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  1. Sakurako "Endeavor" HinoPower Level: 7/10 130/147PPTrade-Offs: NoneUnspent Power Points: 17In Brief: Sakurako is the super-intelligent young inventor enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.Base of Operations: Claremont AcademyCatchphrase: "By Sagan's Cardigan!" and other "By _____ _____!" Exclaimations.Alternate Identity: Sakurako HinoIdentity: PublicBirthplace: Minneapolis, MinnesotaOccupation: StudentAffiliations: Claremont Academy, Freedom CityFamily: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).Description:Age: 18 (DoB: January 8th, 1998)Gender: FemaleEthnicity: Japanese AmericanHeight: 5'7"Weight: 145 pdsEyes: MagentaHair: PinkSakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.Power Descriptions:Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.History:There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.Personality & Motivation:Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.Powers & Tactics:Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.Complications:"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic."My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents."I'll Try Anything Once.": Sakurako is extremely naive about new experiences."Curses, no bars!": Sakurako's datalink relies on a WiFi protocol and doesn't work outside of it. If it isn't broadcasting as a WiFi signal, she can't connect to it."I got sister issues": Sakurako has a Sister who has become a mercenary for hire by the name of Hardwire, a professional hacker, and has it out not only for Sakurako, but also her family."Why cant you see you're wrong!": Sakurako is used to being right with her intellect, and when she butts heads with her chaotic teenage compatriots or with adults who might actually be wiser than the young genius, Sakurako can turn into a stubborn brat.Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PPStrength: 8 (-1)Dexterity: 10 (+0)Constitution: 10 (+0)Intelligence: 22 (+6)Wisdom: 16 (+3)Charisma: 8 (-1)Combat: 6 + 6 = 12PPInitiative: +0Attack: +3 Melee, +7 RangedGrapple: +2Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -3Saving Throws: 4 + 5 + 4 = 13PPToughness: +8 (+0 Con, +8 [From Suit])Fortitude: +4 (+0 Con, +4)Reflex: +5 (+0 Dex, +5)Will: +7 (+3 Wis, +4)Skills: 100R = 25PPComputers: 4 (+10) Skill MasteryCraft (Chemical): 9 (+15) Skill MasteryCraft (Electronic): 9 (+15) Skill MasteryCraft (Mechanical): 9 (+15) Skill MasteryDisable Device: 4 (+10)Investigate: 4 (+10)Knowledge (Business): 4 (+10)Knowledge (Physical Sciences): 4 (+10)Knowledge (Technology): 4 (+10)Language: 1 (Japanese, Native: English)Medicine: 7 (+10)Notice: 12 (+15)Search: 4 (+10)Sense Motive: 7 (+10)Survival: 7 (+10) Swim 11 (+10) Feats: 17PPAttack Focus (Ranged): 4Benefit - Wealth: 2 (Rich)Dodge Focus: 4Improvised ToolsInventor Luck 2Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)Equipment: 2 Equipment (Underlined is masterwork): 2PP = 10EPCell Phone [0 EP]Gas Mask [1 EP]Laptop Computer [1 EP] +2 to Computer ChecksVideo Camera [2 EP]Mission Vest Comlink [0 EP] Flashlight [0 EP] GPS Reciever [0 EP] Medkit (Basic) [1 EP] Multitool [1 EP] +2 to checks Tablet computer [1 EP] Parachute with Auto-Trigger [2 EP] Inflatable Life Preserver [1 EP] Powers: 15 + 6 + 28 = 49PP Device 5 (25PP Device, Electromagnetic, Technology; Flaws: Easy to Lose) [15PP] The EM Wand Electromagnetic Synchronization System 8 (16 pp array, Feats: Alternate Power 3) [19PP] Base Power: Electrical Control 8 (Electricity, Technology) {16/16} Electric Discharge Mode Alternate Power: Healing 7 (Feats: Persistant, Regrowth) {16/16} Magnetic Healing Accelerant Alternate Power: Magnetic Control 8 {16/16} Magnetic Actuation Mode Alternate Power: Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) {15/16 pp}Magnetic Plasma Blade Light Control 3 [6PP] Electromag Light System Device 2 (10PP Device, Technology; Easy to Lose) [6PP] Comm-Glasses Communication 4("Networked Commlink"; Sense Type: Radio, Feat: Omni Directional (One-Mile Radius); Extra: Selective) {9 PP} Super Senses 1("Advanced Visual Array"; Infravision) {1 PP} Device 7(35PP Device, Technology; Hard to Lose) [28PP] X1 Exploration Suit Datalink 1 (10 Feet, Sense: Radio via WiFi) [1 PP] Wireless Computer Interface Flight 8 [16PP] Flight Repulsor System Immunity 2(All Suffocation) [2PP] Atmosphere Regulation System Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System Protection 8[8PP] Reactive Nanotex Membrane Environmental Adaptation: Zero Gravity[1PP] Microrepulsor Thrusters Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) E.D. Mode Ranged DC23 Toughness Damage (Electricity) Plasma Blade Touch DC23 Toughness Damage (Physical) Totals: Abilities (14) + Combat (12) + Saving Throws (13) + Skills (25) + Feats (17) + Powers (49) - Drawbacks (0) = 130/147 Power Points
  2. Breakneck Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness In Brief: Fastest redneck in Freedom City!. Catchphrase: Faster than a scalded haint! Theme: “Live Wire” by Motley Crue Alternate Identity: Colt McCay (Public) Birthplace: Claude, TX Residence: Claremont Academy Campus. Occupation: Student at Claremont Affiliations: Claremont Academy Family: The whole McCay clan as is custom in the south. Problem is he lives so far away now, in the big city that it’s hard to stay in touch. Description: Age: 16 (DoB: 2011, March, 14th) Apparent Age: 16. Gender: Male Ethnicity: Caucasian. Height: 5’9” Weight: 122 lbs Eyes: Brown Hair: Red Colt is so thin and wiry you’d swear he was made by throwing play dough on a stick figure made of copper wire. His hair is in a constant state of unkempt and is a deep true red, not orange like most redheads tend to be, it hangs to his shoulder, and mullets so naturally you’d expect it’s a genetic predisposition. Colt dresses in jeans, t-shirt (which usually sports the logo of some long forgotten 80’s hair band) and sandals when not in school uniform. Colt is always smiling, and despite having little to no experience with dentists his teeth are perfect and white. He sports a pretty deep tan that only appears on his arms and up to his knees. History: It is a well known fact that in places like Claude, TX kids who have little to do will do their best to get into trouble. For Colt, that always involved doing something fast, and dangerous. He’d often “borrow” his older brother Bo’s ’85 IROC Z Camaro and take it for a ride. Highway 287 had long strips of flat curvy two lane highway perfect for adrenaline junkies that Colt made frequent use of, but his real love was a turn in the city limits called “piss corner.” It was a dirt/gravel turn onto 1st street that everyone took too fast and almost no one had ever taken without spinning out and hitting the Bannister fencing. Colt was one of the few who could handle it, or so he thought. On one of those times he was borrowing Bo’s ride, he took the