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  1. Player Name: Curious Key Character Name: Aurora Power Level: 10/10 (150/150) Trade-Offs: +2 DEF -2 TOU Unspent Power Points: 0 In Brief: Cripplingly anxious wannabe heroine with a mysterious interstellar artifact. Alternate Identity: Aurora Identity: Reina Nightingale Birthplace: Ceduna, South Australia Occupation: Student Affiliations: Claremont Academy Family: Samantha Nightingale (Sister), Raymond Nightingale (Dad), Gretchen Nightengale (Mom) Age: 16 (DoB: December 4th, 2002) Height: 5'6" Weight: 125lbs Eyes: Green/Purple Hair: Black/Purple In her regular form, Reina is a smallish, mousy girl with scruffy dark hair stopping at about her ears, green eyes and a pair of spectacles she needs to address her severe nearsightedness. She prefers baggy clothes a couple sizes too large that she can feel cozy and shapeless inside. On the inside of her left palm is a broken white circle containing a symmetrical arrangement of eleven stars. In the dark, it seems to glow. When she invokes her powers, Reina's hair shifts to purple and stretches at length down her back and her muscle gains clear definition. A scarf roughly half the length of her body spools out from her shoulders behind her, where it floats and shifts in a gradient of gentle blues, greens and purples. The rest of her clothing is replaced with a a long purple shawl laid over a blue sleeveless shirt with the same white symbol on her torso that's on her palm. Below that, she wears a purple, knee-length skirt over star-speckled black leggings and purple boots. History: Growing up, Reina's family moved a lot for their parents' jobs. She and her older sister were forever strangers moving in and out of schools every year or so, but where her sister quickly connected with those around her, Reina was deeply shy...a quiet girl who other children were often unkind to. Her admiration of heroes, and in particular, heroines, was deep-seated on the edge of obsession, and while she was all too happy to plaster their posters on her walls, the reasons that others assumed she wanted too sat deeply wrong in her stomach. In her mid-teens, Reina finally put two and two together discovering she didn't just admire girls, but that she was a girl, and struggled with what exactly to do about it. One day, when Reina was fifteen, she was with her family on a summer camping trip, exhausted and miserable, taking a rest a little ways away from their camp. She saw a shooting star and made a wish. But this star didn't disappoint over the horizon. It crashed into the forest, and Reina chased after it. When Reina found the crash site, the ship was a wreck. Just outside of it, Reina saw a scorched and smoking cat, and rushed to help it. But it wasn't a cat at all. It whispered something to Reina and pressed its head against her palm. She blacked out. When she came to, the 'cat' was dead, she was empowered and things started moving very quickly. People searched for the mysterious meteor that had been seen flying in, but no one seemed able to find what, if anything, had landed. No one but Reina, for whom the wreck existed always in her mind, a thought away. Her new powers, and the nature of the ship she was not connected too, were deep and inscrutable mysteries to her. But to Reina, it didn't really matter. In her heart, fear and exhilaration made war on one another. Her powers had made her dreams come true...Made her a heroine. She had been patrolling haphazardly for a few weeks when a Freedom cape met up with her and tried to talk her down. Eventually, she pointed Reina in the direction of an academy in the city that would make sure that, if she was set on doing this, would at least show her how. Her parents were confused and overwhelmed, when she told them everything. They were almost happy to hand her off to Claremont, who at the very least would have a better idea how to handle her. Personality & Motivation: Deeply anxious and nervous, Reina is constantly worried about coming off poorly and imposing, her conversations peppered with a constant stream of apologies for nothing. She lives her life in constant fear that the people who she hangs around and call her 'friend' are just tolerating her irritating self. She's shy, sweet, sincere, and just wants to make as many people around her happy as possible. Reina is scared of conflict and scared of fighting, which doesn't seem like it should line up with her goal of becoming a hero, but its something incredibly precious to her. For the longest time, Reina has watched heroes from afar with starry eyes, picked her heroes from among the ranks of Freedoms' finest and spent her quiet, vulnerable moment wishing she could be like them while dismissing that she'd ever get the chance. But now she has it, and Reina knows now that if she waits until she's not afraid then she wouldn't be able to get up in the morning. Powers & Tactics: Reina can use the Sidereal Sigil to manifest her will as an idealized self, through which she can access her powers. When invoking her sigil, Reina can fly freely through the air at her will, has super-strength and becomes much more sturdy, and can manipulate her scarf with the same dexterity she could any of her arms or legs. She can also conjure bursts of energy and light from her left hand, which she mostly uses to attack from afar. In general, being somewhat easily overwhelmed, Reina prefers to soften her targets up from afar, injuring and blinding them, before getting all close and personal to finish the job. Complications: The Meek Will...Um...I'm Sorry... — Reina has crippling social anxiety, especially around people she doesn't know, which makes it very hard for her to talk to people clearly, especially in tense situations. This can put her in some very bad spots. ...What Do I Do... — Reina is very new to the hero business and doesn't have a clear idea of what's appropriate and what's not. She's scared and prone to moment of hesitation. Bluff and emotional pleas are very easy ways to manipulate Reina into stopping, and a creative villain might be able to find even more creative ways to take advantage of Reina's deep-seated insecurities. Sidereal Sigil — While its plain enough what Reina can do with it, even people who have studied it don't really know what the Sidereal Sigil is. Its an extraterrestrial artifact sure, but whose is it? What is its true purpose? Is there anyone looking for it? Why was it given to Reina in the first place?...And what kind of people want to get their hands on it? No one really knows. With the nature of her power shrouded in mystery. But its certain to cause trouble somewhere down the line... Emotional Resonance — The Sidereal Sigil operates on a wavelength of emotional resonance with Reina, making her wishes real. But having that kind of connection can have its downsides. When incredibly distressed or upset Reina may be unable call up her Sidereal avatar at all...or, even worse, it might breathe life into her fears and nightmares. The Derelict — Aurora's mind and soul are tethered in ways that are poorly understood to a wrecked spaceship. Reina barely understands anything about it, and certainly can't read any of the text or warnings on its displays. Aurora could easily have trouble coaxing the Derelict to act as she needs, and who knows what sort of other strangeness might be drawn to the crash, or what malfunctions in the ship Aurora will need to deal with? Abilities: 0 + 0 + 2 + 4 + 6 + 0 = 12PP Strength: 10/30 (+0/10) Dexterity: 10 (+0) Constitution: 12/26 (+1/8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 14 = 22PP Initiative: +0/16 Attack: +4 Base, +10 Melee, +10 Starbolt Grapple: +12/22/27 Defense: +12 (+7 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -0/-4 Saving Throws: 0 + 7 + 3= 10PP Toughness: +1/8 (+1/8 Con) Fortitude: +1/8 (+1/8 Con +0) Reflex: +7 (+0 Dex, +7) Will: +6 (+3 Wis, +3) Skills: 36R = 9PP Computers 8 (+10) Knowledge (Pop Culture) 10 (+12) Knowledge (History) 4 (+6) Notice 8 (+11) Sense Motive 4 (+7) Language 2 (English [Native], German, Japanese) Feats: 15PP Attack Focus 6 (Melee) Dodge Focus 5 Power Attack Equipment 3 Equipment (15EP) HQ: The Derelict 15EP Size: Small (+0) Toughness: 20 (+3) The Derelict is a crashed alien spacecraft in the wilderness of Wyoming, on a camping ground that closed for business shortly after the Derelict first fell from the sky which is now being incorporated into the nearby Red River nature preserve. Concealed from the casual observer by some still-active perceptual masking technology, the derelict, once a sleek, beautiful marvel of magitech has been grounded indefinitely, its cockpit and piloting tools a mess, its engines fried, and its hull compromised too much to reach space safety. Much of the ships' original capabilities remain a mystery, as the only parts of the ship that have retained full functionality are the living quarters, coms, magic door and a backup computer system. It has some sort of poorly understood connection to Aurora and the Sidereal Sigil she bears and has been ever since she gained her powers. It will only listen to her. Aurora uses the Derelict primarily as a secret hideaway, all too happy to lounge in the sleek and comfy rooms accessible from the magic door while the rest of the ship lies broken behind its own sealed bulkhead doors. Features: Concealed 3 (DC +20) Communications Computer Fire Prevention System Living Space Isolated Powers System Security System (DC20) Powers 2 Teleport 8 (Magic Door, 2000 Miles, Extras: Portal [+2]; feats: Progression 1 [10ft by 10ft]) 33PP Descriptor: Magic, sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: Aurora) [1PP] Descriptor: Magic, sidereal Powers: 81+1= 82PP Alternate Form (Sidereal Avatar) 20+14+5+3+13+1+1+24 81PP Descriptors: Wish Magic Enhanced Strength 20 (Sidereal Strength) 20PP Descriptor: Prowess Enhanced Constitution 14 (Sidereal Body) 14PP Descriptor: Prowess Enhanced Feats 5 (Sidereal Reflex; Improved Initiative 4, Uncanny Dodge [Auditory]) 5PP Descriptor: Prowess Flight 1 (Starbound; 10mph, 100ft per round; Feats: Subtle) 3PP Descriptor: Sidereal Stellar Array (10PP Array; Feats: Dynamic Alternate Power [+2], Dynamic) 13PP DBP: Enhanced Flight 5 (Shooting Star, 500mph, 5000ft per round) 10PP Descriptor: Sidereal DAP: Super Strength 5 (Rising Star, 4 ton light load, 8t ml, 12t hl, 24t maxl, 60t p/d) 10PP Descriptor: Prowess Additional Limbs 1 (Prehensile Scarf) 1PP Descriptor: Animation Elongation 1 (Extending Scarf, 5 ft, Flaws: Limited [Scarf], Extras: Continuous) 1PP Descriptor: Animation Damage 10 (Starbolt; Effects: Ranged, Feats: Precise, Accurate 3) 24PP Descriptor: Sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: The Derelict) [1PP] Descriptor: Magic, Sidereal Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed [Base] Touch 15DC Toughness Damage (Physical) Unarmed [Powered] Touch 25DC Toughness Damage (Physical) Startbolt Range 25DC Toughness Damage (Energy) Totals: Abilities (12) + Combat (22) + Saving Throws (10) + Skills (9) + Feats (15) + Powers (82) - Drawbacks (0) = 150/150 Power Points
  2. General Giirok PL 10 (150/150) In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was beaten and exiled. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1400 lbs. Eyes: Green compound eyes Hair: None Description As a radioactively mutated, genetically modified Andromedan, Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, until he began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a slow metamorphosis. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King, and took a Brood-Queen, Atayah, to rule by his side. However, years later, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx struck a deal the bio-engineers to have poisoned weapons in order to render his opponent unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King, but he quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return for his people. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an intergalactic gladiatorial combat league in the Stellar Khanate, assuming he was just another Andromedan, one they could control. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all (if not made worse) by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in a gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 14 + 0 + 16 + 4 + 4 + 4 = 42 PP Strength: 24 (+10) / 32 (+11) w/ Growth, Lifting 56 (Heavy Load: 16 tons 1200 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) / 30 (+10) w/ Growth Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 14 = 28 PP Initiative: +0 Attack: +6 (+7 Base, -1 Growth) Grapple: +24 (+6 Melee Attack, +11 Strength, +4 Growth, +3 Super-Strength) Defense: +6, +3 Flat-Footed (+7 Base, -1 Growth) Knockback Resistance: -11 / -16 w/ Growth Saving Throws: 0 + 6 + 6 = 12 PP Toughness: +12 / +14 w/ Growth (+4 Constitution, Impervious 10) Fortitude: +8 / +10 w/ Growth (+8 Constitution / +10 Con w/ Growth, +0 PP) Reflex: +6 (+0 Dex, +6 PP) Will: +8 (+2 Wis, +6 PP) Skills: 44R = 11PP Diplomacy 2 (+4) Gather Information 3 (+5) Intimidate 8 (+10, +12 Growth) Knowledge: Galactic Lore 3 (+5) Knowledge: History 2 (+4) Knowledge: Tactics 10 (+12) Languages 2 (Andromedan (Native), Galstandard, Zultasian) Notice 3 (+5) Perform: Oratory 6 (+8) Pilot 2 (+2) Sense Motive 3 (+5) Stealth 0 (-4 Growth) Feats: 13 PP Ambidexterity Fearless Equipment 7 (Andromedan Personal Bioship) Luck 2 Startle Stunning Attack Equipment: 7 PP = 35 EP Andromedan Personal Bioship (Vehicle; Spacecraft) [35 EP] Powers: 3 + 6 + 2 + 13 + 13 + 7 = 44 PP Additional Limbs 2 (Insectoid Anatomy; 2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feats: Innate) [3 PP] Device 1 (Twin Swords, Axe, and Mace; Easy to Lose; Feat: Multiple Weapons 3; Container PP Spent, 5/5) [6 PP] Strike 3 (Weapon Attack; Feat: Mighty; Feat: Variable Descriptor 1 (Narrow Group - Slashing/Bludgeoning) Flight 1 (Insectoid Wings; 10MPH / 88ft per Move Action) [2 PP] Growth 4 (Giant Alien Bug; Size: Large, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidate, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13 PP] Protection 4 (Insectoid Chitin Armor; Extras: Impervious 10, Drawbacks: Noticeable) [13 PP] Super-Strength 3 (Mutant Strength; Lifting Strength 56, Heavy Load: 16 tons 1200 lbs., Feats: Groundstrike) [7 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 26 Toughness Damage Strike Touch DC 29 Toughness Damage Totals: 42 PP on Abilities + 28 PP on Combat + 12 PP on Saving Throws + 11 PP on Skills + 13 PP on Feats + 44 PP on Powers = 150/150 PP
