crackling through her body lend even more power to her muscles, letting her easily lift incredible loads. Less obvious (or at least less flashy) is her ability to speak with anyone and have both parties be understood. For her it's as simple as breathing, but to others it's an incredible gift. The main measure of her surging power can be put to various uses. She can, with the power of her mind and the energies at her command, lift incredible loads and move them without ever touching them. She can serve as a sort of "communications hub" for herself and many teammates, covering many miles with barely any effort. She can reach into the mind of another and take what information she needs, often with them left none the wiser. She can concentrate the same energies that broaden her mind into more direct bolts of searing power, or produce blinding bursts of light directly in an enemy's eyes. Those same mental talents can be turned to producing a variety of artificial emotional states in a target, rendering them full of despair, or enthralled in mindless rage. Finally, she can simply overload the nervous system of a target with a couple of well-placed, well-charged blows. History: Quo-Dis spent her childhood and most of her "adolescence" in Ultima Thule, learning alongside the small group of other young ones there. Her father, Kal-Zed, was a respected figure...until about 70 years ago, when he went to the "outside world" and ended up joining forces with a deranged mortal with twisted ideas of genetics and "master races". While it certainly didn't force Quo-Dis and Sa-Ur into exile or anything of the like, the pall hanging over the family did affect things and strain relationships. So when the chance came several years ago to leave Ultima Thule and join a class at Claremont Academy, Quo-Dis took it. She could learn more about the Outside, while also giving herself some space to make her own reputation. Of course, Claremont brought its own difficulties; between Quo-Dis's unfamiliarity with anything outside Ultima Thule, her generally trusting nature, and the mean-spirited works of the likes of Daisy Gibbons, her first couple of years (which focused on educating her more on the history and culture of the world at large) were rather unpleasant. Then, she met and began a romantic relationship with one Corbin Hughes, aka Cobalt Templar. While rocky at first, their relationship slowly grew deeper and more intimate. By the time they both graduated, there was a thought they may well end up married before too long, though Corbin was a bit young (comparatively). Still, the relationship had passed the muster of Ultima Thule, and so things were good. And then, not too long after Quo-Dis moved to the West Coast to join the lineup of the Champions, her beloved came to her, a different man than he had been just a few weeks prior. She had not heard from him at all for a time, and had become concerned, but was told by his friends and family that he was traveling the world seeking more of the Seven Rings. It turns out his journey had taken him a bit further, in both time and space. Corbin had, in fact, ended up being almost 50 years old, in his semi-subjective experience. Traveling through both time and dimensions will do that to a young man. Still, he was the same person Quo-Dis had fallen in love with, and the added years only brought maturity and perspective. And a sense of purpose, since he proposed marriage to her the same day he met her after his return. They kept the engagement quiet for a time, but eventually word spread among friends and family. It was only a short time ago that the nuptials were sealed in a fairly small, private ceremony with just close friends and family attending. Personality & Motivation: Quo-Dis is a joyful personality who often finds herself being a bit more literal than those around her. The differences in how Ultima Thule and the rest of Earth communicate means that she sometimes comes across as blunt or socially awkward. In truth, it is simply a difference in how she was raised. Quo-Dis strives to be honest and forthright, which is sometimes the source of her "bluntness"; she sees little point in spending several minutes dancing around a topic that should be discussed directly. With that said, she sometimes can be a bit...not impulsive precisely, but she makes decisions with a level of finality more rapidly than many of her peers. The issue might arise if she does so on a matter that others might perceive as being something they should know of; again, much of this stems from the mentality she spent a century growing up with, rather than anything like true malice or thoughtlessness. When faced with a foe, Quo-Dis is fearless in a fight, but does not easily give in to emotional decision-making. She tends to prioritize disabling targets, but certainly will risk herself to keep bystanders safe if the danger is noted. She tends to speak or banter little in the field, other than to coordinate with her team, guide civilians to safety, or give an offer of surrender to villains and criminals. Powers & Tactics: Ultimate fights with "maximum efficiency" in mind; she leverages her great strength and durability to wade directly into a fight and disable opponents as rapidly as possible. Her flight assures that she can be wherever she is needed on the battlefield. Her mental abilities mean that sometimes, she serves as a sort of "communications hub" for the Champions while using her raw strength to batter foes down. If that mental communications net is unneeded in a fight, it's likely that Quo-Dis will focus her cosmic powers on blasting foes with rays of energy to disable them, setting off blinding flashes of light directly in their faces, or giving them blows that deliver enough energy to overload their nervous systems. If not in the middle of a fight, she can use her mental abilities to delve into a criminal's mind for more information, though it is something she does sparingly and only under specific conditions. She does have