corner at 60, and being only 15 and not what one would call versed in the ways of physics, Colt had no idea that there’s zero chance he could make it out of that turn without rolling the car. When the car began to rise off of it’s left wheels the world slowed, and Colt’s world became white. An instant later he’s standing outside of the car, watching it tumble end over end through the Bannister’s fence and into their minivan. Once his sense came back to him he took a step towards the wreck and found himself careening into the mangled mesh of automobiles and luckily bounced off with only a few bruises. After some careful experimentation, he was able to walk at a normal speed again, and was able to control both the speed of his feet and the speed of his thought. He was fast. Greased lightning got busy with a rocket sled and had a baby kind of fast. Colt smiled, he knew he was in for the beating of his life from Bo. But Bo would have to catch him first! After some talk with Ma and Pa and the rest of the family, they scraped enough money together to get him to Freedom City and into Claremont Academy. With the help of some grants from rich folk and a scholarship he's able to live on campus rather comfortable like. If he needs extra work money, he could always spend an afternoon building a house or something! Firmly entrenched in Freedom City and the academy. Colt passes the time learning about his new powers and learning about things like Physics in school. Now he gets why that turn was impossible to make! Now if he were to just try it at 58 mph, how would that work out, he thought? Personality & Motivation: Colt is a good, kind kid, if a bit reckless. He’s an adrenaline junkie through and through, and his mutation only feeds into that by feeding him more endorphins and more speed the faster he goes. That being said it’s not just about the thrills for him, he wants to help people especially those who don’t have a lot, like he didn’t growing up. This is why he finds it rewarding living in The Fens. Even big cities have their poor folk, and he knows from poor folk. Powers & Tactics: Though relatively new to his powers, growing up with little else to do, Colt knows how to scrap, and he also is relatively smart, able to adapt his powers to do new things other than just punch things real fast. He is a voracious reader and has read and retained thousands of books, whole libraries even, and can often use this information in esoteric ways to help him from time to time. Power Descriptions: Waves of heat radiate off of Colt when he’s using his powers like a desert mirage (it’s the friction) and when moving he is a green and white blur (as those are the colors of his costume). His speed is mutation based and partially due to an extremely overenlarged and overactive adrenal gland, hence his thrillseeking. Complications: Adrenaline Junky: Colt loves to go fast, and basically will do any reckless thing to live on the edge and feed his need: the need for speed! Motor Mouth: Colt tends to forget that others don’t think or act as fast as him and will find himself talking at a pace that no one could comprehend. To top it off, it sounds like a high pitched electrical whirring/whine when he does this, so it’s more than a little annoying. Act First Think Later: Colt doesn’t spend a lot of time thinking about what he's going to do beforehand, or the consequences of his actions. Abilities: 0 + 6 + 4 + 8 -2 + 4 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +19 Attack: +9 Melee, +5 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 3 + 7 = 15PP Toughness: +7 (+2 Con, +1 [Defensive Roll] +4 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +12 (+3 Dex, +6 [Enhanced Reflex Save] +3) Will: +6 (-1 Wis, +7) Skills: 24R = 6PP Acrobatics 6 (+9) Bluff 8 (+10) Craft [Mechanical] 3 (+7) Drive 3 (+6) Knowledge [Popular Culture] 4 (+8) Feats: 17PP Attack Focus (Melee) 4 Beginner’s Luck Defensive Roll 1 Eidetic Memory Equipment 1 Evasion 1 Improved Initiative 4 Jack of All Trades Luck 1 Move By Action Taunt Equipment: 1PP = 5EP Breakneck Costume (Subtle; Immunity [Friction Heat], Quick Change) 3 EP Powers: 12 + 12 + 27 + 3 + 8 + 6 + 4 = 72PP Speed 12 (Breakneck Speed!; 50,000 Mph, 500,000 ft per move action) [12PP] Quickness 12 (10,000 times speed) [12PP] Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [27PP] Base Power: Strike 11 (Beat ‘Em Like a Drum; Extra: Targeted Area Burst, Selective, Flaw: Action [Full]) [22pp] Alternate Power: Move Object 11 (Like the Wind; Air Descriptor) [1PP] Alternate Power: Insubstantial 4 (Pass Through) [1PP] Alternate Power: Concealment 4 (Too Fast for the Naked Eye; All visual senses) [1PP] Alternate Power: Strike 11 (Extra: Autofire) [1PP] Alternate Power: Healing 11 (Accelerated Healing; Flaw: Limited [personal only]) [1PP] Super Movement 3 (Wall-Crawling 2 [full speed, retain dodge bonus[, Water Walking [Flaw: only while running]) [3PP] Enhanced Dodge Focus 8 [8PP] Enhanced Reflex Save 6 [6PP] Protection 4 (Speedster’s Hide) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC 26 Toughness Damage Beat ‘Em… Area DC 26 Toughness Damage Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (6) + Feats (17) + Powers (72) - Drawbacks (0) = 150/153 Power Points
  3. Player Name: Raveled Character Name: Brigandine Power Level: 7 (110/111PP) Trade-Offs: None Unspent Power Points: 1 In Brief: The latest heir to an ancient legacy. Alternate Identity: Ami Jennifer Rask-Martel Identity: Secret Birthplace: Lyon, Rhone-Alps, France Occupation: Student, superhero Affiliations: Claremont Academy, Rask Aeronautics, Martel Industries Family: Walter Rask-Martel (Father), Brigitte Rask-Martel (Mother), Caroline Rask-Martel (Older sister), Jack Rask-Martel (Younger brother), many more. Description Age: 18 (April 1999) Gender: Female Ethnicity: Danish-French-Swiss Height: 5' Weight: 90 lbs Eyes: Green-gray Hair: Black, dyed blonde Ami Rask is a little slip of a girl, skinny enough that she looks even younger than she is, with a boundless energy and an enthusiasm for life that shines through in everything she does. She hair is long and straight and naturally dark but dyed a honey-blonde color. Her eyes are green-grey and bright and usually open very wide. Most of the time Ami is dressed in simple, elegant dresses and skirts in solid colors or complex patterns. She's a stickler for cleanliness and will usually check her clothes once or twice an hour for stray hairs, fuzz balls, or uncut threads. When Ami knows she's going into combat, she wears a jumpsuit designed by Martel Industries to maximize her psychic potential. It's grey-black, with large circles of channeling material over her chakra points and lines connecting them all. When she pushes her powers to the max, she lights up like a fiber-optic Christmas tree, but it helps to keep her powers under control. Her telekinetic 'suit' is a large, vaguely human-looking form