  3. (The Blind) Huntsman Power Level: 7 (150/151 PP) Unspent Power Points: 1 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. While not terribly charismatic, Huntsman has a powerful force of will and a knack for getting under others' skin. When the need arises, she is very good at manipulating those with weaker wills by way of appealing to their base instincts, be they humans or animals. However, those not easily manipulated will find her off-putting. Huntsman is also very contrarian, and hates being told what to do or how to do it. Personal experience has taught her that the consequences of actions linger far longer than we intend. For Huntsman, the consequences of a war she never lived to see left her blind. In her own life, the consequences of leaving her family alone left them defenseless. Huntsman is very particular in choosing her words and actions, and disdains those who are wanton or careless. Despite her rugged and standoffish nature, however, Huntsman is still a mother. She has a particular liking towards children and teenagers, and is more protective over them than adults. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. She has a variety of arrows, each serving a different function. Her normal arrows are standard, wedge-shaped and sharp, but because of her misgivings about physically harming living things, she dislikes using them against human beings. If she must, however, she targets the arms and legs, pinning the down, rather than causing a severe injury. Huntsman's tranquilizer arrows - an invention by her husband - are fantastic, long-ranged weapons for delivering a fast-acting and ultimately safe sleeping agent. Unfortunately, the arrowheads are bulkier, and she can only carry so many with her before she needs to mix more of the drug. Every now and then, she must maintain the mechanical delivery system on these arrows as well. Finally, Huntsman has arrows which can explode into clouds of smoke to give herself cover - she doesn't rely on sight anyways - and a grappling arrow attacked to a rope that she can use to ensnare and drag opponents. The grappling arrow can also be used to help her climb up vertical surfaces or swing from ledge to ledge. When Huntsman finds an opponent that is difficult to pin down, she can fire multiple arrows at once in a cone, losing precision for the sake of sheer quantity. However, because she cannot actively select targets like this, she runs a greater risk of causing unintended injury or even death, and tries to do so only sparingly. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible and utterly silent. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 4+6+6+4+10+2=32 Strength 14 (+2) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 20 (+5) Charisma 12 (+1) Combat:12+12=24 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +6 (+10 Bows, +8 Knives, +8 Unarmed) Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus, +3 Flat Footed) Knockback: -3 Saving Throws: 3+4+2=9 Toughness: +5 (+3 Con, + 2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 128 SP= 32PP Acrobatics 9 (+12) [Skill Mastery] Bluff 11 (+12) [Skill Mastery] Climb 8 (+10) [Skill Mastery] Craft (chemical) 3 (+5) Craft (mechanical) 3 (+5) Diplomacy 11 (+12) Handle Animal 11 (+12) [Skill Mastery] Investigate 8 (+10) Intimidate 11 (+12) Knowledge (physical sciences) 3 (+5) Knowledge (life sciences) 8 (+10) Knowledge (streetwise) 3 (+5) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 5 (+10) Notice 7 (+12) [Skill Mastery] Sense Motive 7 (+12) [Skill Mastery] Stealth 9 (+12) [Skill Mastery] Survival 7 (+12) [Skill Mastery] Feats: 36PP Acrobatic Bluff Animal Empathy Attack Specialization 2 (Bows) Melee Focus 2 Challenge - Improved Acrobatic Bluff Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Defensive Roll 1 Dodge Focus 3 Evasion 2 Improved Aim Improved Critical 2 (Bows and Arrows) Improved Initiative Improved Ranged Disarm Improved Trick Move-by Action Power Attack Precise Shot 2 Quick Draw (Draw) Ranged Pin Minion 2 Skill Mastery (Acrobatics, Survival, Notice, Stealth) Skill Mastery (Climb, Bluff, Handle Animal , Sense Motive) Taunt Tracking Ultimate Effort (Aim) Uncanny Dodge (Auditory) Powers: 9+3+4+6+4 = 26PP Device 3 (15PP Container, Flaws: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows) Base Power: Blast 4 (Feats: Subtle, Precise) (Normal Arrow) [10DP] Alternate Power: Stun 4 (Extras: Ranged, Sleep; Flaws: Unreliable (5 uses, craft (chemical) to recharge); Feats: Subtle) (Tranquilizer Arrow) Alternate Power: Strike 5 (Extras: Area (40ft Cone)) (Arrow Barrage) [1DP] Alternate Power: Snare 4 (Feats: Subtle, Tether) (Snaring Arrow) [1DP] Alternate Power: Obscure 4 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]; Feats: Subtle) (Smoke Arrow) [1DP] Alternate Power: Speed 3 (Extras: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP] Device 1 (5PP Container, Flaws: Easy to Lose) (Hunting Knife) [3PP] 5DP Total Strike 4 (Feats: Mighty (+2 str)) (Hunting Knife) Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Reconfigurable Ghillie Suit) 5DP Total Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked to Concealment [+/-0]) + Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [5DP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) (Enhanced Hearing) [6PP] Super Movement 2 (Trackless; Sure-Footed) [4PP] (Hunter's Step) DC Block: Unarmed (+8 Hit, DC 17 Toughness) Hunting Knife (+8 Hit, DC 21 Toughness) Standard Arrow (+10 Hit, DC 19 Toughness, 18-20 Crit) Tranquilizer Arrow (+10 Hit, DC 14 Fortitude, 18-20 Crit) Net Arrow (+10 Hit, DC 14 Reflex, 18-20 Crit) Arrow Barrage (DC 15 Reflex half, DC 20 Toughness) Abilities 32 + Combat 24 + Saving Throws 9 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 150/151 _______________________________________________ Minion: George the Monkey [Monkey Preset (pg 231 core rules) with higher skills] George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. After she saved a whole host of animals from poachers, she let the lot of them free, but George took a liking to her and followed her around. Since then, George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. To Duab Ntxoo, George has proven invaluable in helping her overcome some of the more persistent difficulties associated with her blindness. Because she relies so much on hearing, she needs George to locate and point out to her things that do not produce sound or simply do not move. More than once, George has alerted Huntsman to an enemy sneaking up on her by screeching and throwing rocks at them. As a spider monkey, George is not as impish as most other monkeys. He is very docile, and when threatened is unlikely to do more than throw rocks, other than run away, of course. Still, he has been known to steal shiny or interesting things without her direction, and he will occasionally try to steal food as well. He dislikes the cold, and will hug anyone he sees to get warm again. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  4. (Alongside the obvious formatting issues present, it's been months since I made this build, and I made it on Hero Lab no less, so I very likely have my math wrong somewhere, probably where the skills and the trade-offs are concerned.) General Giirok PL 10 (150/150) https://imgur.com/a/u5QrHaU In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was double-crossed by duplicitous understudies. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1600 lbs. Eyes: Green compound eyes Hair: None Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux (a world which was largely devoid of intelligent life other than Orion-Brood Andromedans. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, and he soon ended up crafting his own primitive weapons rather than just using natural weaponry. While all Andromedans possessed animal cunning, Giirok in particular honed his unorthodox (for an Andromedan) fighting style until he became good at it. He began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Because of his ingenuity and prowess in battle, he gradually moved up the ranks until he became the captain of his own war-swarm. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a metamorphosis that lasted for a few weeks. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King. He ruled alongside his consort, Brood-Queen Atayah, who rumors suggest may once have been a harshly abused worker-caste slave he took a liking to, and once he found out about her situation, he killed the abusive master, freed her, and took her in. His ascent afforded him a kind of cult of personality among the warrior-caste and even beyond. However, some of the biologists and engineers did not like how their influence over the species was being taken away from them, which is why they agreed to help one of Giirok's opponents, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx, to have poisoned weapons in order to render him unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King. Kekarx quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, and wanted to beat Kekarx in single combat to regain control of his world, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return not just to free his people from Kekarx, but he would come back for her sake as well. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an illegal, underground intergalactic gladiatorial combat league, assuming he was just another Andromedan, one they could control. His new masters placed advanced restraints on him to prevent him from flying away, or even attacking anyone his owners didn't want him to. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. Because of it, he became an extremely popular gladiator, and even became its champion for years. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in an illegal gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. My Only Equal - He loves his Brood-Queen dearly, and she is the one person he won't talk down to. Scrap Happy - He's very eager to get into any fights with an enemy whenever possible. Especially if waves of enemy soldiers are involved. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 10 + -2 + 16 + 4 + 4 + 4 = 36 PP Strength: 28 (+9) Dexterity: 8 (-1) Constitution: 30 (+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22 PP Initiative: -1 Attack: +10 Melee, +5 Ranged Defense: +10 (Base) Grapple: +24/+26 Knockback: -10 Saving Throws: 3 + 6 + 3 = 12 PP Toughness: +13/+10 (Trade-Offs Detected via HeroLab) Fortitude: +13 (3) Reflex: +5 (6) Will: +5 (3) Skills: 62 R = 16 PP Diplomacy 6 (+4) Gather Information 8 (+6) Intimidate 16 (+12) Knowledge: History 6 (+4) Knowledge: Tactics 16 (+10) Language 2 (+2) Notice 6 (+4) Perform: Oratory 10 (+8) Sense Motive 10 (+8) Feats: 31 PP All-Out Attack Ambidexterity Assessment Attack Focus: Melee 5 Defensive Attack Defensive Roll 6 Dodge Focus 6 Fearless Fearsome Presence 1 Inspire 1 Leadership Master Plan Move-By Action Power Attack Startle Veteran Fighter Improved Grapple (Only through Additional Limbs) Equipment: 0 PP Powers: 33 PP Additional Limbs 2 (2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feat: Improved Grapple) (2 PP) Flight 2 (25 mph, 220 ft./rnd.) (4 PP) Growth 4 (+8 Strength, +4 Constitution, +1 Size Category; Feat: Permanent, Feat: Innate) (13 PP) Protection 3 (Feat: Impervious, Feat: Innate, Drawback: Noticeable) (6 PP) Strike 1 (Feat: Mighty, Feat: Variable Descriptor (Narrow Group - Warrior's Arsenal)) (3 PP) Super-Strength 2 (+10 STR Carrying Capacity, heavy load: 4.8 tons; +2 STR to some checks, Feat: Groundstrike (Radius 90 ft., DC 19) (5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 24 Toughness Damage Strike Touch DC 25 Toughness Damage Totals: 36PP on Abilities + 22PP on Combat + 12PP on Saves + 16PP on Skills + 31PP on Feats + 33PP Powers = 150/150 PP
  5. Player Name: Dreamwalker Character Name: Seraph Power Level: 11 (160/160) Tradeoffs: TBD Unspent Power Points: 0 In Brief: Vitakinetic member of the Martel lineage. Looks to reconnect with her States-side family and be a superhero again. Residence: TBD Base of Operations: TBD Catchphrase: TBD Alternate Identity: Faith Martel (birth name) Identity: Secret Birthplace: Atlantic Ocean, International Waters Occupation: None Affiliations: TBD Family: Eve Martel/La Renarde Bleue (first cousin), Anson Martel (father), Maria Martel (mother) Date of Birth: November X, 1993 Apparent Age: late teens Gender: Female Ethnicity: Caucasian (French) Height: 5'1" (1.55 meters) Weight: 110 pounds (50 kg) Eyes: Green Hair: Blonde Power Descriptions History On a plane trip to the United States is where Faith was born. Her father, Anson, was on a business trip and decided to bring his very pregnant wife, Maria. And that's where Faith popped out. In a plane. Over the Atlantic Ocean. While technically French by birth, she has dual citizenship between both countries. She used it frequently travelling between the hustle of the northeastern United States (mostly) and the French countryside. During her early years she proved to be quite a talker and a listener, defusing hostilities with a few words. It would be the first of her psychic resonance bleeding subtly through. The Martel family have had instances of psychics reaching all the way back to Charlemagne. Though Faith's early psychic resonance not expounded upon, as no one noticed it, it did not go away. Though it did keep her parents from fighting. Years later, she would be given a second taste of power. During her teenage years she was in to health and fitness. She studied and trained her body mostly, but this lead to a precocious love of sciences. 'Puberty' was kind to her, but it was her psychic resonance forming. Personality and Motivation Complications