the ability to induce altered emotional states in people, but it is also something she does only sparingly. Her ability to use her mind and control over energy to move objects is called upon to often move debris away from trapped people or to clear roads and the like, though its power is sufficient to hold up sections of buildings to briefly prevent collapse. Story Hooks: -Secret (Origins): Quo-Dis works to hide the fact she is from Ultima Thule from all but a very small, select group of people. Especially as the secrets of Ultima Thule might prove an enticing prize for the more ruthless people in the world... -Secret (Identity): Quo-Dis works to prevent her hero identity and civilian self from being too closely associated, especially now that she is married into a family that includes non-powered individuals. -Overbearing Father: Quo-Dis is the only child of Kal-Zed, the infamous Superior of the fallen Nazi regime. At his best he is an arrogant, misguided, powerful individual. At his worst, he is a tyrant whose power is equal to the Centurion, willing to use that power to exert his will over the masses. He also may or may not approve of her new husband. Abilities: 10 + 10 + 10 + 6 + 2 + 6 = 44PP Strength: 30/20 (+10/5) Dexterity: 20 (+5) Constitution: 30/20 (+10/5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 + 24 = 48PP Initiative: +5 Attack: +12 Melee, +12 Ranged Grapple: +24/17 Defense: +12 (+12 Base), +6 Flat-Footed Knockback: -6 Saving Throws: 1 + 4 + 11= 16PP Toughness: +12 (+10 Con, +2 [Protection]) Fortitude: +11 (+10 Con, +1) Reflex: +9 (+5 Dex, +4) Will: +12 (+1 Wis, +11) Skills: 40R = 10PP Acrobatics 8 (+13) Concentration 4 (+5) Knowledge (Art) 3 (+6) Knowledge (History) 8 (+11) Knowledge (Physical Sciences) 4 (+7) Languages 1 (English, Ultima Thule [Native]) Notice 8 (+9) Sense Motive 4 (+5) Feats: 7PP All-Out Attack Accurate Attack Blind Fight Eidetic Memory Move-By Action Power Attack Quick Change Powers: 45(10+10+10+1+2+12) + 55(6+16+4+31) = 100PP Ultiman Physiology 9 (45 PP Container [Passive, Permanent]) [45PP] (Life Energy) Enhanced Constitution 10 [10PP] Enhanced Strength 10 [10PP] Immunity 10 (Aging, Life Support) [10PP] Immunity 1 (Need for Sleep, Starvation & Thirst; Flaws: Limited [Half Effect]) [1PP] Protection 2 [2PP] Regeneration 10 (Bruised 3 [No Action]; Injured 6 [No Action]; Resurrection 1 [1 week (not when beheaded)]; Power Feats: Persistent, Regrowth) [12PP] Cosmic Energy Infusion 11 (55PP Container [Passive, Permanent]) [55PP] (Electromagnetic Energy) Comprehend 3 (Speak and Understand All Languages At Once) [6PP] Flight 8 (2,500 MPH/25,000 feet per Move Action) [16PP] Super-Strength 2 (Effective Strength 40; Heavy Load 3 tons) [4PP] Cosmic Energy Control 12.5 (25PP Array; Feats: Alternate Power 6) [31PP] Base Power: Mind-Reading 12 (Extras: Action [Move/Standard]; Feats: Subtle [DC 20 Notice Check]) [25PP] (Psionic) Alternate Power: Communication 6 ([Mental], 20 miles; Extras: Area, Affects Others; Feats: Selective, Subtle 2) [21PP] (Psionic) Alternate Power: Damage 12 (Extras: Range [Ranged], 10 120 foot increments, 1,200 feet max range) [24PP] Alternate Power: Emotion Control 12 [24PP] (Psionic) Alternate Power: Move Object 12 (Effective Strength 60, Heavy Load 50 tons; 10 120 foot range increments, 1,200 foot max range) [24 PP] Alternate Power: Dazzle 12 (Visual Sense Type; 10 120 foot increments, 1,200 feet max range) [24PP] Alternate Power: Stun 12 [24PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Damage Ranged DC27 Toughness (Staged) Damage (Physical) Mind-Reading Perception DC22 Will Mind Reading Emotion Control Perception DC22 Will (Staged) Special Stun Touch DC22 Fortitude (Staged) Dazed/Stunned/Unconscious Dazzle Ranged DC22 Reflex 1/2 Effect DC22 Reflex Blinded DC22 Fortitude Recover Totals: Abilities (44) + Combat (48) + Saving Throws (16) + Skills (10) + Feats (7) + Powers (100) - Drawbacks (0) = 225 Power Points
  21. From the album: horngeek's characters

    The Blacksmith (Ginerva) in her current, pre superhero form. Currently intended as an NPC, for possible PC-hood depending on what happens to her.
  22. horngeek


    Player Name: horngeek Character Name: Pinnacle Power Level: 10 Trade-Offs: +2 ATT/-2 DMG, +2 DEF/-2 TOU In Brief: Pinnacle of human ability... who uses his talents for crime. Alternate Identity: Nathan O'Cahan Identity: Secret Birthplace: Adelaide, Australia Occupation: Supervillain Affiliations: Pinnacle is head of his own small gang, consisting of non-powered induviduals. However, he has no problems with working with others. Family: None Known Description: Age: 50 (DOB: 21st January 1963) Apparent Age: Early 30s Gender: Male Ethnicity: Irish-Australian Height: 2m Weight: 80kg Eyes: Blue Hair: Red Pinnacle is a tall, heavily-built man, who generally wears a mask covering his face, with only eyeholes through which his piercing blue eyes gaze, a black bodysuit, and a metal gauntlet on his right arm with a holographic keyboard built-in. Beneath the costume, he has red hair, freckles and fair skin, Power Descriptions: For the most part, Pinnacle's powers don't have a distinctive 'look' to them. The man's simply near the very peak of human achievement- he's as smart as a man can be without outright superpowers, certainly, and he's close to that level in all other aspects. A fair amount of skill at martial arts (not supernatural martial arts, although he's been idly toying with the idea), and most notably, he's skilled at coming up with new inventions or appropriating those of others. That said, he suspects he is superhuman- he's barely aged for the past twenty years, after all. That said, the true nature of his abilities is a mystery even to him. History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: Pinnacle's an egocentric who, for the most part, can back up his boasting. He's arrogant, but in a quiet way instead of boasting- he's of the opinion that as one of the smartest men in the world, he should have more power than he does, but he