with trunk-like legs and arms. Power Descriptions: Ami can create telekinetic fields that she layers around herself, creating an energy suit. While the suit is active, she is in the center of a ten-foot tall vaguely humanoid figure, with huge arms and legs and fingers. The suit is created from her will and her mind, so it reacts to her emotional state; when she's angry it may develop spikes and long, jagged claws. When she's scared it may become sleeker, more compact, more able to hide. When she's showing off it will gain a more defined and more clearly feminine form. History: Ami Rask has always lived in interesting times, and loved every minute of it. Her family is wealthy; about the same time as her parents married, Walter's engineering firm was brought under the wings of Martel Industries. So Ami and her two siblings were born into the Martel family, with the usual high standards Martels demanded of all their family members. Ami approached every test with zeal and elan, and even when she failed she came through it with a smile. Even from a young age, there didn't seem to be any limits to her courage or her desire to explore, and when she started moving things with her mind she accepted the new training with open arms. Soon, in addition to her regular schooling, Ami found herself given more specialized instruction and inducted into some of her family's secrets. She already knew the Martels traced their line back to Charlemagne; she didn't realize that the family had spent centuries battling to protect civilization. Now that Ami had some of the very special skills that the Martels had cultivated over generations, she would be expected to take a more active role in their fight. Despite the danger and difficulty of the drills, Ami approached every day with new enthusiasm and progressed through the training with speed. At the same time, her cousin Eve Martel was learning things at the Claremont Academy that she never could have understood if she stayed under the family's protective wing. Sage was one of the most effective soldiers the line of Charlemagne had ever produced, and the decision was made to enroll Ami in the school. After graduating from Claremont Ami moved west. Rask Aeronautics has recently opened a design and manufacturing plant just outside of Beldam and has leased space just outside the city for its offices. Ami has a very junior position in that branch while she takes college classes online, slowly progressing towards an MBA. At the same time she's living in a bohemian apartment in Terminal Drive. She's the first sign of gentrification in the city, but since she's genuinely French her neighbors tolerate her. Personality & Motivation: Ami Rask is a gregarious woman, always upbeat and outgoing. She loves meeting new people, trying new things, going new places, and she very rarely says 'no' to anyone. She works hard to keep an upbeat outlook no matter what the situation may be; even if things seem bleak, she is always looking for the silver lining and trying inject as much positivity into a situation as she can. Ami is intensely aware of her family's place, as the heirs of Charlemagne and longstanding protectors of the world. More specifically, she tries to live up to the standard set by her aunt, Eve Martel. While not everything the intense young Martel has done is openly discussed even within the family, she knows that her aunt has become a respected hero in Freedom City. Her name her family is a challenge to live up to, but her aunt is an example to emulate. Powers & Tactics: Brigandine isn't very subtle in her approach. She gets into melee distance to the most dangerous enemy on the field and engages them directly, wrestling them if she thinks she can overpower them with brute strength, or else keeping them busy so any allies she had can deal with other threats. If an enemy is keeping away from her, she can use almost anything lying around the battlefield as an effective javelin, or close the gap with a powerful leap. If she can, she likes to sneak up close beforehand to guarantee that she can start the fight by immobilizing the biggest threat Complications: Secret The decision was made a long time ago to keep Charlemagne's legacy a secret from the world at large. Ami strives to keep that secret, which means she has to keep her own superheroic activities a secret. Thrill Seeker Ami will try anything once, the more dangerous the better! She might choose an unsafe action simply because it's more thrilling. Psychosomatic Backlash The suit is a psionic projection, and while Ami is protected inside of it what affects the suit can affect her. Major physical damage to the suit could translate to her own body, i.e. if the suit's arm is cut off Ami might not be able to use that arm. Rousseau Was Right, You Know Ami can be idealistic, and if an enemy tries to surrender she'll probably accept it. This means ruthless foes can take advantage of her better nature. Agent of Charlemagne As a Martel, Ami may be called upon to undertake special missions for her family's mission. This could lead to a conflict of interest with other superheroes, even her friends. Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP Strength: 25/10 (+7/+0) Dexterity: 14 (+2) Constitution: 20/16 (+5/+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +7 MeleeLarge/+8 MeleeMedium, +3 RangedLarge/+4 Ranged, +7 ThrownLarge/+8 ThrownMedium Grapple: +8/+21 Defense: +7 (+4 Base, +4 Dodge Focus, -1 Size), +2 Flat-Footed Knockback: -7/-1 Saving Throws: 0 + 1 + 3 = 4PP Toughness: +7/+3 (+5/+3 Con, +2 Protection) Fortitude: +5/+3 (+5/+3 Con, +0) Reflex: +3 (+2 Dex, +1) Will: +6 (+3 Wis, +3) Skills: 72R = 19PP Bluff 8 (+12)Skill Mastery Concentration 8 (+11)Second Chance Diplomacy 11 (+15)Skill Mastery Drive 8 (+10)Skill Mastery Intimidate 0 (+6Large/+4) Knowledge (Business) 4 (+5)Skill Mastery Knowledge (Civics) 4 (+5) Language 9 (American Sign Language, Arabic, Danish, English, Farsi, French [N], French Sign Language, Italian, Mandarin, Japanese) Notice 8 (+11) Sense Motive 8 (+11) Stealth 8 (+6Large/+10) Feats: 16PP Attack Focus (Melee) 4 Attack Specialization (Thrown) 2 Benefit (Martel Family) Benefit (Wealth I) Dodge Focus 4 Second Chance (Concentration) Skill Mastery (Bluff, Diplomacy, Drive, Knowledge [Business]) Quick Change Uncanny Dodge (Auditory) Powers: 29 = 29PP All powers have the psychic & telekinetic Descriptors Alternate Form 5.9 (Mind Improves Matter) [29PP] Enhanced Strength 7 [7PP] Growth 4 (Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP] Leaping 2 (x5, running jump 85 ft, standing jump 42 ft, high jump 21 ft) [2PP] Protection 2 [2PP] Speed 2 (25MPH) [2PP] Super-Strength 2 (Str 40, Heavy Load=3.2 Tons) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 22 Toughness (staged) Damage (Physical) Thrown Thrown DC 22 Toughness (staged) Damage (Physical) Totals: Abilities (26) + Combat (16) + Saving Throws (4) + Skills (19) + Feats (16) + Powers (29) - Drawbacks (0) = 110/111 Power Points