  6. Herein lies a tale, a tale of two cities...
  7. Emerald Spider Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Your friendly neighbourhood spider hero. Catchphrase: "It's the duty for those who can to protect the weak." Theme: Catch Me If You Can, Girls Generation Alternate Identity: Peri Pyeng (Secret) Birthplace: Emerald City Residence: Bethlehem Heights, Emerald City Occupation: Air Conditioner Repairs Affiliations: None Family: Mi-yeong Pyeng (mother, deceased), Jin-ho Pyeng (father), Myung-sook Pyeng (Grandmother), Jae Pyeng (Aunt) Description: Age: 27 (DoB: 25th February 1991) Gender: Female Ethnicity: Korean-American Height: 5'5" Weight: 125 lbs Eyes: Brown Hair: Brown Peri has only recently begun to look more into her appearance, though she still gives it as little attention as she can manage. Her hair is usually kept relatively short and tied up to keep it out of the way. With a little more responsibility she's begun to dress appropriately in a pantsuit, though they are fairly cheap and often dirty from her hands-on way of working. When not working she dresses for comfort and utility not really worrying about how fashionable her choices appear to everyone else. The superhero costume she wears is based on the original hoodie she was wearing when she first appeared as Emerald Spider, though a dark green rather than the black of the original. Over the costume is a fine web-like silver pattern, that increases the efficiency of the Spdr Rig. The Spdr Rig itself has been improved over time and is now three distinct unit's the two gloves, now green with the silver thread like the rest of the costume, and a slim silver belt. The gloves have a series of capsules around the wrist, whilst the belt is mostly made up of them, then generated the quantum field and provides power. To hide her identity beneath the hood she wears a green hood and goggles. History: Peri still remembers well what her mother would always tell her before she went away on deployment, Mi-yeong serving in the armed forces, that it was her duty to protect those that couldn't protect themselves. To her shame, a young angry Peri told her mother that she didn't care about those stupid people, what she said wasn't important (though she can remember it in vivid detail) what matter was that she never came back from that flight. The young Peri didn't cry or show any emotion of her mothers death, instead, she made a promise of herself that she would do everything she could to make her mother proud. Already possessing a keen mind she applied herself to her studies, paying less attention to the science fields that she loved in favour of the more practical fields of engineering. Whilst she didn't have many friends or go on many dates she was content to follow this path and was rewarded with top grades at both High School and University. With such amazing grades there was a clamour of several top companies trying to recruit her to there company. At that point her future looked bright. After careful consideration she chose Nerio Concepts a small research firm that was working to create a device to project a force field to both protect the wearer and allowed limited flight function. The snappily named Spdr Rig was she was told to help emergency services to safely reach trapped and injured people for when they couldn't rely on superheroic help. Though she didn't originally develop the suit she quickly figured out its manufacture and made numerous improvement to the systems operations, indeed she already had numerous ideas for the second Rig once the first proved successful. The one fateful night she was doing final checks on the Spdr Rig's computers when she discovered there was a function to allow the suit to generate and expel a potentially dangerous burst of energy. Digging further she discovered more hidden functions that allowed the Spdr Rig to be weaponised, this went against the purpose she believed for the suit could and should be used for. Carefully she began to rooting through the companies computers she further discovered this was the actual aim of the project and that the Spdr Rig was to be sold off to the highest bidder. However, she wasn't careful enough and was confronted by a group of strangely armored guards, finally making her realised that the company was a front of a Super-Criminal organisation. With no other choice, she donned the Spdr Rig and used it to escape, without harming anyone in the process, escaping into the night. Thinking it was over she was shocked to be awoken the next morning by the police to be informed that the place had been burnt down in a fire, one that they had evidence that she'd started, and had claimed several lives. They didn't quite arrest her but did take her into custody, where a company lawyer explained that this could all go away if she told them where the Spdr Rig was now. She didn't even hesitate and instead told them that the Rig was destroyed, ready to accept whatever they had in store for her. To her surprise instead of arresting her or worse, they released her though in the cruellest thing they could do they had her blacklisted meaning she could never work in the field she had dedicated her life. Never being a quieter she picked herself up and rebuilt her life the best she could, having no plans to do anything with the Spdr Rig she wasn't as far as she was concerned a hero. Collecting the Spdr Rig to finally destroy it, better than it falling into the wrong hands, she spotted a mother and daughter about to be hit by a runaway bus. Without thinking she leapt into action snatching the two up and away from the danger, by scaling a nearby building with them. Having been caught on many cameras overnight she became a local hero, dubbed the Emerald Spider. Finally, she had a way to do good and help others in memory of what her mother had done. With Emerald Cities having few superheroes Emerald Spider was quickly adopted by the populous as there hero, an honor that Peri has taken very seriously. Keeping fiercely independent Emerald Spider hasn't only saved lives and fought villains she's also spoken out about the ills that befallen even a city as lucky as Emerald Cities. Whilst some have criticised her being so vocal most love her for standing up for her home, some snidely pointing out that most of those Freedom City heroes never even set foot in Emerald Cities. Away from the cowl being such a vocal hero has bought Peri out of her shell and bought out the communicator that had been inside her all along. This has allowed her to move up in her job, to a better-paying position, and a new apartment away from her father, though she has to share with her only slightly older Aunt Jae. But being a hero as well known as Emerald Spider can't help but bring out powerful enemies... Personality & Motivation: Peri's entire life has been focused in many ways to helping others, feeling that in this way she honors the memory of her mother. Even though she knows it's not her fault she's never been able to shake the guilt of the last things she said before her mother died. Though she's still very serious her time as Emerald Spider has affected her greatly, allowing her an outlet to enjoy herself has made her less stern. She's even been known to tell a joke now and again! Whilst she's Emerald Spider she's much more relaxed, having little time to overthink things she tends to rely on her instincts to deal with challenges. What started as a way to deal with her nerves, quips and joke at the expense of her enemies, has turned into something she now does naturally. Powers & Tactics: Peri's relies on her enhanced agility to keep constantly moving, making herself a difficult target to hit as can. She will do hit and run tactics, especially on ground base targets, hopefully keeping out of the way of potential danger. Mainly she chooses to make herself the main target of any attack, so others can take advantage of this fact. She's been doing this long enough to be a competent fighter, though she still prefers to use other means before fighting itself. Power Descriptions: The Spatial Distortion Resonance Rig (Spdr Rig) generates a field that works on strong and weak atomic forces to either attract or repel the operator from objects around them. The various way that this can be used is done with a series of complicated finger movements, despite several alterations to the design of the Rig she's kept the hand gestures her main thought is that this makes it's difficult for other to try an operate. The rig itself consists of a pair of gloves and belt and boots that all work together to generate the field, this had been enhanced by the fine silver mesh she's inlaid throughout her costume, the web pattern it forms was just a bonus. Because of the way the three interact lose of any of them will disrupt the function of the device. The Spdr Rig when active generates a shimmer in the air of a twisting of cords in the air, a visualization of multidimensional superstrings or quantum filaments, the solidity of these cords depends on how concentrated that part of the field is currently, from almost hidden by the silver web of her costume for her force field to almost solid for her Spdr Blast. Continued exposure to these fields has subtly altered her own quantum signature allowing her to do some of the Spdr Rig's abilities without wearing the apparatus. It's only recently that she's discovered this and she's still exploring the range of these powers and what possible harm they could cause to her. Complications: Don't run on Triple A's: Manipulating the fundamentals of the universe is a little power draining, to say the least, at the most inopportune moments her Spdr Rig can sometimes run out of juice making things difficult, to say the least. With Great Power: Peri is driver by the memory of her mother to always try and do the right things. She will push herself to her very limits, and sometimes beyond, to try and stop the villains. Can't fool Nana: Whilst Peri has managed to hide her identity in Emerald City from everyone except one, Nana Myung-sook. Nana had seen through her disguise almost immediately and got Peri to confess to the fact. Whilst it's mostly a bonus, giving Peri someone to talk to about her problems, Nana Myung-sook can't help but try to get involved in her granddaughter business putting herself in danger. Superheroin' don't pay the bills: Whilst she's managed to earn herself a better job, though she still spends lots of time on skyscraper roofs, the continuous improvement and power needs of the Spdr Rig still take up a substantial portion of her wages. Abilities: 0 + 6 + 0 + 12 + 6 + 6 = 30PP Strength: 10/18 (+0/+4) Dexterity: 16/24 (+3/+7) Constitution: 10/22 (+0/+6) Intelligence: 22 (+6) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3/+7 Attack: +10 Spdr Blast +8 Base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +8/+16 Knockback: -5 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +6/+10 (+0/+6 Con, +4 Force Field) Fortitude: +5/+11 (+0/+6 Con, +5) Reflex: +8/12 (+3/+7 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 132R = 33PP Acrobatics 8 (+11/+15) Bluff 7 (+10) Climb 6 (+6/+10) Computers 9 (+15) Craft (Electronics) 9 (+15) Craft (Mechanical) 9 (+15) Diplomacy 7 (+10) Escape Artist 3 (+6/+10) Gather Information 7 (+10) Intimidate 7 (+10) Investigate 4 (+10) Knowledge (Physical Sciences) 9 (+15) Knowledge (Technology) 9 (+15) Language 1 (English [Native], Korean) Notice 12 (+15) Perform (Percussion) 1 (+4) Search 9 (+15) Sense Motive 7 (+10) Stealth 8 (+11/15) Feats: 11PP Acrobatic Bluff Attack Specialization (Spdr Blast) 1 Dodge Focus 4 Evasion 2 Move-by Action Takedown Attack 1 Uncanny Dodge (Auditory) 1 Powers: 12 + 8 + 8 + 2 + 24 + 1 + 8 = 63PP Enhanced Constitution 12 Quantum Enhancement [12PP] (Quantum, Physiology) Enhanced Dexterity 8 Quantum Enhancement [8PP] (Quantum, Physiology) Enhanced Strength 8 Quantum Enhancement [8PP] (Quantum, Physiology) Leaping 2 (Jump x 5, Running Jump 70ft, Standard Jump 35ft, Hight Jump 17ft) Quantum Enhancement [2PP] (Quantum, Physiology) Spdr Rig 8 (40PP Device, Easy to Lose) Quantum Manipulator [21PP] (Quantum, Technology) Damage 10 (Spdr Blast, 80ft range, Extra: Range Feat: Alternative Powers 4) [24PP] Dazzle 10 (Blinding Filaments, Visual Sense, 100ft range) [20PP] Snare 9 (Snaring Filament, 90 ft range Feats: Slow Fade (1 minute), Tether) [20PP] Snare 6 (Snaring Filaments, 60 ft range, 30ft area Extra: Area Burst (General) Feat: Slow Fade (1 minute), Tether) [20PP] Trip 9 (Trippin' Filament, 90 ft range, 45ft area Extra: Area Burst (General) Feat: Slow Fade (1 minute), Improved Throw) [20PP] Flight 4 (Swinging Filament, 100 mph / 880 ft/rnd Flaw: Gliding, Forward Only) [3PP] Force Field 4 [4PP] Impervious Toughness 1 [1PP] Super-Movement 2 (Quantum Cohesion, Slow-Fall, Wall-Crawling 3) [8PP] Super-Senses 1 (Field Distortion, Danger Sense) [1PP] (Quantum) Super-Strength 4 (+20 Str, Heavy Load 4,800 lbs) [8PP] (Quantum, Physiology) DC Block Attack Range Save Effect Spdr Blast Ranged DC Toughness Damage Dazzle Ranged DC 20 Fort/Ref Blinded Snare Ranged Area DC 16 Ref Snare Snare Ranged DC 19 Ref Snare Trip Ranged DC 19 Trip Unarmed Ranged DC 19 Toughness Damage Totals: Abilities (30) + Combat (28) + Saving Throws (15) + Skills (33) + Feats (11) + Powers (63) = 180/180 Power Points