conceals that under an air of civilty and calm. He's not a nice man by any means, but he works under his own code of honor- he treats any prisoners he might take with as much respect as security allows, he honors his promises. He's been in a bit of a slump in the past two decades, though- he honestly enjoyed matching wits with the superhero Arsenal and with Michael Fields, and now the former's retired (at least, he assumes so, since she doesn't have a memorial), he doesn't have much of a challenge anymore. Powers & Tactics: (In-character descriptions of how they do what they do) Abilities: 8 + 8 + 8 + 14 + 6 + 4 = 48 PP Strength 18 (+4) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 24 (+7) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 16 = 28 PP Attack: +6 (+12 Strike, +12 Eyes and Ears) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +4 Grapple: +10 Knockback: -4 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +8 (+4 CON, +4 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +8 (+4 DEX, +4) Will: +8 (+3 WIS, +5) Skills: 80r = 20 PP Acrobatics 11 (+15) Computers 8 (+15) Craft (electronic) 8 (+15) Diplomacy 7 (+9) Gather Information 6 (+8) Investigate 6 (+13) Knowledge (physical sciences) 8 (+15) Knowledge (technology) 8 (+15) Language (English [base], French, Latin, Irish, Mandarin) Notice 7 (+10) Sense Motive 7 (+10) Feats: 24 PP All-Out Attack Beginner’s Luck Dodge Focus 4 Equipment 3 Luck 2 Improvised Tools Inventor Jack-of-All-Trades Minion 5 Power Attack Uncanny Dodge (visual) Wealth 2 Well-Informed Powers: 12 + 15 = 27 PP Morphic Costume, 15 PP Device (Hard to Lose) [12 PP] Strike 4 (Power Feat: Accurate 3, Mighty, Improved Critical 1, Penetrating 3) [11 PP] Protection 4 [4 PP] Power Gauntlet, 20 PP Device (Easy to Lose, Feats: Accurate 3) [15 PP] Damage 8 (Extras: Area Shapeable, Feats: Alternate Power 5) [21 PP] Alternate Power: ESP (visual and audio) 5 (5 miles) [15 PP] Alternate Power: Trip 8 (Extras: Area Shapeable) [16 PP] Alternate Power: Illusion (visual) 8 [16 PP] Alternate Power: Datalink 5 (5 miles; Feats: Machine Control) [6 PP] + Concealment (all senses) 10 (Flaws: Limited to Technology) [10 PP] Alternate Power: Nullify All Tech Powers 8 [16PP] Immunity 1 (Aging) [1PP] Abilities (48) + Combat (28) + Saving Throws (13) + Skills (20) + Feats (24) + Powers (29) - Disadvantages (0) = 162 PP Notes for GM: Pinnacle may well change any of the powers built-into his Power Gauntlet between adventures- the above is a fairly good guideline for his 'general' setup, with the most common change being that he can and will change the Nullify to suit foes he knows he will be going up against. In addition, he will make frequent use of his Inventor feat if he has time to prepare for a fight. Backstory is to come, I just don't want to rist losing what (little) I have right now. Core Human Pinnacle build is by trollthumper.
  23. Player Name: Arichamus Character Name: Hetep ("Peace") Power Level: 14 Trade-Offs:, -3 Defense / +3 Toughness Unspent PP: 0 In Brief: Alternate-earth former Master Mage come to Earth-Prime to try and make a new life for himself, hampered by his poor understanding of how this world works. Quote: "Humanity is mired in a thousand hatreds, and so breeds ten thousand evils! I, the bringer of Hetep, will free them!" Alternate Identities: Massawa/The Contrarian Identity: Secret Birthplace: Egypt, Earth J-21 Occupation: Sorcerer Affiliations: Magical entities, superheroes. Family: Bes-Anti (father), Sacmis (mother) No siblings. Age: 127 Apparent Age: 38 Gender: Male Ethnicity: Ancient Nubian/Ethiopian Height: 6' 8" Weight: 245 Lbs. Eyes: Brown. Hair: Black with green tinting. Description: Massawa is surprisingly well-proportioned and handsome, with long curly hair usually pulled back in a ponytail that goes down to his waist, archaic spectacles held onto his head with a thick metal band, and an open, pleasant face tinged with a note of impatience. His normal wear is a long green robe with complex gold patterns of cranes decorating it. He wears it loosely and with considerable discomfort, looking less like he wears than suffers their presence. His right arm is a crude-looking replacement made of ornamented bronze, covered with Egyptian hieroglyphics. Power Descriptions: Massawa magical powers by now are mostly those of a Hermetic, one who has achieved a measure of power by long study and the unveiling of the inner divinity, allowing him plentiful ways to attack others or defend himself. They are flashy and powerful, but but hardly subtle or flexible. The power granted to him by his service and worship of the gods of Heliopolis, however, give him far more ability, each one represented by an ethereal symbol or tool of the god whose power he uses, their crowned head appearing above him when he uses his shimmering blue shield of solid force. The only exception is Geb, whose gift is an immense earthy head and mouth that rises up from the ground. History: Born on a world ruled over by two archaic and tradition-steeped empires, one ruled by the Incas, the other by the Pharaohs, and both wielding powerful magic, Massawa's gifts were hidden for nine years after his birth until the threat of violence against a friend unleashed them. He was taken from his family as the apprentice of that Earth's Master Mage, Bogdan Mihnea. The man tried to direct his talents and mind to productive ends, teaching Massawa how to understand and use his gifts by cruel training and bitter isolation. The loneliness drove him to his prayers, until at the age of fifteen when they were answered and the gods of Heliopolis appeared before him and taught him their secrets, revealing as well that his teacher wished to conquer the world and become its Dark Lord. Training in secret for the next few years, and armed with the knowledge that Bogdan feared fire, Massawa ambushed the wizard right after he started the last phase of his plan to send the world spiraling into chaos, striking when the man left his castle and was