  4. Nevermore Power Level: 10/13 (183/205) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 22 In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: Student (Claremont); Crimefighter Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 18 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 5'10" Weight: 160 lbs. Eyes: Grey Hair: Black Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. Recently Aleksander has added a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a boy of 18, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. He's even starting to display athletic prowess at the very upper end of the human spectrum, at least in a few endeavors. Nevermore's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geo-positioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Nevermore's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Nevermore has been practicing figuring out the best pieces to use in any given situation, and while he's pretty good at picking equipment, the fact is he's still learning and it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed. Recently Nevermore was given full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. Nevermore has been making the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He's also been given fuller access to the Rookery. On the one hand, this increased responsibility helps him feel more confident in his ability as a lone hero. But on the downside, part of him is worried what it might mean for the future, never mind how busy it sometimes keeps him. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Nevermore will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool. Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +12 Melee, +5 Ranged Grapple: +16 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+3 Con, +5 [Protection]) Fortitude: +9 (+3 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 104R = 26PP Acrobatics 7 (+10) Computers 10 (+14) Drive 7 (+10) Escape Artist 7 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Investigate 10 (+14) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 7 (+10) Search 10 (+14) Sense Motive 8 (+11) Stealth 7 (+10) Survival 7 (+10) Feats: 38PP Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Team Raven) Benefit 1 (Wealthy) Chokehold Defensive Attack Dodge Focus 6 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 20 + 14 = 41PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume") City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC19 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (22) + Saving Throws (18) + Skills (26) + Feats (38) + Powers (41) = 183/205 Power Points
  5. Blue Jay Power Level: 10/15 (201/243 PP) Trade-Offs: +5 ATT/-5 DC Unspent Power Points: 42 In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can. Catchphrase: "I don't miss." Alternate Identities: Antoinette Baudin, Tona (Secret) Birthplace: Maine, North America, Earth-K-Omega/Pastoral-1 (Extinct) Residence: Emerald City, Washington, United States Occupation: Hunter, superhero, survivalist expert Affiliations: Danger International, Cryptids, Kit Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) Description: Age: 20 (DoB: March, 1996) Gender: Female Ethnicity: French/Native American Height: 5' 6" Weight: 130 lbs Eyes: Blue-green Hair: Brown Antoinette Baudin is a fit, muscular woman with an athletic frame and not an ounce of fat. Her skin is smooth and tanned and sculpted, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. The piercings are made of a matte silver-gray metal that seems oddly entwined with some kind of dark wood. Tona normally wears monochromatic athletic tees devoid of any logo or print, and cargo pants with many, many pockets. When out crimefighting, Blue Jay wears an outfit designed for stealth. The base layer is a bodysuit that covers her from toes to fingertips to her neck; most of it is dark blue, but there are black arrow motifs that travel up her legs and torso to her neck, and down her arms to the backs of her hands. Over that she wears a long, black leather coat with a mantle and detachable tails. She wears a pair of bracers that appear to be made out of worn leather, decorated with small jewels or metal studs that are in patterns that seem to shift every time someone looks away from her. The interior of the coat is lined with pockets and filled with all sorts of mini-grenades, climbing ropes, medical supplies, and a thousand other tools that any self-respecting cowl should have on hand. Her mask is a matte black plastic with a hooked, elongated nose. Power Descriptions: Blue Jay has no actual superpowers. She uses a set of alien bracers, relics of a long-extinct empire, to form weapons out of hard light. The bracers can form almost any weapon the user can imagine, but the archer is still mostly sticking with arrows; several arrows aimed at one target, arrows fired at an entire crowd at once, or arrows that explode right in someone’s face with concussive face. Up close she is a competent martial artist or she can manifest a wide range of melee weapons. When she needs to move fast, she can manifest a pair of long energy whips that she can use to travel across the city. Her mask was designed by ASTRO Labs; the extended nose is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. She’s adopted several types of incapacitating grenades and other tools to round out her arsenal. History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. The training worked. Tona returned to her home with allies and saved tens of thousands of her people, moving them to Sanctuary. Not long afterwards she was asked to visit Emerald City and work out what had happened to several of Danger International's employees. Among the peaks of the Atlas Mountains she encountered the strange, feral Cryptids and the savage king of the Avians, the Black Vulture. She saved DI's employees and defeated the Black Vulture, ultimately taking a posting at DI's West Coast offices and settling in Emerald City. Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important. Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most super-opponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and then strike with a full Power Attack, or starting a fight with a smoke grenade and use the confusion and cover to pick off high-value targets. Complications 'Secret' Identity Intellectually Tona knows she should keep her activities as Blue Jay separate from her life as Tona Baudin, but it can be hard for her to remember that in her day-to-day life. Hatred Tona hates the Terminus like only one who has lived there can. Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. True Companions Tona trusts Crimson Tiger, Blodeuwedd, and Kit more than she trusts herself. She'd do whatever was needed to help them keep them safe. A Sanctuary for All of Them All of Tona's family lives as refugees on the world of Sanctuary, and she will go to any lengths to keep it, and by extension them, safe. Secret Keeper Tona has been in contact with the Cryptids, nonhuman individuals living in the wilderness around Emerald City. She's one of the few humans who know they are out there and she seeks to keep them safe from outside intrusion. Abilities: 10 + 14 + 8 + 0 + 6 - 2 = 36 PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 22 + 12 = 34 PP Initiative: +15 Attack: +11 melee, +15 ranged, +15 unarmed, +15 Anyweapon Grapple: +18 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 4 + 5 + 4 = 13 PP Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed Fortitude: +8 (+4 Con, +4) Reflex: +12 (+7 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 172 R = 43 PP Acrobatics 8 (+15)Skill Mastery Climb 13 (+15)Skill Mastery Concentration 7 (+10) Craft (Mechanical) 5 (+5) Disable Device 10 (+10) Escape Artist 13 (+20) Intimidate 13 (+12) Knowledge (Life Sciences) 5 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 7 (+10) Notice 12 (+15)Skill Mastery Search 15 (+15)Skill Mastery Sense Motive 12 (+15) Sleight of Hand 3 (+10) Stealth 17 (+24) Survival 17 (+20) Swim 13 (+15) Feats: 41 PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Ranged) 4 Attack Specialization (Unarmed) 2 Benefit (Native: Terminus) Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 3 Dodge Focus 4 Equipment 5Bronze Reward Evasion 2 Favored Enemy (Robots) Favored Environment (Forest) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Ranged Disarm Ranged Pin Skill Mastery (Acrobatics, Climb, Notice, Search) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) First Aid Kit [1 EP] Mini Tracers [1 EP] Utility Belt 8 (16 EP, Feats: Alternate Power 2) [1 EP] BE: Dazzle 4 (Auditory, Visual, Extra: Area/Burst [General]) (Flashbang Grenades) [16/16] AP: Obscure 4 (Visual, 50 ft radius, Extra: Independent, Flaw: Limited [Normal Vision Only]) (Smoke Grenades) [8/16] AP: Drain Toughness 4 (Extra: Affects Objects [+0], Effortless, Independent, Total Fade) (Thermite Bar) [12/16] Powers: 25 + 8 + 1 = 34 PP Energy Bracers 6 (30 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Energy Bracers) [25 PP] (Alien, Energy, Technology) Gladiatorial Array 13 (26 PP, Feat: Alternate Power 4) [30 PP] BE: Damage 5 (Extra: Ranged, Penetrating 5, Autofire 5, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Volley Fire) [26/26] AP: Damage 5 (Extra: Ranged, Area/Shapeable [Targeted], Selective, Feats: Improved Range [75 ft increments], Progression [Area] 3 [125 ft radius], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Crowd Tactics) [26/26] AP: (Energy Grapnel) [26/26] Snare 5 (Extra: Constricting, Feat: Tether) (Energy Bonds) [16/26PP] Leaping 2 (x5, Move action, Extra: Linked [+0] [Speed, Super-Movement]) + Speed 2 (25 MPH, Extra: Linked [+0] [Speed, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+1] [Leaping, Super-Movement]) [10PP] AP: Stun 5 (Extra: Ranged, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft]) (Stun Blast) [19/26] AP: Damage 0 (Extra: Accurate 2, Autofire 5, Penetrating 5, Feats: Extended Reach [10 ft], Mighty, Improved Critical 2 [18-20], Improved Disarm, Improved Trip, Split Attack, Variable Descriptor 2 [Any Physical]) (Anyweapon) [21/26] Device 2 (10 PP, Hard to Lose) (Sensor Mask) [8 PP] (Technology) Communicate 3 (Radio, 1 000 ft, Feat: Subtle) [4 PP] Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3 PP] Super-Senses 2 (Distance Sense, Time Sense) [2 PP] Super-Senses 1 (Radio) [1 PP] Feature 1 (Temporal Inertia) (Terminus) [1 PP] Drawbacks: 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Anyweapon 10 ft DC 20 Toughness + Autofire (Staged) Damage (Physical) Crowd Tactics Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Energy Grapnel Ranged DC 15 Reflex (Staged) Snare Flashbang Grenade Ranged DC 14 Reflex (Staged), DC 14 Fortitude (Staged) Blind/Deaf Stun Blow Ranged DC 15 Fortitude (Staged) Stun Thermite Bar Touch DC 14 Toughness Drain Toughness Volley Fire Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Abilities (36) + Combat (34) + Saving Throws (13) + Skills (43) + Feats (41) + Powers (34) - Drawbacks (0) = 201/243 Power Points
  6. Player Name: KnightDisciple Character Name: Sun Walker, Exceedingly Prime Savant-Warrior Power Level: 10/11 (150/161PP) Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness Unspent Power Points: 11 In Brief: A Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, Sun Walker now walks the Earth and travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous sorts! Theme: Thunderball, Johnny Cash Catchphrase: "Pardon me." Alternate Identity: Daniel Jeremiah Lee Identity: Secret (On Earth); Semi-Secret (In Space) Birthplace: Seattle, Washington, USA Occupation: Electrical Power and Energy Engineer at Diablo Canyon Power Plant (Earth/Terra); Wandering Adventurer and Hero, Occasional Electrician (Galaxy Beyond Terra) Residence: San Luis Obispo, California, USA (Earth/Terra); *To Be Determined* Base of Operations: *To Be Determined* Affiliations: California Polytechnic State University (alma mater); Diablo Canyon Power Plant (employer); Institute of Electrical and Electronic Engineers (IEEE) Power and Energy Society (member); IEEE Power Electronics Society (member); Association of Energy Engineers (member); *To Be Determined* Family: Brian Lee (Father; Deceased); Alison Lee (Mother, Deceased); Heng Lee (Paternal Grandfather; Deceased); Bao Lee (Paternal Grandmother; Deceased); Chun Zhang (Maternal Grandfather; Deceased); Mei Zhang (Maternal Grandmother; Deceased); Sun Wukong (Distant Ancestor) Description: Age: 34 (DoB: August 21, 1980) Apparent Age: Late 20s to Early 30's Gender: Male Ethnicity: Chinese Height: 5'8" (normal); 6'3" (transformed) Weight: 160lbs (normal); 200lbs (transformed) Eyes: Brown (normal); Gold (transformed) Hair: Dark Brown (normal); Black (transformed) Daniel Jeremiah Lee is a man of fairly average, if athletic, height and build. His brown hair is kept in a simple and fairly short haircut of no real distinction. When working at Diablo Canyon, he is typically found in one of the rugged blue work jumpsuits all the technicians, electricians, and engineers seem to sport. On occasion he dons a suit (primarily for important meetings), but more commonly he wears well-kept jeans and a nicer shirt. This same style tends to blend over into his (self-admittedly limited) social life. When at martial arts practice he wears a fairly traditional black-with-white-accents outfit. When off in space, Daniel tends to wear more casual clothing, with jeans and a t-shirt being his most "formal" in most cases, and often wearing worn, rugged work pants, or some iteration of sport-style clothing, when living and working on the ship. Sometimes he is seen wearing his martial arts practice outfit. When in the form of