  8. Player Name: Moira Morley Character Name: Scion Power Level: 10 (150/172) Tradeoffs: -2 attack, +2 effect; -2 defense, +2 toughness Unspent Power Points: 22 In Brief: (originally) A earthbound goddess tries to be a hero. (now) The prodigal daughter returns. Residence: Freedom City, New Jersey. Base of Operations: None Catchphrase: None Alternate Identity: Edone (birth name), Moira Morley (mortal name), Divine (former heroic code name) Identity: Public Birthplace: Mount Olympus Occupation: Hostess and part owner of Morley's Pub Affiliations: Aphrodite, Apollo, Ares, Dionysus Family: Aphrodite (mother), Ares (father), other Olympians (by default, you know its a big messed up tree), Sean Morley (mortal parent, 55) Age: 28 (born: March 14, 1988) Apparent Age: between 19 and 21 Gender: Female Ethnicity: Olympian Height: 5 foot 5 inches (1.65 meters) Weight: 125 pounds (57 kilograms) Eyes: green (yellow when using golden bracer) Hair: dark red (with golden strands some times) Moira stands with authority, being an average size, her perfect hourglass figure is noticeable. Her skin is soft, but her muscle is toned, she didn't just party up there on Olympus, she trained her body into a golden ratio. She has a light olive complexion, withe a small dusting of freckles on her shoulder. While not actively searching, she keeps her eyes at ease, not closed but a softer look. Her hair is straight and short enough to cover her neck and full enough to run hands through. Sometimes Aphrodite likes to hide golden strands among them. She always smiles wide with full lips and white teeth. Her face is round and soft, again, hiding light freckles. She has a tattoo of the sun on the back of her neck, courtesy of the sun god, Apollo, himself, which read 'Omorfia Mou' (my beauty). She has a golden chain given to her by Sean for her tenth birthday that she only takes off to clean. She disdains shoes, prefering to go barefoot if she can, but a pair of brown sandals when she needs to. Her favorite casual clothes are tight jeans that show off her hips and a tshirt with either a local band or hero's logo (gotta rep the smaller guys!). The golden bracer given to her by the gods is simple and undorned, it wraps around her right lower arm Her costume is an ankle length sleeveless layered dress, a pair of golden strap sandal and a golden laurel in her hair. The dress has many colors - white, black, red, purple - but only one at a time. There's not a pattern she's divined. Power Descriptions When using the golden bracer given to her by the Olympians, her outline is a soft yellow and her eye color turns yellow. Depending on which god she's channeling, her attitude might change. Aphrodite might make her a little lovesick with the people she interacts with. Ares might make her super confrontational. Apollo will put her mind on a myriad of projects and other things she hasn't finished. Dionysus will spam her mind with junk ads. The Olympian Fighting style was taught to her by Ares. It focuses on getting her opponent to the ground and pounding them in vital and or soft places. Olympian Immortality and Strength don't have descriptions other than what they do. She can run faster, jump higher, lift more. She's not susceptable to mortal diseases, poison or the ravages of heat and cold. She hasn't aged a day in almost 10 years. If she were to die, she's pop back up in the Elysian Fields 24 hours later, able to walk out and back to the mortal realm. History Moira was born on Mount Olympus as Edone, goddess of hedonistic pursuits. Ares and Aphrodite had a fling, like they always do, but a child was conceived of the tryst. Hephaestus had had enough of his unfaithful wife and wanted something to show for it. Eris, unloved of all Olympus, seized the opportunity to whisper a truly wicked plot in Hephaestus's mind. It involved giving Aphrodite an apple. The apple was dipped in the River Styx. When Aphrodite ate the apple, it would not affect her, but the unborn child, stripping away it's godly essence. It was delivered by an underworld nymph, who was to lie and say it was a gift from Persephone for the new babe. Aphrodite accepted the gift and gobbled it up, unknowing of the fruit's real power. When Edone was born she was healthy and happy, but the most noticeable thing was that she had no god soul. Like she was a normal Olympian, but nothing about her was deific. Aphrodite called upon Hera to make heads or tails of this treachery. She saw the child was cursed. That someone had stolen the essence before she was born. Eris, unloved of all Olympus, revealed herself as the underworld nymph who gave the apple to Aphrodite and was only able to act through Hephaestus. Ares was displeased with all of this and went to pay Hephaestus a visit. Eris disappeared. That left Hera and Aphrodite. Hera cared not for this scheme, but Aphrodite received scorn for having the child in the first place. Hera looked after marriages. Instead of having the babe live among minor gods away from Olympus, she sent word to the mortal realm. To some of her most faithful followers. A priest of the faith, Sean Morley, jumped at the chance to raise the child of the goddess. Aphrodite saw into his heart and he knew he was true. With some work throughs, Sean took custody of the baby, naming her Moira, as it seemed it was fate. Sean raised Moira with special care, giving her the utmost attention and love, as a true parent would. He also taught her the ways of the faith, so when her parents revealed them selves to her, it wouldn't seem too weird. Moira took after her mother and father in personality. She loved almost everything, but she knew when there were times that love had to be tough. Those situations were few and far between. She was quick to make friends and even quicker to lose enemies. Growing up within arms reach of her mortal father, she made aunts, uncles, and cousins at the temple. She even got her first job at Morley's pub - Sean's familial business - as a waitress and eventually a bartender. Her jovial and light demeanor kept business coming. On her 21st birthday, Aphrodite began giving Moira visions. Moira knew of the goddess through readings and such, but had never had a divine intervention. Aphrodite told her that she was her child and of the sordid complications of her birth. Also, there was a gift for her. A golden liquid made of divinity. It wouldn't do it right away, but it would restore her to full power. Though when she was done, she would have to come back to Olympus as Edone and shedding Moira. At the time Moira thought this was a great idea. Another upside of the liquid was that it gave her part of her deific powers back. She could be a superhero if she wanted! And that she did, for a time. It wasn't four color and she wasn't quite proactive, but she mingled within the hero and villain community. Taking the name Divine, she put herself on the side of angels, but definitely wasn't a four color hero. Though she made friends on both sides of the coin. Heroes led to the Knights of Freedom (which, while good, was short lived). She even had a short fling with Captain Knievel (before she found out what he really was). She found the truest form of love in a woman went by the name Angel (Angel Marks). True friendship in Stesha/Fleur de Joie. But those two years passed by like nothing. By the time she was back to full power she remembered nothing. and was back on Olympus. What happened on Olympus stayed on Olympus. She made friends with Dionysus. She and Apollo fell in emphatic love. She, Ares and Aphrodite shared familial love. And she genuinely enjoyed herself. Six years passed with epic times had by all. But by the end of it, she was tired. Unfulfilled. And nostalgic of her true home. After thinking about it for a while and a long talk with her her closest friends and family on Olympus, she chose to forgo her godhood and leave Olympus. Zeus zapped her and she was on her way out the door when she was met by her friends and family. They had a gift It wasn't godhood, but something she could use on Earth. A golden bracer that could channel their power from Aphrodite, Ares, Apollo and Dionysus. Also the ability to talk with the group back and forth. She thanked them and started her new journey. Personality and Motivation Moira has a light-hearted spirit that seems like she's always having fun, even when in danger! Though she can be serious, no one really likes her serious side. It's more of her deific father showing through. It's short and mean and no nonsense. It wants to get things done. Luckily, she rarely indulges her serious side. Moira's back for her friends and family, because while having fun is fine, its nothing without anyone with you! She also sees this as a chance to show she can be a hero and not just a powerful person. Complications Easily Distracted: Things of beauty are likely to pull her off course, be it a painting or a person. Enemy: Eris plays the long game. She's not done with Edone/Moira yet. She may play on Hephaestus's feelings too to get him to lash out. Also Hades but he can't do anything directly (can he?) Identity: While she does have a stylish costume and a code name, her 'normal' life and her heroic life are not separate. Relationship: Sean, her mortal father. Responsibility: She has a job at Morley's pub. Responsibility: There are followers of the faith who may defer to her for advice. Abilities 15 + 4 + 10 + 0 + 4 + 14 = 47pp Strength 25 (+7) Dexterity 14 (+2) Constitution 20 (+5) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 24 (+7) Combat 6 + 6 = 12pp Initiative +2 Attack +3, +8 (melee) Grapple +18 (7 strength, 8 melee, 3 super-strength) Defense +8 (3 base, 5 dodge focus), +2 flat-footed Knockback -6 Saving Throws 5 + 5 + 5 = 15pp Toughness +12 (5 con, 7 protection) Fortitude +10 (5 con, 5 save) Reflex +7 (2 dex, 5 save) Will +7 (2 wis, 5 save) Skills 32 ranks = 8pp Bluff 5 (+12, +20 Attractive) Diplomacy 5 (+12, +20 Attractive) Gather Information 3 (+10) Knowledge (theology and philosophy) 5 (+5) Language 2 (English [native], Greek, Spanish) Notice 3 (+5) Perform (dance) 3 (+10) Perform (sing) 3 (+10) Sense Motive 3 (+5) Feats 16pp Attack Focus (melee) 5 Attractive 2 Distract (Bluff) Dodge Focus 5 Fascinate 2 (Perform [sing, dance]) Taunt Powers 17 + 11 + 14 + 10 = 52pp Golden Bracer: Device 4 (1+7+12=20/20 device points, hard to lose, Power Feats: Restricted [Olympian Heritage]) [17pp] Costume: Feature 1 (can change clothes to costume and back as a free action) [1dp] Divine Calling [2+5=7dp] Enhanced Feats 2 (Benefit [directed inspiration], Connected) Super-Senses 4 (Connection Link 4 [Aphrodite, Apollo, Ares, Dionysus; Power Feats: Dimensional]) Divine Channeling: Variable 2 (10 points of multiple powers of the divine descriptor) [12dp] Olympian Fighting Style (training descriptor) [9+2=11pp] Damage 5 (Power Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning, piercing, slashing]) [9pp] .Enhanced Feats 2 (Improved Grab, Improved Grapple) [2pp] Olympian Immortality (biological descriptor) [5+7+2=14pp] Immunity 5 (aging, cold, disease, heat, poison) [5pp] Protection 7 [7pp] Regeneration 2 (Resurrection 2 [1/day]) [2pp] Olympian Strength (biological descriptor) [4+6=10pp] Powerful Strides (3 point array, Power Feats: Alternate Power 1) [4pp] Leaping 3 (x10) [3/3] Speed 3 (50MPH, 500ft move action) [3/3] Super-Strength 3 (Effective Strength 40, Light 1 ton, Medium 2 tons, Heavy 3 tons, Max 6 tons. Push/Drag 15 tons) [6pp] DC Block Unarmed Melee DC 22 Toughness Damage (Physical, Bludgeoning) Olympian Fighting Style Melee DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (47) + Combat (12) + Saves (15) + Skills (8) + Feats (16) + Powers (52) = 150/172 Power Points