vulnerable, using his right arm as a teleporting fire bomb to send his mentor hurtling in mortal pain and terror into space. Setting out to take his master's place as Master Mage, Massawa industriously set out to unravel Bogdan's plots and gathered many others, from divine champions to brilliant inventors, to keep peace on that Earth. The Majestic Twelve as they came to be called were profoundly successful at destroying the Romanian mage's monstrous plan, but attempts to reach their second and higher goal met with utter failure. While the massive empires were grateful to have such a band going around the world and helping solve people's problems, the Incas of the Americas and Pharaohs of Africa and Eurasia looked with a lot less favor on Massawa taking the place of Mihnea. Not to mention his attempts to truly change the world. The abrasive, halting and awkward young Nubian, with his utter lack of contacts and few friends outside the Twelve or his family,was far less trusted than his distant but respected predecessor who had made sure he knew the names of every junior clerk. No matter what efforts he or his comrades made to bring real peace to the world, it dissolved under the hundreds of years of mutual distrust and suspicion for any interlopers of the world order. His mighty magic became like a sledgehammer in the hands of a jeweler, cumbersome, frustrating and wholly unfit for the task. After almost two decades, at the age of 36, Massawa decided he'd had enough. Ships were disappearing throughout the ocean, and naturally both of the empires furiously blamed the other for it no matter how much the comparatively young Master Mage tried to convince them that it was the work of forgotten Atlantis. He even brought ambassadors from the Sea-King himself who demanded that the surface nations enter into trade and diplomatic relations with the mighty undersea power, only to be roundly dismissed as an invention of either side. After that, the Thothian wizard lost all temper and patience with the world, condemning both sides, taking his family aboard the extradimensional castle the Master Mage's of his world used, and setting sail across the Cosmic Coil. He left a curt message for the rest of the Twelve, urging them to seek shelter for their family and friends in Atlantis, and bidding them the best of luck. He then left, searching for a world where he really could make a difference, a world where its troubles weren't buried millenniums deep, and he could bring peace, something he vowed to bring to people, no matter what he had to do, and declaring it his name henceforth. His fervent adherence to that mission gradually drove his very family from him, and no matter how earnest his protests of sanity and virtue were, they trickled away to the countless other Earths along the Coil. In the all too crushingly familiar loneliness that followed, Hetep's dream of peace hardened into obsession, and tempered his resolve into iron. Personality & Motivation: Massawa is a deeply bitter man. He has had the misfortune to see the evil side of nearly everything humans have made for the continuation of civilization, and thus places little hope in any institution devised by mortals. His mystical gifts, meanwhile, have brought him little but evil, pain and disappointment, and he is eager, should he meet someone who thinks magic wonderful and a powerful tool, to disabuse them of the first notion and remind them of the peril of the second. that said, he is still very much the would-be Master Mage he once was, and while his morals are deeply wounded he will still protect the innocent against threats besides himself. In less dire situations, he has very refined behavior and conveys himself with impeccable manners and bearing, albeit short-tempered and precise with his words, making absolutely clear his likes and dislikes. Hetep feels Eldrich isn't taking the active part in the world he assumes the Master Mage should(ignoring that Adrian has huge responsibilities already), and that the rest of Earth-Prime's magical world is downright anemic. He thinks its heroes are obsessed with trivialities and personal empowerment, hooked by the allure of magic as an exclusive secret, though he has considerable respect for divine champions like Siren or spirit embodiments like Britannia. Malador he fears and hates as a would-be Dark Lord and usurper, but mystic villains in general get mostly contempt. The wizard sees people like Medea, the Hellqueen or Maitre Carrefour as disgraces to the public view of magic and vile criminals who need to be punished as far as the law stretches. By far the thing that makes him most likely to attack someone is the chance to avert war or other large-scale bloodshed, politicians rallying against a foreign enemy being by far in the most danger with their public supporters(or those tolerant of them) a close second. Powers & Tactics: Hetep rarely fights, preferring the debate method of swaying people to his views. If pressed into combat however he fights with considerable restraint, attempting to separate foes from each other and deal with them individually, diligently experimenting with various attacks and strategies to discover weaknesses. By and large he attempts first to overwhelm the mind of his adversary, only falling back to physical violence if that fails or if they aren't capable of being affected that way, and keeps as far from his foe as he can. When fighting people with powers that can do considerable collateral damage or whenever he happens to battle another mage in a duel arcane, he calls up the enormous Mouth of Geb to be their battleground in order to contain the fight. Complications: Hatred: Warmongers Suffice to say that if he learns you actively support or have caused a war anywhere for any reason at all he'll do his level best to kill you, see how well YOU like it. Obsession: Ending conflict. After seeing his world spiral out of control before his eyes, Massawa will do just about anything to end conflicts of any kind, including ones