Sun Walker, he is a radically different person, at least as far as looks go. His overall body grows several inches and gains several pounds of pure muscle. His build is still lean and favors speed and flexibility over raw power, but it's undeniably the physique of a warrior. His hair turns black, becomes rather spiky and wild, and grows to the point it gains some volume and reaches almost to the bottom of his shoulder blades. It also includes sideburns that blend into modest mutton chops; this stretch of his hair is even more pronounced, having a definite bristly texture to it. His brow becomes ever-so-slightly more pronounced, in a way that gives him a primal look without detracting from the sharp intelligence that shines in his eyes. His jaw and cheeks seem to gain thicker, harsher lines as well, giving a faintly simian air to his appearance. His canines become a bit longer and more pronounced. Much of his body becomes covered in a fine dark red fur, though his fingers, neck, and face are left bare. From the base of his spine sprouts a tail (just like a monkey) that he normally keeps wrapped snugly around his waist, though it can quickly and easily extend to surprising lengths. His outfit in this form is just as unique and flashy as his general appearance. His feet bear open-toe leather sandals that look to be quite sturdy. He wears pants that are a dark golden color, with a sash at the waist of a matching fabric and shade, the two ends sitting on the left side of his waist, hanging down about a foot or so. Over his torso is only a vest, bearing patterns depicting monkeys and apes frolicking about. At his wrists and ankles he bears bronze circlets, each about an inch wide overall. Recessed just a bit and held firmly in place by the raised "lip" of the circlet is a blue ribbon about 3/4" wide. This ribbon seems to be made of glossy silk. Power Descriptions: Daniel has been imbued with a fragment of the power of Sun Wukong, the Monkey King. However, at this time his mortal body cannot handle that power around the clock, and so it will lie "dormant" unless he calls upon it. When he does call up his power, it takes him a few moments of meditative concentration. Once transformed, Daniel, or Sun Walker as he prefers to be called in that guise, is a specimen of physical power. While certainly not as strong and tough as some of the true powerhouses of Earth (and beyond), he is more than capable of holding his own, with his bare hands, against any number of foes. The supernatural level of skill in martial arts he seems to possess certainly contributes to this. Of course, this strength is coupled with a body that is also much hardier and agile, as well. And with that agility comes a superhuman speed, one that lets him match a high-performance car. Coupled with his natural ability to crawl and move about on most surfaces, and the three-dimensional movement options his incredibly strong tail brings, and while Sun Walker cannot fly, he can come quite close to it in most circumstances. His skin is tough enough he can often shrug off small arms fire, and his system actually needs very little in the way of oxygen input. In effect, he can "hold his breath" for huge amounts of time, surviving in hostile enough conditions that he might as well not need to breath at all. Further, the same power and vigor that lets him move and fight long and survive more lets him laugh off extreme pressures, either high or low. In effect, he could walk on the floor of an ocean or the surface of an airless rock and not really care that much. It might chap his lips a bit. History: All of Daniel's grandparents immigrated to the United States with their families at a young age. Circumstances and coincidence (Heng often called it "fate") meant that even as they all worked hard to make it in the "Land of Opportunity", they ended up finding each other. The two couples were, at first, separated quite a bit, but time and children meant they all ended up in the same town. Then Brian and Alison met, and the rest, as they often say, is history. While Daniel's grandparents all worked blue-collar jobs of one stripe or another (with Chun doing a bit of teaching in a local martial arts dojo for a long time on the side), Brian was an accountant, and Alison an up-and-comer in the rapidly-growing Silicon Valley industry. While neither of them became truly rich, they were both quite comfortable, and more than able to provide for their only child, Daniel, who ended up pursuing an engineering degree, which certainly has never been cheap. Daniel found himself excelling in the engineering program at California Polytechnic State University. In particular, he found that he had a strong knack for working with electrical systems; he noted more than once that it just came naturally to him. His excellence in academics meant it wasn't overly trying for him to find work once he graduated. His first job was a fairly minor one at a power plant not far from CPSU, but between his outstanding performance and his membership in multiple professional societies, it wasn't too long before he began working at a nearby nuclear power plant. However, things inevitably weren't perfect. While he certainly wasn't anti-social, Daniel had trouble creating deeper connections with most people, coworkers or otherwise. Some part of himself always felt a bit restless, but he could never pin down over what. So he settled for just being the friendly, helpful guy at work who was really, really good at his job. But just a few years ago, Brian Lee was involved in a car accident that left him partially crippled and in ill health. Daniel helped pay for his parents to move in with him, and he did what he could to help both his father and his mother (who was partially retired, but was herself having some health problems). Unfortunately, the damage from the accident took its toll, and within a year, Brian passed away. Daniel coped, barely, but his mother wasn't quite the same afterwards. She tried, and for a while things were going better, but she contracted a bad case of the flu that morphed into a case of pneumonia. Just under two years after Brian passed away, so did Alison, leaving Daniel with no living family in the country. His second cousins and more distant uncles and other family all lived in China, with many of them in Hong Kong. Daniel took an extended trip (he had quite a bit of vacation saved up) to see them and try to connect, but ultimately felt more comfortable back home in the States. He and his family continued to exchange the occasional letter, but it was definitely a case of "living in different worlds". Of course, sometimes it’s the more distant relations that bring the most interesting times to your life. Daniel learned that all too well the night he laid down for sleep like normal, and awoke to meet his distant ancestor. It was about a month after his mother passed away that he “woke