  9. Player Name: Moira Morley Character Name: Sanguine Power Level: 10 (150/154PP) Tradeoffs: -0 attack, +0 effect; -0 defense, +0 toughness Unspent Power Points: 4 In Brief: A bloodbender trying to make sense of her unheroic powers in a heroic light. Residence: Freedom City, New Jersey Base of Operations: None Catchphrase: "It's what's on the inside that counts." Alternate Identity: Maria Sangre (birth name), Bloody Mary (nick name) Identity: Public Birthplace: Manhattan, New York City, New York Occupation: College Student Affiliations: Freedom City University Family: Sarah Sangre (mother, 36), Tyrese Sangre (father, 40), Martin Sangre (brother, 20), Martha Sangre (sister, 20) Age: 18 (born 14 March, 1999) Apparent Age: late teens Gender: Female Ethnicity: Hispanic Height: 5'5" Weight: 140 pounds Eyes: red sclera, black pupils Hair: black Maria is somewhat of an hourglass, but with slightly wider hips. Her body is firm and put together nicely, not a single ounce of wasted space. Her hair is smooth and long enough to reach her mid-back, she mostly wears it down, but can tie it up into a large, braided bun. Her skin is a darker brown. She was born with her eye color. Her top canine teeth are short sharp fangs. She has three tattoos. Between her shoulder blades are three Chinese words, top to bottom, 'Red', 'Life', 'Serpent'. On her left shoulder is a snake coiled around a sun, trying to swallow it. On her right wrist is a sleeping snake wrapped around it. She always wears knee-length or ankle-length skirts that always flow. Her tops are either sleeveless, button-up vests or sleeveless sports tanktops. Shoes are a pair of white trainers. Her costume is a full body suit that covers everything but her neck and head, and a domino mask. The suit is made of morphic molecules, and feels slightly ridged to the touch. It's dark red with thin black lines that look like snake scales. Power Descriptions She was born with her powers, making her a mutant. Though she didn't get any of the Hemokinesis or Levitation until her junior or senior year of high school. As mentioned, she was born with her eye color. Hemokinesis is noticeable as she and the effected are surrounded by a damp, dark red corona. Levitation is a weak form of telekinesis that she can only affect herself with... for now. Fangs are subtle because they fit in her mouth. Blood Awareness causes her eyes to glow, though it's a purely mental sense and doesn't need to see to use it. Her Mutated Blood is not visible, but she cannot donate and does not have a matching type to any. History Maria's parents are second and third generation Puerto Rican immigrants. They met as children and grew up together, eventually having their first children and getting married afterwards. Her older brother and sister are identical, and (to Maria's belief) some what psychic of each other. Being the youngest, her sister and brother believed she was coddled too much. Maria didn't disdain the love of her parents, but she did test their boundaries. She was a smart kid who got away with more than she'd admit. None-the-less, her smarts got her into good places, like advanced classes. Puberty was kind to her, the cute little kid turned into a beautiful woman. During that time she tested her boundaries again, and she found out she was pretty much savvy in the ways of giving direction. She was happy about that. She saw herself a leader, a guide. Late in her senior year of high school is when she started developing her powers. It was almost an accident. She though she was losing a tooth at first but when she saw the fangs it was less scary and more intriguing. She joked around school that she was some kind of vampire. only to find out that there was more than just fangs. She could sense blood and when she sensed it, could do things to it! From then on she kept on pushing the boundaries of her powers, seeing what she could do. She even ordered a morphic molecule costume. She was going to be a hero post high school. Then the free ride to Freedom City University came. She had her suspicions, but the scholarship was just for good grade. She could have went anywhere, but Freedom City had superheroes. The more she could interact with the big guys. the better. So she accepted. Personality and Motivation Maria is 'dominant'. She leads, balking at the idea of following. Not that she's mean or rude about it, she just knows her place is the front. Though if she has to defer to someone, she'll take notes meticulously, trying to see what it would take to be in that position. Like any leader, she is a problem solver. She'll listen and try to find solutions. Maria is also studious, and a researcher. Even in quiet times she likes to challenge her mind. If there ever is quiet time. Maria is a mover and shaker. The only time she seems to be still is when she's asleep. Maria seeks two things right now. One the destigmatization of her powers. People see the whole blood part of her powers and think very lowly of them! She's not a bad person and wants to show that. The other goal is to balance being a hero and continuing her education. She has a degree to earn and people to protect, of which she's giving up on neither. Complications Disability: Her blood thickens without power use. She takes blood thinners or uses her powers, depending on the situation. Disability: She needs contacts or glasses to see far away. Identity: She does not keep this secret. Prejudice: Being a hemokinetic gets you looks in the hero community when you work your powers. People think she's either a villain or is at least an 'Iron Age' hero when they see it! Reputation: Blood powers? Fangs? People think she's a vampire! Reputation: Her headstrong leader attitude does not endear her to some. Responsibility: She is attending Freedom City University on a scholarship. She's also pledging a sorority at FCU. Abilities 6 + 2 + 6 + 10 + 4 + 6 = 34pp Strength 16/35 (+3/+12) Dexterity 12 (+1) Constitution 16/30 (+3/+10) Intelligence 20 (+5) Wisdom 14 (+2) Charisma 16 (+3) Combat 8 + 10 = 18pp Initiative +1 Attack +4 Grapple +7, +16 with Blood Strengthening Defence +10 (+5 base, +5 dodge focus; +3 flat-footed) Knockback -1, -5 with Mutated Blood, -10 with Blood Strengthening Saving Throws 2 + 5 + 4 = 11pp Toughness +3/+10 (3/10 con) Fortitude +5/+12 (3/10 con, 2 save) Reflex +6 (1 dex, 5 save) Will +6 (2 wis, 4 save) Skills 44 ranks = 11pp Bluff 7 (+10) Diplomacy 7 (+10) Knowledge (behavioural sciences) 5 (+10) Knowledge (business) 5 (+10) Knowledge (physical sciences) 5 (+10) Language 2 (Spanish [native], English [native]; Latin; note: raised in a two language household) Notice 8 (+10) Search 5 (+10) Feats 12pp Attractive Conspiracy Theorist Dodge Focus 5 Eidetic Memory Leadership Luck 2 Taunt Powers 15 + 3 + 2 + 35 + 9 = 64pp all powers mutation in descriptor Container 3 (Mutated Blood; 14+1=15PP Container) [15PP] Enhanced Constitution 14 Immunity 1 (aging) Damage 0 (Fangs; Power Feats: Improved Critical, Mighty, Subtle) [3PP] Flight 2 (Levitation; Drawbacks: Low Ceiling 3 [5ft]; Power Feats: Subtle) [2PP] Hemokinesis 15 (30PP Array; Power Feats: Alternate Power 5) [35PP] Base Effect: Mind Control 10 (Body Control; Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaw: Distracting) {30/30} Alternate Effect: Container 6 (Blood Strengthening; 1+19+10=30PP Container) {30/30} Enhanced Feat 1 (Endurance) Enhanced Strength 19 Impervious Toughness 10 Alternate Effect: Damage 10 (Blood Tainting; Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Distracting) {30/30} Alternate Effect: Healing 10 (Blood Sustenance; Extras: Restoration, Total; Flaws: Personal, Source [Blood]; Power Feats: Benefit [counts as a meal], Persistent, Regrowth) {23/30} Alternate Effect: Move Object 8 (Blood Throw; Extras: Damaging; Power Feats: Accurate 2, Precise) (27/30} Alternate Effect: Nullify 10 (Blood Cure; all biological effects; Extras: Duration 2 [Sustained]; Flaws: Distracting, Range [Touch]; Power Feats: Selective) {20/30} Super-Senses 8 (Blood Awareness [very common, mental; accurate, acute, radius, ranged], Danger Sense [Blood Awareness]) [9PP] Drawbacks -0 = -0pp DC Block Unarmed Melee +4 DC 18 Toughness (Staged) Damage (Physical, Bludgeoning) Unarmed, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Bludgeoning) Fangs Melee +4 DC 18 Toughness (Staged) Damage (Physical, Piercing) Fangs, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Piercing) Blood Control Perception DC 20 Fortitude Controlled Blood Cure Melee +4 Opposed Power Check All Biological Effects Nullified Blood Tainting Perception DC 25 Fortitude (Staged) Damage (Mutation) Blood Throw Range +8 DC 23 Toughness (Staged) Damage (Mutation) Totals: Abilities 34 + Combat 18 + Saving Throws 11 + Skills 12 + Feats 12 + Powers 63 = 150/154 Power Points
  10. Justice Power Level: 8 (117/121PP) Unspent Power Points: 4 Trade-Offs: +3 Attack / -3 Damage (Justice Buster), -2 Attack / +2 Damage (Justice Kick), No Defensive. In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: The Moment - Miracle of Sound ft. Karliene Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) Description: Age: 23 (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Dark brown Hair: Green Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green ees and wears glasses. She will usually dress casually, prefering t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin tends to wear dark pants, a long sleeved red shirt, her Justice Driver belt, and a red domino mask to hide her identity. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A form fitting gold and red costume that that covers her entire body and face, with an apperance somewhat inspired by the Emerald Spider. She uses a simple red star on her chest as a logo. History: Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Personality & Motivation: Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Powers & Tactics: Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile. Power Descriptions: Robin posses no innate powers. All her abilities come from gymnatic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The Justice Buster is a slightly oversized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets. The Justice Driver is a device in two pieces: A belt that takes commands from Robin's cell phone. By starting a special program on her phone, which requires a passcode entered with Robin's fingerprints, she can cause a lightweight body armor to appear from the belt, hiding her identity. At the moment, the suit also enhanced Robin's constitution, making her more resistant to damage, but she has has many other upgrades planned, once she figure out how to make them work. Complications: Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to. Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP Strength: 10 (+0)/14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) / 18 (+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +6 Melee (+4 Base, +2 Justice Driver), +9 Ranged (+4 Base, +3 Attack Focus, +2 Justice Driver), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Justice Driver) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -2 Saving Throws: 3 + 6 + 6 = 15PP Toughness: +4 (+2 Con, +2 Defensive Roll) / +8 (+4 Con, +2 Defensive Roll, +2 Protection) Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 6 (+8) Bluff 6 (+8) Computers 6 (+11) Concentration 6 (+8) Craft [Electronics]Skill Mastery 7 (+12) Craft [Mechanical]Skill Mastery 7 (+12) Diplomacy 6 (+8) Disable Device 6 (+11) Gather Information 6 (+8) Investigate 3 (+6) Knowledge [Physical Sciences]Skill Mastery 7 (+12) Knowledge [Technology]Skill Mastery 7 (+12) Notice 6 (+8) Search 3 (+8) Sense Motive 6 (+8) Feats: 14PP Attack Focus [Ranged] 3 Attack Specialization [Justice Buster] 1 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Improvised Tools Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) Uncanny Dodge [Auditory] Powers: 6 + 18 = 24PP Device 2 (Justice Buster; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology) Blast 5 (Justice Shot) [10PP] (Kinetic) Device 5 (Justice Driver Alpha v5; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Only you can use, Subtle) [18PP] (Invention, Technology) Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP] Enhanced Feats 1 (Quick Change) [1PP] Enhanced Stats 8 (Constitution+4, Strength +4) [8PP] Enhanced Trait 4 ("Enhanced Attack", Attack Bonus+2) [4PP] Protection 2 [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Name Range Save Effect Attack bonus Unarmed Touch DC15/DC17 Tou (staged) Damage +6 Justice Shot 50 ft. DC20 Tou (staged) Damage +11 Justice Kick Touch DC25 Tou (staged) Damage +6 Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (22) + Feats (14) + Powers (24) - Drawbacks (0) = 117/121 Power Points