he himself begins. Phobia: Aging The castle he dwells in slows down the decay of his body, and its power lingers for a long time outside, but he is terrified all the same of the effect the remorseless march of time has on him. Something that would speed up his aging or keep him from his castle's power would be a powerful bargaining chip in dealing with him. Abilities: 12 + 8 + 6 + 14 + 8 + 6 = 54PP Strength: 22 (+6) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 22 + 8 = 30PP Initiative: +12 Attack: +11 Melee, +12 Ranged, +14 Arrows of Neith Grapple: +18 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -15/-8/-1 Saving Throws: 10 + 10 + 14 = 34PP Toughness: +17 (+3 Con, +14 [Force Field], Impervious 0/14, Reflective 14 [Crown of Unat]) Fortitude: +13 (+3 Con, +10) Reflex: +14 (+4 Dex, +10) Will: +18 (+4 Wis, +14, Impervious 0/14) Skills: 92R = 23PP Concentration 11 (+15) Diplomacy 4 (+7, +15 with Attractive) Intimidate 12 (+15) Knowledge (Arcane Lore) 17 (+24) Skill Mastery Knowledge (Civics) 8 (+15) Skill Mastery Knowledge (Cosmology) 13 (+20) Skill Mastery Knowledge (History) 11 (+18) Sense Motive 16 (+20)Skill Mastery Feats: 21PP Accurate Attack All-Out Attack Attack Focus (Ranged) 1 Attractive 2 Dodge Focus 6 Equipment 5 [25EP] Fearsome Presence Improved Initiative 2 Ritualist Skill Mastery [Knowledge (Arcane Lore), Knowledge (Civics), Knowledge (Cosmology), Sense Motive] Equipment 5PP = 25EP Headquarters: Extra-Dimensional Castle Size: Awesome [6EP] Toughness: +25 TOU [4EP] Features: Concealed 2Holding Cells 2 Isolated Library Life Support Living Space 4 Power 4 (Flight 10 (10,000 MPH); Super-Movement 3 (Dimensional Movement 3[Any Dimension to Any]), Super-Senses 4 (Postcognition [Past Tapestries]), Teleport 10) Powers: 4 + 28 + 48 + 11 + 14 + 37 = 142PP All descriptors as 'magic' and 'divine'. Comprehend 2 (Spoken Languages 2; Understand All, Speak All [one at a time]) [4PP] Force Field 14 (Extras: Impervious) [28PP] (Shield of Crowned Heads) Gift of the Nile 21 (42PP Array, Feats: Alternate power 6) [48PP] Base Power: Nullify Magic 14 (All Active Magic Effects at Once; Extras: Effortless) [42PP] Forbiddance of Thoth AP: Blast 13 (Arrows, Piercing, Magic; 10 130ft. increments, 1300ft. range; Extras: Autofire 1, Penetrating 11; Flaws: Distracting; Feats: Accurate, Affects Insubstantial 2, Incurable) [42PP] Shafts of Neith AP: Create Object 15 (Extras: Duration [Continuous], Impervious; Flaws: Action [Full-Round], One Shape; Feats: Affects Insubstantial 2, Precise, Progression 6 [size, 7500ft. Square Cubes], Stationary) [40PP] Mouth of Geb AP: Emotion Control 14 (Extras: Area [selective, Burst, 475ft.], Linked [Mind Control]; Flaws: Range [Ranged], Limited [Calm]; Feats: Progression 2 [Range]) [16PP] + Mind Control 13 (Extras: Effortless, Linked [Emotion Control; Flaws: Distracting) [26PP] [16+26=42PP] Mandate of Ma'at AP: Healing 13 (Extras: Affects Objects, Total; Flaws: Distracting; Feats: Persistent, Regrowth) [41PP] Remaking of Khnum AP: Immunity 20 (Mental Effects, Interaction Skills, Grappling; Extras: Linked [Damage]) [20PP] + Damage 10 (Extras: Alternate Save [Will]; Feats: Affects Insubstantial 2) [22PP] [20+22=42PP Guise of Bata AP: Speed 9 (5,000MPH, 50,000ft. per round.; Extras: Linked [impervious, Super-Movement, Trip]; Feats: Wall Run) [10PP] + Reflective Toughness 14 (Melee Attacks [+1]; Extras: Linked [speed, Super-Movement, Trip]) [14PP] + Super-Movement 3 (Dimensional Movement 2 [Mystic Dimensions], Water-Walking; Extras: Linked [speed, Impervious, Trip]) [6PP] + Trip 12 (Extras: Linked [impervious, Speed, Super-Movement]) [12PP] = [10+14+6+12= 42PP] Crown of Unut Immunity 11 (Aging, Emotion Effects, Swords) [11PP] Impervious Will 14 [14PP] Magic 15 (30PP Array, Power Feats: Alternate Power 7) [37PP] Base Power: Blast 14 (Feats: Variable Descriptor 2 [Magical Descriptors]) [30PP] AP: Animate Object 10 [30PP] AP: Dazzle 10 (Visual Senses and Auditory) [30PP] AP: Flight 10 (Extras: Affects Others) [30PP] AP: Nullify Technology 10 (All Traits at Once; Extras: Effortless) [30PP] AP: Obscure 15 (150-ft.; Visual Senses) [30PP] AP: Snare 10 (Extras: Area [Targeted, Shapeable 50-ft. blocks]) [30PP] AP: Telekinesis 10 (Extras: Damaging) [30PP] [table] DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC21 Toughness (Staged)Damage (Physical) ArrowsRangedDC28 Toughness (Staged)Damage (Physical) BlastRangedDC29 Toughness (Staged)Damage (Physical) DamageTouchDC25 Will (Staged)Damage (Physical) DazzleRangedDC20 Reflex/FortitudeDazzled Emotion ControlPerceptionDC24 WillEmotion Changed Nullify MagicRangedDC20+14 Power/WillEffect Nullified Nullify TechRangedDC20+10 Power/WillEffect Nullified SnareRangedDC20 ReflexSnared TelekinesisPerceptionDC25 Toughness (Staged)Damage (Physical)/Moved TripTouchDC12+6 vs. STR/DEX (whichever lower)Tripped[/table] Abilities (54) + Combat (30) + Saving Throws (34) + Skills (23) + Feats (21) + Powers (142) -Drawbacks (0) = 304/304 Power Points
  24. Player Name: Supercape Character Name: Deadbeat Power Level: 9 (165/165PP) Trade-Offs: +5 Toughness, -5 Defence Unspent Power Points: 0 In Brief: Musical spirit who can drum up a Faustian beat. Alternate Identity: Henri Zenon Identity: Secret Birthplace: Martinique Occupation: Musician Affiliations: Rene deSaens, Halbediers of Paris, Parkhurst Hotel Family: Several grandchildren alive. Description: Age: 111 (DoB:06/06/1881) Apparent Age: 55 Gender: Male Ethnicity: Mixed race Height: 5’7†Weight: 75 Kgs Eyes: Brown Hair: Grey Deadbeat looks like an older black male, a little stocky, with greying hair. He wears slightly scruffy but cheerful, colourful clothes in the style of Martinique. Power Descriptions: Deadbeats powers almost exclusively come from whipping up a tune, normally a beat. He can summon up a spectral drum, or other instrument, and start playing it. The tunes are quite audible and for the most part affect people’s emotions and soul. Deadbeat has been to hell and back, literally. He can use his music to command the