up†one evening sitting in the lotus position on a rock in a clearing in the midst of a beautiful forest. It took him a few moments to realize there was another person sitting across from him. A person who seemed an odd blend of monkey and human. Before Daniel could connect the dots himself, the “visitor†introduced himself: Sun Wukong, the Monkey King, the Great Sage Equal To Heaven. And Daniel’s many-times-removed grandfather. Sun had apparently taken an interest not only in Daniel himself, but just as importantly in the things Daniel would be doing with his life soon enough. So Sun had decided to grant Daniel a small fragment of his own mighty power, an infusion that would latch onto Daniel’s blood relation to the King to make him powerful in his own right. Daniel had to take a bit of time to consider, but he ultimately accepted. Sun Wukong leveled no charge or demands on how Daniel would use his power, but the ancient being’s eyes glittered with amusement (and perhaps a touch of pride?) when Daniel stated his intent to use this offered power to help others. Though the belly laugh Sun gave when Daniel said he would protect the people in “his area†was a bit unnerving. Daniel awoke from that dream feeling mostly the same. For about a week. And then, somehow, he knew just how to change his form to the more powerful one granted to him. And more than that, he knew, at least in general, the limits of this new form. Still, he took the soonest opportunity to go out to the forest and test his abilities. He found a new thrill in them, and took a couple of months to not only grow familiar with his powers, but also to try and sharpen his personal fighting skills. His ancestor’s gifts certainly gave him a boost to his skills, but he wanted to ensure that as much as possible was his own. Finally, not that long ago, Sun Walker debuted on the scene in California as an up-and-coming superhero. Though he has denied actually joining the Champions, he did make sure to maintain friendly contact with them. Sun Walker has been showing up all over, his flashy style and unique appearance a bit at odds with his calm and quiet demeanor. Still, he’s the sort of sight to inspire hope in anyone not committing a major crime. Now if only Daniel could shake that sense of needing to still be on the move without a solid sense of where to move to... Personality & Motivation: Daniel is a fairly quiet, humble sort of guy. He likes his job as an electrical engineer, takes joy in it. He’s friendly enough with coworkers and friends, but isn’t really close to anyone since his parents passed away. If left to his own devices, Daniel might read a book, tinker with an electronics board or some other electrical knick-knack, or perhaps watch a movie. He tends to be a man of few words, but when he does speak, it carries a bit of gravity, as if each word is carefully weighed and measured before being offered up. That’s not to say he never engages in small talk or friendly chats; rather, in work-related meetings or other more serious contexts, Daniel isn’t always talking, but if he is, he’s doing so for a reason beyond hearing his own voice. When out and about as Sun Walker, Daniel is...actually still pretty quiet. He’s learned that this can unintentionally unnerve some criminals. After all, a lot of heroes tend to be pretty talkative, even in a fight. When Sun Walker wades in with fist, foot, and tail, a slight smile on his face but barely more than a short call for surrender or a few words with the authorities, it makes them wonder what’s going on in that head of his. That’s not to say he purposefully sets out to scare criminals in the same way some heroes do; instead, it’s a byproduct of his naturally quiet and friendly personality that has an unexpected result. With that said, Daniel can be as serious as any other hero if innocents are placed under mortal threat. On a less serious vector, he can prove to be something of a “neat freakâ€, and tends to “zone out†others if he’s working on an engaging electrical problem or project. He isn’t quite a perfectionist, but he’s close enough that all those tendencies combined make him a bit testy if there’s a lot of overtime going into a huge deadline project at the Plant. Or if something else is going wrong that gets dumped in his lap. He’s the sort who simply has to finish a project, so he can get a bit touchy if he thinks others are shirking duty altogether. On the flip side, he has a tendency to apologize even when he doesn't need to, or politely excuse himself as he wades through the midst of a metahuman brawl. Powers & Tactics: When stripped down to basics, Daniel’s powers ultimately make him really, really good at two things at this time: fighting with his bare hands, and moving around. With the former, his general physical fitness, finesse, and strength are boosted to the high end of peak human, and he is able to comfortably survive any pressure conditions, breath any atmospheric condition, and even walk unaided in the vacuum of space. His skin is superhumanly tough, though compared to many heroes some might consider him rather vulnerable. Of course, just landing a hit on him can be a trying thing; the infusion of power from Sun Wukong also brought with it an infusion of skills, leaving him not only much better at a related forms of fighting. In particular, he possesses notable skills in Xingzhemen, Nanhouquan, Da Sheng Pi Gua Men, and Ng Ga Kuen styles. He is not at the level of a true Master yet, but he has more skill than even his years of practice with his grandfather could have given him. Combined with this potent increase in skill in attacking an opponent is an increase in the ability to avoid even being struck in combat; Sun Walker proves himself a canny opponent and slippery target to all but the most skilled of foes. More obviously supernatural is his incredible speed, sufficient to match the fastest cars in the world, but on foot! Further, he can call up enough of the supernatural cloud-walking that his progenitor possessed to keep himself from falling easily to his death. That same inheritance makes it easy for him to clamber on all but the slickest of surfaces. Of course, the extendable prehensile tail he sprouts at the base of his spine makes it even easier to get around. It is deft enough to aid him in combat, either as an additional striking limb, or a way to disturb an opponent’s footing. Yet it is strong enough to carry his body weight, such that he can easily move about many environments as if swinging on the grapnel of a darker, more brooding hero. Combined with the tail itself is his ability to morph the appearance and structure of his body to show a different, more “royal†look. Not only does it mark him as the get of the Monkey King, and as an appointed champion of that mischievous demigod, it also changes his appearance enough that anyone who knows Daniel Lee would have a great