  11. Hell Girl Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +4 attack / -4 damage (tail swipe) In Brief: Daughter of a demon prince and a mortal. Fights against an evil reputation to do superhero work. Catchphrase: "Don't be evil!" Alternate Identity: Tanya Keshmiri (public) Birthplace: Brooklyn, New York City, New York Residence: Clinton Hill, Brooklyn Base of Operations: United States (and major parts of Canada) Occupation: Musician Affiliations: Monster Blast (the band) Family: Aaliyah Keshmiri (mother) Description: Age: 21 (DoB: 6 July 1997) Apparent Age: Gender: Female Ethnicity: Iranian-American mother, Demon father Height: 5'7" Weight: 120 pounds Eyes: Purple/Black Hair: Black Tanya is a slim, brown skinned beauty at first glance, but that's not what people are looking at. Below her knees are goat legs and hooves. Above her butt is a thick brown flesh tail that reaches up to five feet. At the end is a spade. On her back are two retractable wings, leathery and black, 3 foot a piece for a 6 foot wing span. Her pupils are unnaturally colored a dark amethyst, and the rest of her eyes are colored black. Her hair is long and silky, reaching down to her mid back. She keeps it down, mostly. Needless to say, it's hard to find clothes. She wears wraparound skirts and tanks or vests for tops. History: Samael has been known as an angel, a demon. An accuser, a seducer, a destroyer. He's been known to father half mortal progeny to be his eyes and ears on the mortal realm when they get old enough. This version, of the infinite multitudes of reality, was a demon. A very high ranking one in his Hell realm. Summoned to Earth, he was tasked by his summoner to make half-demon children so the summoner would have powerful retainers. Half-reluctantly, Samael went about his business. Once the deed was done, Samael would give the summoner his fate, taking his life. The half-demon children would be his... in Hell. The body Samael wore to seduce Aaliyah Keshmiri was the most beautiful man she had ever seen. The one night stand she had with the beautiful creature was something she regretted a few months later when she found out she was with child. Aaliyah kept the child, not knowing what she was giving birth to. When the time came to deliver her child, she and the doctors found out with much horror, that the child had demonic features. Most prominently hooves for feet, but also small wing and tail nubs. Also an almost too healthy set of lungs. This scared Aaliyah, but she wanted to keep her child. She would raise it right, she hoped. Tanya's features, early on, got her more friends (or gawks, at least) than enemies. Kids are much nicer than adults when it comes to appearance. People around the neighborhood became used to the winged, hooved, tailed girl. She didn't act evil so they didn't treat her like it. Also, she would dress up as a cute little angel for Halloween. High school, though, proved to be a testing ground of her patience and temper. Uppity with her human hormones, she was not about to hold back and take it. This was where she learned she couldn't go to church. Confession physically hurt her. Being on the premises hurt her soul. She ran away from the building and never returned. Disheartened, Tanya felt she had to do something for penance. Down in Freedom, they did superhero things for good. So she studied about her kind and learned what she could do. This is when her dark powers started kicking in. Samael spoke to her. He told her that this would be the toughest journey. That hate would most likely conquer, but that if she wanted to do good, it was her own choice. He would be watching. This also is when she started having nightmares of her father's realm. He told her to pick up an instrument, it helped to sooth things. Guitar was what she did. She got real good at it, and thought this would be her calling. Picked up small gigs, and eventually formed a band with a few like minded folks who didn't care about her appearance. They were mostly from Freedom City. The newly formed group took the name Monster Blast; Tanya did guitar, Brandon was on bass, Jack was on drums, and Serena sang. Late nights with her new friends is where she picked up her love of alcohol; it's been a mentor to her as well as an adversary. Eventually the gang made it to Freedom City. Of course, Serena and Jack lived there, but Tanya was intrigued by the setting. Her dark powers allowed her to visit whenever she wanted, but with her friends, she finally got a good look at the city of heroes and villains. And? While it was a fun romp, she only felt like a tourist. Monster Blast set up a few gigs in different places. Tanya would go home afterwards. Safe from the hutle and bustle of super heroics. Then she remembered that she had a lot to learn about herself and her powers. Monster Blast traveled still, with Tanya, but she spent most of her days in Freedom. Taking the name Hell Girl - because looking like her, so much for a secret identity -, she did her part of heroism in the city. Personality & Motivation: Tanya is a boisterous sort. She believes in living life to the fullest. "Eat hardy, for tomorrow isn't promised," to mix a phrase. She's not mean, but can come as such. Her style of friendliness is close contact, not actually hitting, but the concept of personal space seems a foreign concept to her. The only time she seems focused is when she's playing guitar or doing magic. Her motivation is to avoid the slings and arrows of the demonic side of herself. Don't be evil is pretty much her motto. Though she seems to toe in it with her infernal powers. She has to go to dark places to get it to work, so she halances her life with activities to counter the evil. Powers & Tactics: Start off with a warning. If you can scare them, you won't really have to hurt them. If you must fight, then win. Make them wish they had never crossed a (half) demon. Your infernal powers are mostly melee range, turn on the force field as slap them silly with your tail swipe, or worse your evil magic. You're not aiming to kill them, but they're going to wake up with such a headache.. Power Descriptions: Being a 'bog standard' demon of her type, she has a tail, wings, and hooves. No horns yet, not powerful enough. Though her study of the arcane arts, she naturally knows 'spells'. Incantations that allow her to access her demonic power. The words are a crutch that she doesn't need, she'll eventually get past them. She can use evil itself as a barrier against blows, manifesting as a dark looking aura lining her body. Anyone near her will feel 'wrong' mentally as long as she focuses on it. Complications: "But mom!": Living under her mother's roof means following her mother's rules. Commuting: She lives away from the major hero cities. Dark Humor: Really, only among friends, but her ability to laugh at an inopportune time or tell a joke that could be taken wrong. Demonic Features: She has wings, a tail, and hooves for feet. This might not sit well with some. Holy Ground: She's part demon. It will weaken and eventually kill her. "I'm with the band.": She pays guitar for Monster Blast. "PS I love you.": She does love her mother and would go all out if anything were to happen to her. Recurring Nightmares: She has dreams of hellish realms, ones she feels comfortably home in. When she wakes from her dreams, she might not feel so well. 'Them thar turrists': Being brown in America gets you free hostility. Use Your Words: She uses incantations to access her infernal 'spells'. If she cannot speak, she thinks she cannot use them. Vices: Hoo boy, does she like to drink. Abilities: 8 + 6 + 8 + 2 + 4 + 10 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 base, +10 Melee, +10 Move Object, +14 Tail Swipe Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +14, +20 Move Object Knockback: -2, -5 with Force Field Saving Throws: 3 + 4 + 8 = 15PP Toughness: +4/+10 (+4 Con, +6 Force Field) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Bluff 12 (+17) Concentration 11 (+13) Intimidate 12 (+17) Knowledge (arcane lore) 4 (+5) Knowledge (theology & philosophy) 4 (+5) Language 5 (Arabic, English [native], Farsi/Persian, Greek, Hebrew, Latin) Notice 8 (+10) Perform (stringed instruments) 8 (+13) Sense Motive 8 (+10) Feats: 16PP Attack Focus 4 (Melee) Attack Specialization 2 (Tail Swipe) Distract (Bluff) Distract (Intimidate) Dodge Focus 6 Move-by Action Unbalancing Strike Powers: 4 + 31 + 5 + 6 = 46PP Damage 2 (tail swipe; Feats: Extended Reach 1 [+5ft], Mighty) [4PP] (body part, natural) Flight 3 (wings, 50MPH; Drawbacks: Power Loss [if bound]) [5PP] (body part, natural) Force Field 6 (wreathed in evil) [6PP] (evil, magic) Infernalism Array 12 (24PP Array; Feats: Alternate Power 7) [31PP] (evil, hellfire, magic) Base Power: Drain 10 (Lash of Weakness; drains any trait; Extras: Alternate Save [Will]; Feats: Extended Reach 2 [+10ft], Slow Fade 2 [5 minutes]) {24/24} Alternate Power: Damage 8 (Dark Gout; Extras: Area [Cylinder], Range [Ranged]) {24/24} Alternate Power: Damage 10 (Consume Life; Extras: Alternate Save [Fortitude], Vampiric; Flaws: Requires Grapple; Feats: Persistent, Regrowth) {22/24} Alternate Power: Insubstantial 4 (Hellfire Mote; Incorporeal), Enhanced Traits 4 (Affects Corporeal [unarmed]) {24/24} Alternate Power: Mind Control 10 (Subvert Conscious; Extras: Conscious, Instant Command; Flaws: Range [Touch]; Feats: Mental Link, Subtle) {22/24} Alternate Power: Move Object 10 (Darkness' Hands; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Feats: Accurate 2 [+4], Indirect [in front of you, directed away], Precise) {24/24} Alternate Power: Summon 8 (Demonic Duplicate; Extras: Heroic) {24/24} Alternate Power: Teleport 8 (Dark Path; 800ft move action, 2000 mile full action; Extras: Accurate) {24/24} Drawbacks: (-3) = -3PP Vulnerable (holy attacks, +100%; Frequency: Uncommon; Intensity: Major) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage (Physical) Consume Life Touch DC 25 Fortitude Damage (Hellfire) Dark Gout Range, 40ft Cylinder DC 23 Toughness Damage (Hellfire) Lash of Weakness Touch, 15ft DC 20 Will Drain (any trait) Subvert Conscious Touch DC 20 Will Mind Control Tail Swipe Touch, 10ft DC 21 Toughness Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (16) + Powers (46) - Drawbacks (3) = 150/150 Power Points