dead, banish spirits, and even summon up Infernal fires. Broadly speaking, his music is able to summon and banish spirits (which includes people’s emotions). Alternatively, he can create deceptive sounds (normally, but not always, music). Or, by shuffling his feet to the beat, he can move to wherever the music is playing. When he does this transportation, he will appear in a subtle manner, such as just around a corner, or walking through a door, often tapping along to the rhythm. History: Henri Zenon was born and brought up in Martinique. His family were poor, and he often went without. His father was a musician, a talented one, but with a love of gambling and drink (vices that Henri is not entirely free of). His mother was known as a witch (in a positive cultural sense) and lay healer. It was rumoured that Henri had been blessed, or cursed, with some infernal gift by his mother, because he could play music like the devil. He was talented on the guitar and brass, but his truly bewitching skill was playing drums and tapping out rhythm’s (on any instrument). He was hypnotic, with rumours that he could wake the dead – or put them back to rest. Henri has visited Paris on at least two occasions, once in the 20’s, when alive, and (at least) once afterwards, where he has come into contact with Rene deSaens and the Halbediers of Paris. Around the 1930’s, when the depression hit, and hit hard, Henri disappeared. Nobody knew where he had gone. In fact, Henri has indeed entered a Faustian pact to feed his extended family, and had charmed his way out of it with his music. He returned, but now as a spirit rather than flesh and blood. He could be seen on street corners, in bars, or shuffling along a road, usually tapping out a playful rhythm. Personality & Motivation: Henri is no longer alive, it is just that he has returned as a spirit. However, he retains most of his personality. He loves music, and has a joyful, even hedonistic heart. He does also have a grim side, having talked and played with infernal creatures. Despite this, or perhaps because of it, Henri no longer believes in God, or the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it. He has contempt for those he believe without experiencing, thinking them naïve fools. Henri is guardian of souls, the lost and the broken. He dislikes the undead (although in some respects he is one himself), and sorcerous magic. He is always on the lookout to outwit trickster demons (who often try to get the better of him). Henri also has a particular need and kindness towards the poor and the dispossessed, having grown up in poverty himself. This drive is particularly acute when it comes to children. Henri still likes to drink (for some reason, alcohol is the only toxin that affects him) and is a bit to over-familiar at times. Sometimes he gets a bit grim and dark when considering the world. In this respect he is a man of extremes. Powers & Tactics: Deadbeat is extremely hard to put down, shrugging off almost all attacks. Only fire can really hurt him (and he is not exactly vulnerable to fire). He thus will enter battle without fear, and will often mock or goad his enemies. He “attacks†by using his magical music – usually rhythm’s he beats out on a summoned drum. He tends towards more subtle uses of this, inspiring emotions or crushing psychic pain through the music. He likes to use trickery, guile, and emotional manipulation. However, if faced with opponents who cannot hear him, he will play some infernal tune, and summon up hellfire directly, setting things alight with a pale purple light (like burning alcohol). He is not overly fond of this, setting him into a grim mood, as it is a throwback to his pacts and walks in hell. Deadbeat can summon an “ethereal†instrument out of the air at will. This instrument is fully playable whilst he holds it, but will rapidly fade and evaporate as soon as he parts company with it (Essentially this feature allows him to play musical instruments and use perform skill at will, without instruments there). Note: The Perception Area Touch Range works thusly: Anyone able to hear Deadbeat’s Music (Area [Perception], Range [Touch]), can make a reflex roll to avoid the effect completely (by clamping their ears shut or the like). Otherwise, the effect “hits†and must be saved against. Other effects like auditory obscure, or simply being deaf, will also mean immunity to these effects. When using his emotion control playing, people will start to shuffle their feet and sway in a manner appropriate to the emotion or music. This has no mechanical effect, but it does make the effect noticeable. The emotion and dance is in this case “infectiousâ€: anyone touching any infected dancer must save versus the effect or be caught up in the dance too. Abilities: 2 + 0 -10 + 0 + 8 + 4 = 4PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: - Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base Grapple: +5 Defense: +4 Base, +2 Flat-Footed Knockback: -7 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +14 (+14 Protection) Fortitude: Immune Reflex: +2 (+0 Dex, +2) Will: +6 (+4 Wis, +2) Skills: 88R = 22PP Bluff 10 (+12) Concentration 6 (+10) Diplomacy 3 (+5) Intimidate 7 (+9) Knowledge (Arcane) 5 (+5) Languages 2 (French, English, Martinquan Creole [Native]) Notice 6 (+10) Perform (Percussion) 14 (+16) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 12 (+14) Perform (Wind Instruments) 12 (+14) Sense Motive 6 (+10) Feats: 4PP Fascinate (Perform) Fearless Jack of All Trades Second Chance (Perform Percussion) Powers: 1 + 1 + 30 + 18 + 34 + 14 + 8 + 7 + 2 = 115PP Comprehend 1 ( Speak Any Language; Drawbacks: Only Singing) [1PP] (Sing in any language, Magical, Musical) Feature 1 (Summon one instrument as a Free Action) [1PP] (Ethereal Instruments, Magic) Immunity 30 (Fortitude Effects) [30PP] (Spirit) Immunity 40 (Lethal Physical Damage, Lethal Energy Damage; Flaws: Limited [Half]; Drawbacks: Power Loss 2 [Fire]) [18PP] (Invulnerable Spirit) Magic 14 (28 PP Array, Feats: Alternate Power 7; Drawbacks: Power Loss 1 [unable to make music]) [34PP] (Magic, Music) Base Power: Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Range 2 [Touch]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion]) {28/28} Alternate Power: Damage 7 (Song of Woe; Extras: Alternate Save [Will], Area [Perception, Auditory], Mental [+0], Selective Attack; Flaws: Range [Touch, -2]) {27/28} Alternate Power: Damage 5 (Summon Hellfire; infernal, summoning; Extras: Range [Perception, +2], Duration [sustained, +2; Target keeps on taking damage while song maintained]; Feats: Affects Insubstantial 2, Indirect 1) {27/28} Alternate Power: Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) {28/28} Alternate Power: Illusion 9 (Song of Deception; Extras: Duration [Continuous, +2], Selective Attack; Flaws Limited [Music]) {27/28} Alternate Power: Mind Control 9 (Song of the Dead; Extras: Area [Perception, Auditory], Contagious, Duration [sustained], Effortless, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {27/28} Alternate Power: Nullify 9 (Song of Banishment, All Summoning Effects Simultaneously; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) {27/28} Alternate Power: Teleport 9 (â€Anywhere in the worldâ€; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 3, Progression 3 [Affects Others, 10 Others], Progression [Mass, 1000lbs], Subtle) {28/28} Protection 14 [14PP] (Spirit) Regeneration 16 (Recovery Bonus +5, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 3 [5 Hours]; Flaws: Source [Music (not his own)]) [8PP] Super Senses 7 (Accurate Auditory, Counters Illusion [Auditory], Extended Auditory 3 [-1 per 2 Miles]) [7PP] Super Senses 4 (Extended Auditory 4 [-1 per 20,000 Miles Total]; Flaws: Limited [Music]) [2PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Emotion Touch/Area DC 19 Reflex and Will Varies Fatigue Touch/Area DC 17 Reflex and Will Fatigue Mental Blast Touch/Area DC 17 Reflex and Will Damage Hellfire Perception DC 20 Toughness DamageTotals: Abilities (4) + Combat (16) + Saving Throws (4) + Skills (22) + Feats (4) + Powers (115) - Drawbacks (0) = 165/165 Power Points
  25. Player Name: Arichamus Character Name: Protonik Power Level: 13 195/195PP Trade-Offs: -2 Defense/ +2 Toughness, -2 Attack/+2 Damage Unspent Power Points: 0 In Brief: Nuclear-powered Russian champion of the common man. Alternate Identity: Aleksander Solokov, the Proletarian. Identity: Public Birthplace: Irkutsk, Russia. Occupation: Nuclear fission physicist, superhero. Affiliations: Russian Guard, Russia, the U.N. Family: No direct relatives living. Description: Age: DOB: 1963, June 7th Apparent Age: 40 Gender: Male Ethnicity: North Russian Height: 6' 2" Weight: 184 Lbs. Eyes: Green Hair: Black, small greying streaks. Protonik is a muscular, tall and handsomely-weathered man, with a gentle face lined by care and worry, and not a little sadness. He wears a sleeveless brown-and-white form-fitting spandex article; with a golden segmented 'Y' emblazoned on a brown triangle over his costume's chest, a brown and golden belt, a majestic white cape, and brown boots and gloves rimmed with white piping. His hair is long, black and streaked with slight grays, and his startling green eyes stand in contrast to his lightly tanned skin. He's a man bursting with energy and kindness, with a smile for anyone. His voice is a soft baritone tinged with a Siberian accent. Aleksander Solokov, conversely, is a stooped nuclear scientist with a withdrawn and quiet nature, thick glasses and a rather solemn mien. A quiet, nondescript sort of guy who blends in well with the crowd. Power Descriptions: (Nuclear, Radiation) Protonik is infused with nuclear power by his very soul, and manifests it as a soft green glow when using his powers, especially his ability to fire nuclear lasers from his eyes, and breath radiation that seals wounds and repairs damage on the atomic level to the body from his mouth. History: Aleksander Solokov was born in the far northern city of irkutsk, a place with a long history as a site for transporting those who fell under the wrath of the old Czars. His parents, engingeers Artur and Isidora Solokov, were both loyal to the Soviet Union, and did their best to instill similar patriotism in their son. To their credit, Aleksander soon showed himself to be an exemplary young man; quick-witted, even-headed and brave, he soon made a name for himself with regards to his scholarly aptitude, especially the study of nuclear physics, in which time even then there were still some mysteries to be solved. At an astonishingly young age, he even became a laboratory assistant to some of the Union's greatest nuclear phsycists, who he impressed deeply by his command and understanding of the field. Working beside lumnaries such as Dr. Mina Kosmova in the near-legendary Science City, when the Russian government was heavily invested in "creating" superhumans while still in his teens, he discovered a hypothetical process that could enable one to split atoms at will should they be exposed to psionically-treated substances that had been bathed in the radiation of the unleashed atom. In June 1978, the necessary equipment, including a vat of heavy water, was carefully moved to the Kola Peninsula, and was lowered with great care by crane into one of the boreholes that had been drilled there. The SG-3 borehole, at around 12, 260 metres(40,230ft.) deep, it had been practically tailor-made for the experiment, which Aleksander and his associates wished to make as non-threatening to surface life as possible. At 6.43 P.M., June 23rd, Aleksander Solokov was lowered into the tank of psionically-charged heavy water. Fifteen seconds afterwards, a column of nuclear fire blasted out of the borehole, reaching a height of five-hundred feet above the ground before dissipating as quickly as it had coalesced. To the shocked eyes of the crew, the dozens of scientists, engineers, platoon of soldiers and the small squad of powers who had taken the equipment to its resting