deal of trouble figuring out that he was also Sun Walker. A less combat-oriented gift is his ability to speak to any being whose biology/nature/essence is that of stone and rock, owing to the Monkey King’s origins as a statue of rock. As well, that same heritage allows him to naturally speak to monkeys, apes, and other beings of similar nature (but not extending quite so far as to speak any humanoid or hominid languages). His most subtle power is that of fortune. In particular, misfortune visited upon his foes, causing them to suffer mishaps at critical moments. It’s not as potent or as powerful as some who wield the winds of fate and chance, but in a critical moment of a fight it might be just the thing someone needs to survive. As for tactics in a fight, thus far Sun Walker has found that “move around a lot and punch guys really hard in the face or other appropriately vulnerable point†is a pretty solid tactic. Other than his mastery over the whims of luck, Sun Walker doesn’t have any “fancy tricksâ€. He’s just really good at moving around and fighting unarmed, and thus he tends to do a multitude of variations on that particular theme. Complications: That's A Bit Slick: While many surfaces are able to be scaled by Sun Walker's power, surfaces that are sufficiently smooth and seamless may prove difficult or impossible for him to properly scale. This may vary depending on the situation, and should be up to the discretion of the GM whether it's impossible, or imposes a penalty to his climbing speed and ability, and thus merit the award of a Hero Point. Not Much Of A Swimmer: Sun Walker can breathe under water just fine, and could conceivably move and run about on the floor of a river, lake, or ocean. And technically he's got positive buoyancy. But he's just not very good at moving and fighting under the waves, a legacy of his ancestor's stony nature and even more severe weakness to water-based combat. A GM might award a Hero Point for applying penalties to Sun and his combat while moving about under water, even if he wears a diving suit or the like (as the issue is something less tangible than just "I can't float" or "I can't breath"). Shady Heritage: Sun Wukong was a bit of a scamp while he walked the Earth, and his ascension meant he could, on occasion, spread that wanton delight in jokes and pranks to other places in the cosmos. Sun Walker might be recognized, in one way or another, as related to the Monkey King, and thus the GM might award a Hero Point if social situations or the like are complicated by the rather mixed reputation of Sun's fore-bearer. He's a Damn Dirty Ape: Some folks might find Sun Walker's nature as a (seeming) human-ape hybrid objectionable, and thus be disinclined to acquiesce to his requests or otherwise prove even minutely helpful. Whether on Earth or abroad among the stars. A GM might provide a Hero Point if Sun's simian nature provides trouble in one way or another for himself and/or his companions. Lots of Nits to Pick: Sun Wukong was generally a good-ish guy while he walked the Earth, but he certainly stirred up trouble. More than that, he laid low quite a few rather nefarious sorts who didn't quite go all the way to "dead", or have nasty habits of reversing that condition. Even the intervening champions between the King and Sun Walker who fought some of those folks couldn't get them all put down. So it's quite possible various demons, sorcerers, and other ill-doers of all manner of stripes might crop up in Sun Walker's life. A GM might award a Hero Point if one or more of these old foes of the Great Sage try to take down Sun Walker in lieu of striking down his ancestor, and thus bring trouble (and probably a fight) to the door of Sun and his friends and allies. Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 20/14 (+5/+2) Dexterity: 22/14 (+6/+2) Constitution: 20/14 (+5/+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +6 Attack: +15 Unarmed, +9 Melee, +7 Ranged (+3 Base, +4 Enhanced) Grapple: +24 Defense: +12 (+3 Base, +3 Enhanced, +6 Dodge Focus), +3 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +8/+2 (+5/+2 Con, +3 Protection) Fortitude: +8/+5 (+5/+2 Con, +3) Reflex: +10/+6 (+6/+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+10/+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+10/+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) 2 (1) Attack Specialization (Unarmed) 3 (1) Defensive Attack Dodge Focus 6 (3) Improved Block Improved Critical (Unarmed, 19-20) Luck 5 Power Attack (Italics indicated a feat with 1 or more ranks purchased as a power or part of a power. The cost is reflected under "Powers," below.) Powers: 22 (8+6+8) + 5 (2+3) + 8 + 10 (6[1+1+2+2]+4) + 10 (4+6) + 35 (6+8+6+4+3+8) = 90PP Fighting Buddha 4.4 (22PP Container [Passive, Permanent]) [22PP] (Celestial) Enhanced Attack 4 [8PP] Enhanced Defense 3 [6PP] Enhanced Feats 8 (Attack Focus (Melee) 1; Attack Specialization (Unarmed) 2; Dodge Focus 3; Improved Block; Improved Critical (Unarmed, 19-20)) [8PP] Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial) Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP] Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3PP] Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to Cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw") Royal Countenance 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Additional Limbs 1 (Prehensile Tail; Extras: Linked [Elongation, Enhanced Feats, Super-Movement]) [1PP] + Elongation 2 (10 feet; Extras: Linked [Additional Limbs, Enhanced Feats, Super-Movement]; Flaws: Limited [Prehensile Tail]) [1PP] + Enhanced Feats 2 (Improved Trip 2 (+8 Bonus to Trip); Extras: Linked [Additional Limbs, Elongation, Super-Movement]) [2PP] + Super-Movement 1 (Swinging; Extras: Linked [Additional Limbs, Elongation, Enhanced Feats]) [2PP] Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) Swift As A Horse 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Speed 4 (100mph/1,000 feet per Move Action) [4PP] Super-Movement 3 (Slow Fall, Wall Crawling 2) [6PP] Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial) Enhanced Constitution 6 [6PP] Enhanced Dexterity 8 [8PP] Enhanced Strength 6 [6PP] Immunity 4 (All Suffocation, High Pressure, Vacuum) [4PP] Protection 3 [3PP] Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP] Drawbacks: Normal Identity [Full Round Action] (-4) = -4PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) + Powers (90) - Drawbacks (-4) = 150/161 Power Points Normal Identity: Daniel Jeremiah Lee Power Level: 4 Tradeoffs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Power Points: 64 Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +2 Attack: +6 Unarmed, +4 Melee, +3 Ranged Grapple: +6 Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Power Attack DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) = 64/64 Power Points
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