  12. Player Name: Heritage Character Name: The Shrike Power Level: 10/12 (180/184PP) Tradeoffs: Defense +3/Toughness -3 Unspent PP: 4 In Brief: Snarky barista/musician wielding magical artifacts. Alternate Identity: Gretchen McDaniels Identity: Secret Birthplace: Portland, ME Area of Operations: Emerald City, OR Occupation: Barista/bookseller/personal crime-fighting assistant Affiliations: Grimalkin, Silberman's Books Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend) DOB: November 21, 1991 Gender: Female Height: 5'1" (5'4" in costume) Weight: 113 lbs. Hair: Brown Eyes: Blue Gretchen is an attractive young woman in her mid-twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner. As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger. The Shrike is a mysterious figure wrapped in black; her costume is a mostly black armored jumpsuit with silver accents, topped with a hawk-like silver half-face mask bearing a large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height to make her slightly more intimidation, and her gloves are padded for extra protection. A black hooded cloak reaches down to her ankles; the hood helps to hide her features a bit better, and the cloak softens her outline in the shadows. A small carbon fiber shield is strapped to her right arm, which she keeps on her back when not in use. A silver ring with another ruby is visible on the index finger of her left gloved hand. History: For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder. But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same. Due to a rather bizarre set of circumstances, Gretchen now bears the Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these two magical artifacts adapt to their user, so her costumed identity is very different from her predecessor's. After having been in a committed, very intimate relationship with Lynn for over two years, Gretchen felt the need to make a change; it's not that her feelings for Lynn had lessened; in fact, they'd grown more intense. But Gretchen nonetheless felt the desire to get some space, to work through some things, and do some solo crime-fighting on her own. After much discussion over the course of a long summer road trip, Gretchen and Lynn came to an agreement. Gretchen would help open a new Silverman's Books location in Emerald City, under her own management and operation. The two would still remain dating, but had permission to see other people, though they would still be very much a couple connected by strands of magic. This whole situation is very new, but Gretchen hopes it will help her shake off the feeling that she is being smothered by someone she loves. After a year, both parties will review the situation and go from there. Personality & Motivation: Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world. Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude. Powers & Tactics: The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease. The Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' and allowing her to become immaterial, abilities that greatly increases her combat flexibility. Since losing the Cloak of Mystery, Gretchen's supplemented her magical devices with tactical gear, including armor and several varieties of handmade, non-lethal grenades. Complications: Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her. I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values. Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter! The Distance Between Us: Gretchen and Lynn are attempting maintain an open, long-distance relationship assisted by magic. It's challenging and very much I'm work in progress Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP Strength: 12 (+1) [Heavy Load: 130 lbs.] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 24 = 36PP Initiative: +3 Attack: +6 Ranged, +6 Melee, +10 Ring of Power Grapple: +7, +16 Ring of Power Defense: +12 (+13 w/Shield) Knockback: -10 (-1 without Cloak) Saving Throws: 8 + 7 + 8 = 23PP Toughness: +2/+7 (+2 Con, +2 Defensive Roll, +3 Protection [EP]) Fortitude +10 (+2 Con, +8) Reflex +10 (+3 Dex, +7) Will +10 (+2 Wis, +8) Skills: 152R = 38PP Bluff 8 (+10) Computers 12 (+15)* Craft: Chemical 2 (+5) Craft: Electronics 12 (+15)* Disable Device 12 (+15)* Drive 2 (+5) Gather Information 3 (+5) Investigate 7 (+10) Knowledge (Arcane Lore) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 7 (+10) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 2 (+5) Knowledge (Technology) 7 (+10)* Medicine 3 (+5) Notice 8 (+10) Perform (Keyboards) 13 (+15) Perform (Singing) 13 (+15) Perform (Stringed Instruments) 13 (+15) Search 7 (+10) Sense Motive 8 (+10) Stealth 7 (+10) Feats: 8PP Attack Specialization 2 (Ring of Power) Defensive Roll 2 Improvised Tools Inventor Precise Shot Skill Mastery* Equipment: 0PP (40EP from Rewards) Silberman's Northwest (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Library Living Space Powers 6 (144PP, see below) Security System 2 (DC 25) Workshop  Shrike's Gear Armored Jumpsuit 3EP Small Shield 1EP Laptop 1EP Tactical Harness [20EP Utility Belt] Tear Gas grenade (ME: Dazzle 4 + Nauseate Explosion 4) [18EP] Flash-Bang grenade (AP: Dazzle Burst 4) [1EP] Smoke grenade (AP: Obscure 2 [visual])[1EP] Powers: 17 + 32 = 49PP (All have Magic descriptor) Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP] Comprehend 2 (All Codes and Written Languages) [4PP] Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP] Device 9 (Ring of Power, Magical Ring, 40PP, Flaws: Hard-To-Lose) [32PP] Magic Blast Array 10 (23PP Array, Feat: Alternate Power 3) [26PP] Base Power: Ranged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP] Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP] Alternate Power: Move Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle) [1PP] Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle 2) [1PP] Dimensional Pocket 1 (Flaw: Limited [Storage only], 100 lbs.) [1PP]  Flight 5 (250 mph) (Power Feats: Subtle 2) [12PP] Super-Senses 1 (Communication Link [with Grimalkin]) [1PP] Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/184 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness Damage (Physical) Blast Ranged DC25 Toughness Damage (Physical) Flash-Bang Ranged DC14 Reflex Dazzled Magic Bomb Ranged DC21 Toughness Damage (Physical) Smoke Grenade Ranged - - - Obscure (visual) Tear Gas Ranged DC14 Reflex Dazzled and Nauseated
  13. Delta Power Level:10 (150/153PP) Unspent Power Points: 3 Trade-Offs: +0 Attack / +0 Damage, -5 Defense / +5 Toughness In Brief: Telepathic Cyber soldier from the Terminus trying to hide from his squad and the man who made him. Catchphrase: "No it's not Halloween, those are my eyes." Alternate Identity: Unknown Birthplace: The Terminus Residence: Freedom League Lodgings Base of Operations: Freedom City Occupation: Cybersoldier Affiliations: Freedom League Family: Alpha, Beta, Charlie and Echo - the squad that is hunting him down still mind control by Dr. Düster. Description: Age: 10 years of memories since awakening Apparent Age: 28 Gender: Male Ethnicity: Terminus Height: 6ft Weight: 300lbs Eyes: Large Bulbous mechanical looking Cyber eyes both seem to 'wrap' around his head to the back with cables connecting the eyes the base of his skull where the Cyberarms start. Hair: None Dark brown skin covers what would normally be a pretty well muscled frame, but is contrasted against by black and red metal that seems to cover large swathes of Delta's body. He is clearly an ungodly amalgam of man and machine and no amount of politeness could pretend otherwise. Large bug like cybernetics have replaced his eyes, they have overlapping plates that wrap around his head covering the base of his skull and running down his neck where they join more plates running up from the cybernetic shoulders, arms and glowing power plant that is in the center of where his shoulder blades would normally be. The metal itself is a strange ore from deep in the terminus that is normally pitch black, but some parts are picked out in red and the power plant is a raised disc that glows cherry red when he uses his arm cannons. The lip of the disc is raised a further inch from his back in what must be some kind of heat dispersal. The plates themselves slide and move allowing tools and weapons to slide out of them. The base of his skull has further raised parts that whir and hum like a large DVD player when he is using the various computer parts installed there. Covering the rest of his body there are signs of more implants in his legs, arms and face, but most of that is covered by an obviously armored suit that has a number of collapsible gadgets hanging from the belt and pouches on the light jacket covering his chest and on the pants and shoulders. The clothing is camo greens and browns but is not manufactured from this present time seeming to have no seam and offers much more protection than normal. History: Delta's memories started ten years ago, when he woke on a surgery table his body 18 years old, his mind almost a total blank and a face he would become very familiar with looking over him asking if he was alright. It was Dr. Düster, the surgeon who had decided that after the last defeat at the hands of super heroes that they didn't need more soldiers, they need an infiltration squad to take down super heroes, their families and surgical strikes contested by super heroes. So he was putting together, he hand picked Terminus residents, prisoners, soldiers and mercenaries from around Lord Omega's realm. Then he got to work, he created five of them and named them like a scientist creating soldiers would. Alpha, Beta, Charlie, Delta and Echo. First he removed most of their personal memories, most of their personality, treated them with genetic treatments, implanted computers and mind control chips in their heads and equipped them for infiltration, military action and then he added more cybernetics.That was when Delta woke up and started training, his MO was the Engineer, computer expert and flanker. Simulations gave way to live fire and then strikes with in the Terminus all part of the training. About four years in something went wrong and an enemy got behind Delta and did severe damage enough to require the amputation of both of his arms and major rebuilding of the back of his skull but that didn't slow down Düster down he simply found a rare metal local to the are that would work, a few interesting materials and he put together a set of arms that made Delta even more flexible...but the materials interacted with Delta's genetic mutations and developed one of their own. It started slowly but Delta became aware, first that the mind chip was still delivering commands but that he could not ignore them as he developed more and more self control and then it got weird things started closing the last inch to his hand with out any outside source of movement he started finishing peoples sentences, people he had just met. He kept it hidden it as best he could, having four mind controlled squad mates helped as they did little more than follow orders. Another 3 years of free will went by, Delta helped the people he could but deep in Terminus territory he had no where to go. Finally the strike on Earth and Freedom city, Delta waited till they were through the portal on a strike mission and he ran for it. His target the same as his brothers, a freedom league outpost, he got there first warned them what was coming and earned himself the amnesty, and a place he could call his own and not have anyone in his head...but he started developing the ability to put commands in peoples head as well and he is starting to fear he is becoming the things he fears. Personality & Motivation: Delta has limited memories to draw on, but most of them are of the blasted lands of the Terminus, he will do whatever it takes to stay on Earth. He will fight whoever he needs to if it means friendly relationships with the powers that be on Earth. Delta is motivated primarily by the search for freedom and for freedom for his 'brothers' he wants to free the rest of his team and in the end the rest of the Terminus. A grand dream but he has so little else to hold on to, a normal life is not for him, he looks like something out of a horror movie and knows it, he longs for a normal life and wonders about who he was before he was captured. The last decade holds nothing but war, fighting and training and so Delta tends to react more strongly in many circumstances than he should logic and tactics rule his thinking and he is continuously suspicious of other peoples motives and even more so of his growing powers. He inherently respects other peoples freedom and will react with more force than needed to the sight of those oppressed, enslaved or otherwise helpless as he feels a strong bond with them. Powers & Tactics: Although Delta has the power to take on many more powerful foes head on his preference is stealth, misdirection and striking from a position of knowledge and power. He likes to plan, he likes to scout out what he is about to face and then he likes to strike like a bolt of lightening from an unexpected direction. Between his ability to teleport, send out scout robots and hack computers from a distance he typically dissects a situation very thoroughly before he jumps in but his abilities and power often allows him to do that in a very short space of time. Power Descriptions: The obvious things are his massive cyber arms, cyber eyes and the modifications made to his skull, all black metal, spikes and red edges the large disk shaped power source on his back glows red when he is exerting his