place, the young physicist arose out of the borehole, glowing a vivid emerald color, a smiling mouth shining with a healing light, and a pair of smouldering eyes from which the unleashed power had surged. For a short time Aleksander reveled in his new power, good-naturedly calling himself 'The Proletarian', in reference to the Centurion and to honor his still-humble parents(to whose well-being a substantial amount of his wages goes to), who he wished to honor through good works. The Party considered the gallant young man a perfect symbol, and had him touring the Union regularly to present to its citizens an example of what any who tried could become, carefully eliding over the fact that not a single other test of the process had had any effect whatsoever, none knowing that in the menacing days of the Cosmic Mnd's control of the City, the notes Aleksander had worked off of had mysteriousy vanished. The dissolution of the U.S.S.R. a little more than a decade after he had begun his heroic career meant that he was soon forced to focus on keeping his normal life together instead of going around righting wrongs, though he did manage to assist the newly-forming Russian Guard in defending people from attacks by rogue superhumans and jilted geniuses. The Terminus invasion in 1993 brought him into the public eye once again, when Omegadrones poured into the world, including the city of Buynaksk on the western shore of the Caspian Sea, sent there to obtain a powerful and ancient weapon sunk into the water. In a furious battle that lit up the sky for dozens of miles around, the nuclear physicist turned the invading force into a softly glowing pile of shattered metal and bodies, and rocketed off to join the fight Omega had forced upon the world. He wasn't in Freedom City when the Centurion struck the blow that cracked open the extradimensional tyrant's armor(hordes off the coast saw to that), but he managed to attend the funeral of the man who had partially inspired his own attempt at heroics, and there met many other heroes who were glad to have the powerful Russian on their side, and to whom he introduced himself by the name 'Protonik'. He became firm friends with most of the Freedom League over the years after the Invasion, and has become a well-respected source of information on the European powers scene, especially young metas who needed instruction in using their abilities. For all that, he mostly keeps to his homeland, soaring through the Russian skies looking for peril, often accompanied by young powers he instructs. Personality & Motivation: Aleksander is an honest, kindly man in or out of costume. He devotes himself rigorously to the upholding of the rights and privileges he believes all humanity ought to have, holding the view that the law exists to support rather than limit freedoms, something he kept to himself for many years and is happy now to say openly. For all that he remains tinged with sadness from the long weary years he's seen of the dull side of evil, which he's found far more durable effect on the world, much more pernicious than the flashier supervllainy he vastly prefers combating. Powers & Tactics: Protonik prefers to come hurtling out of the sky into an opponent, slamming his body into theirs as hard as he can to set the mood for the rest of the battle. If taken by surprise himself, he will attempt to keep more powerful close-range opponents at bay and close the distance with ranged fighters. If needed, he quickly assumes the roll of a combat medic, healing injured allies(and if their hurts are great enough, enemies too). He tends to use his Nuclear Vision as his sole ranged option, his power to split the atom something he keeps close to the vest and tightly-controlled, rarely using it unless surrounded by enemies and with not a single ally within its range. Abilities: 10 + 2 + 8 + 8 + 2 + 6 = 36PP Strength: 40/20 (+15/+5) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 18 + 12 = 30PP Initiative: +13 Attack: +9 Base, +11 Melee, +11 Nuclear-Vision / Atom Splitting Grapple: +16/32 w/Super-STR and Enhanced STR Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 9 + 5 + 9 = 23PP Toughness: +15 (+4 Con, +11 Protection) Fortitude: +13 (+4 Con, +9) Reflex: +6 (+1 Dex, +5) Will: +11 (+2 Wis, +9) Skills: 48R = 12PP Computers 5 (+7) Diplomacy 10 (+14) Drive 1 (+2) Knowledge (Current Events) 5 (+6) Knowledge (Physical Sciences) 15 (+17) Language 2 (English, French, Russian[Native]) Sense Motive 10 (+11) Feats: 14PP Attack Focus (Melee) 1 All-Out Attack Dodge Focus 5 Elusive Target Fearless Improved Initiative 3 Power Attack Precise Shot Powers: 14 + 14 + 41 + 11 = 80PP Flight 7 (1000mph) [14PP] Immunity 14 (Life Support, Radiation Powers [Damage]) [14PP] Nuclear Power Array 18 (36PP Array, Power Feats: Alternate Power 5) [41PP] BP: Blast 15 (Power Feats: Accurate, Affects Insubstantial 2, Homing 1, Ricochet, Split Attack) [36PP] Nuclear-Vision AP: Blast 15(Extras: Area (Targeted, Shapeable; 15'x15'), Flaws: Tiring; Power Feats: Accurate, Incurable) [32PP] Splitting the Atom AP: Enhanced Strength 20 (Extra: Linked [with Super-Strength]) [20PP] + Super-Strength 6 (Effective STR 70 (Max. Load: 1000 tons); Extra: Linked [with Enhanced Strength], Power Feats: Groundstrike [600'], Shockwave [600'], Super-Breath [L&W 600', DC35], Thunderclap [60']) [16PP] [20+16=36PP] AP: Healing 11 (Power Feats: Persistent; Extras: Total) [34PP] Healing Nuclear-Rays AP: Nauseate 15 [30PP] Radiation's Touch AP: Nullify 13 (Radiation Powers [All at Once]) [26PP] Commander of the Atom Protection 11 [11PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC30/20 Toughness(Staged) Damage(Physical) Nuclear-Vision Ranged DC30 Toughness(Staged) Damage(Energy) Radiation's Touch Touch DC25 Fortitude Nauseated Splitting Atom Ranged(Area) DC30 Toughness(Staged) Damage(Energy) Totals: Abilities (36) + Combat (30) + Saving Throws (23) + Skills (12) + Feats (14) + Powers (80) - Drawbacks (0) = 195/195PP
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