strength or firing his arm cannon. The flexible black metal on his arms slides and shapes itself to allow blades, spikes and blunt edges to form allowing him to strike with any kind of surface he would like, his telekinetic short range abilities have manifested with extreme precision allowing him to mimic many of the weapons hidden in his arms with telekinetic blows of varying degrees of 'sharpness' within about a 10' radius those of course are all but invisible but for their effects. When ranged combat is needed his hand retracts exposing a massive cannon that runs the length of his forearm and allows him to shoot bolts of bright scarlet energy with extreme precision. His less precise long range telekinesis allows him to lift great weights, even pinning people in place without any obvious source other than the pulsing of the disc shaped power source on his back. More dangerous than his weapons is the computer assembly and the telepathic powers that are crammed into his skull. His cyber eyes look like something of a cross between a camera lens with a large visible shutter and the front end of binoculars when fully exposed. Various antenna extend from the black cybernetics mounted in his skull as he access computers or communicates over long distances. When he is in full processing modes small red LED's flash along the sides and back of his skull as he uses more power than normal to have the computer fully focused on what he is doing, colorful overlays giving him instructions are visible in front of him as he activates the skill chips in his processing core and when he uses his telepathic powers small arc of electricity leap from implant to implant...usually larger arcs mean something went wrong. His armor contains a belt that teleports him in a flash of light, a cloaking device strapped to the center of his chest that looks like a black donut about the size of his palm with multiple electric blue overlays that flash before he vanishes in a shimmer. Several black and gold tubes of nanite activators hang from his belt to activate the nanites in his body as well as several cyber implants repairing damage to flesh and machine. In a small pouch he has four orbs that expand into scouting robots that cloak themselves and fly around scanning the area around him feeding information about what they see and hear directly into his mind leaving him vulnerable to attacks on the drones. Finally a strangely shaped square strapped to his back expands out to a hover board allowing him to fly at great speeds, the board itself is controlled by some of the mechanics in his headware and can be recalled to catch him if he is knocked off, it has red jets beneath it to keep it up and the same at the back to drive it forward. Finally in combat he can call up an almost transparent yellowish field of telekinetic energy that protects him from most small arms and close combat weapons, but it has been known to overload with too much damage causing it to implode in a rush of energy that can both blind and deafen Delta if he doesn't react quickly enough. Complications: There is only War!: Delta's only memories is training and war, he views almost all things as tactical problems that can be solved by brute strength or cunning. This is not necessarily the best thing to deal with social situation, police officers, people who want to ask questions, reporters or putt-putt courses. Frequently his reaction is overbearing, aggressive or violent when there is in fact a better way. Mad Scientist alert: Dr Düster is out there, and so are his brothers they are looking for him as is anyone else in charge of looking for soldiers/deserters from the last Terminus invasion. There may even be a price on his head for villains, bounty hunters or others who have contact with the Terminus system. It's not Halloween: Delta is not pretty, he hardly looks human and he has more machine parts than your average blender. This causes many awkward situations when he has to go through metal detectors, fancy dress parties or anything that normally requires you not to look like something out of a Terminator/Alien mash up. He makes children cry, raises fear in the locals he's come to rescue and has a hard time getting into places where weapons are not welcome. Lobotomy: Large portions of Delta's brain was removed in the operations that made him what he is most of those had to do with his memories from his past, others were to do with his personality and compliance. This sometimes manifests, even though he has redeveloped much of his capabilities through his psionic power, in him having phantom memories of his past, not catching jokes/innuendo or subtle body language, following instructions that he shouldn't and taking things extremely literally...a problem in a society where comments like 'well just shoot me', 'let it burn' and 'squash them like a bug' are a somewhat regular occurrence. Not the eyes!: Delta's eyes have been completely replaced by his cybernetics, cybernetics made from the same material that seems to have interacted with his genetic changes to spark his psionic powers. The problem is they are still machines, they tend to get swirly around strong magnets, turn off altogether if they get hit with a certain frequency or jarred in a certain way. All kinds of failures occur from time to time, usually when it's least convenient from something as innocuous as switching colors, getting focused on something they shouldn't be so everything else is blurry up to glowing red for no apparent reason or...on occasion...shooting out some kind of beam that may or may not melt whatever he was looking at. Dr Düster made many modifications to his eyes and he is only scratching the surface of what they can do. I have a machine in me: As with his eyes there are many, many implants in Delta and a swarm of nanites occupy his blood building molecular level implants around his body even now. It is unclear whether it is some kind of high speed evolution but it means there is always something going on inside of him and that there are a number of implants that have abilites he is not aware of. This can manifest positively in unexpected beneficial powers but also in things happening around him that he doesn't expect. Cars stop working as he walks past, all the electronics in a room reset and send all their information to him, his thoughts manifesting on screens around him. His eye view showing up on the mall security screens miles away from where he is, most of the time he is very much in control but every now and again something he doesn't expect happens... Abilities: 4 + 6 + 6 + 4 + 4 + 0 = 24 PP Strength: 14/26 (+2/+8) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14/36 (+2/+13) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 4 = 16PP Initiative: +3 Attack: +6 Base (+10 Cyberarms) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +2/+8 Knockback: -2/-4/-8 (Con/Armor/Force-field) Saving Throws: 3 + 3 + 7 = 13 PP Toughness: +3/+8/+15 (+3 Con, +5 Armor, +7 Telekinetic Force Field[+7 Impervious]) Fortitude: +7 (+3 Con, +1 Gear, +3 Base) Reflex: +9 (+3 Dex, +1 Gear, +5 Base) Will: +7 (+2 Wis, +5 Base) Skills: 80 R = 20 PP Computers 14 (+16/+27)skill mastery Disable Device 14 (+16/+27)skill mastery Drive 4 (+7)skill mastery Knowledge (Tactics) 8 (+10/+21) Notice 12 (+14) Pilot 4 (+7)skill mastery Search 8 (+10/+21) Stealth 8 (+11) Survival 8 (+10) Feats: 15 PP Accurate Attack Ambidexterity Attack Specialization (Cyber Arms) 2 Dodge Focus 3 Elusive Target Evasion Lucky 3 Power Attack Skill Focus(Computers, Disable Device, Pilot, Drive) Stunning Attack Powers: 1 + 3 + 1 + 7 + 16 + 23 +16 = 62 PP Super Senses(Cyber eyes; Infravision, Ultravision, Drawbacks: Noticeable) 1 PP Enhanced Feats(Built in Skill Chips; Beginners Luck, Eidetic Memory, Jack of All Trades) 3 PP Enhanced Feat(Built in Tools: Improvised Tools) 1 PP Protection 7 (Telekinetic Force Field; Extras: Impervious 7, Flaws: Side Affect (Dazzle 4 [Auditory + Visual]) 7 PP Techno-pathic Array 5.5 (11 PP Array; Feats: Alternate Power 5) [16 PP] Base Power: Super Senses 9 (Radio Scanner; Radio, Enhancements: Accurate [+2], Extended 2 [10 000ft, Notice], Danger Sense [Radio], Uncanny Dodge[Radio] Counters Concealment 2 [Radio]) [11PP] (technology) Alternate Power: Datalink 10 (Internal Computer; 200 000 miles, Feats: Machine Control) [11PP] (technology) Alternate Power: Communication 10 (Long range radio; 200 000miles, Feats: Subtle) [11PP] (technology) Alternate Power: Enhanced Intelligence 22 (Full processing power; Flaw: Sustained) [11PP] Alternate Power: Mind Control 10 (Flaw: Side Effect[Stun 5]; Feats: Mental Link) [11 PP] (psionic) Alternate Power: Mind Reading 10 (Extra: Action[Move/Standard]; Flaw: Side Effect[Stun5]; Feat: Subtle) [11PP] (psionic) Techno-kinetic Array 10.5 (21 PP Array; Feats: Alternate Power 2 Drawback: Noticeable) [23 PP] Base Power: Strike 2 (Cyber-weaponry; Feats: Mighty, Variable Descriptor[Blunt, Slashing, Piercing]) + Enhanced Strength 12 (Cyberarms; Drawback: Arms Only) + Elongation 2(Close range Telekinesis; 10' Extras: Projection, Indirect 3, Drawbacks: Arms Only) [21PP] (psionic/technology) Alternate Power: Move Object 10 (Telekinesis; Feats: Subtle) [21PP] (Psionic) Alternate Power: Blast 10 (Arm Cannon; Feats: Precise) [21PP] (Technology) Device 4 (Combat Suit; 20 PP Container; Flaws: Hard to lose) [16PP] (Technology) Protection 5 (Armor) [5PP] Enhanced Trait 2 (Environmental Protections; +1 Fort Save, +1 Ref Save) [2PP] Gadget Array 5 (10 PP Array; Feats: Alternate Power 3) [13PP] Base Power: Teleport 7 (Teleportation Generator; Flaws: Short Range Only, Feats: Turnabout, Change Velocity, Change Direction) [10PP] Alternate Power: Concealment 4 (Cloaking Field; All Visual; Feats: Close Range, Selective) [10PP] Alternate Power: Healing 8 (Nanite Activator; Flaws: Self Only, Feats: Persistent, Regrowth) [10PP] Alternate Power: ESP 4 (Scout Bots; 1 Mile, Visual + Auditory; Flaws: Feedback, Feats: Rapid 4 (x10000), Subtle 2) [10PP] Drawbacks: (-3) + (-0) = -3PP Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate[x1.5]) -3 PP DC Block ATTACK RANGE SAVE EFFECT Cyberarm/Telekinetic 10' DC 25 Toughness Damage (Slashing/Piercing/Bludgening), Indirect 3 Arm Cannon 100/1000 DC 25 Toughness Damage (Precise) Totals: Abilities (24) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (15) + Powers (62) - Drawbacks (3) = 150/153 Power Points
  14. Ms Bright Power Level: 7 (105/107PP) Unspent Power Points: 2 Trade-Offs: None In Brief: Once upon a time, I dreamt that I was a butterfly... Alternate Identity: Agnes (Public), maybe Agnus Stone (Private) Birthplace: Conceptual Space Residence: Streets Base of Operations: Southside, Freedom City Occupation: Homeless Affiliations: None Family: None Description: Age: It's complicated (13th July 2018) Apparent Age: 18 Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 1.6m (5'3") Weight: 60kg (130lbs) Eyes: Brown Hair: Brown Though even Agnes doesn't know it she actually is a complete duplicate of Agnus, even down to her DNA, or she is actually an amnesiac Agnus it's impossible for anyone right now to know for certain, including Agnes herself. The only noticeable thing is that she appears younger, around eighteen which happens to be the age that she first became Young Britannia. Living rough has been hard on Agnes but she's managed to keep herself in good condition, her powers helping, Being fairly average, and for now, keeping a low profile, she mostly known by others in the area from her strange accent when speaking, though few would recognize it as a North London accent Agnes costume is pretty simple and barely counts as a costume, just a pair of bovver boots and a blue padded jacket with the Union Jack on the back. Otherwise, she wears sensible normal clothes of a Red Hoodie over a white t-shirt, which right now are all the clothes she owns. History: With the desperate times of the Terminus Invasion of 2018, a few of the most powerful magical heroes gathered to make a deal to potentially save Earth-Prime. One of those was Agnus Stone the then-current holder of the legacy of the Spirit of Justice. She had gathered as many of the national and conceptual spirits and held them within herself whilst taking part it the supernatural conference. To hold that much power must always have a cost and on the stroke of midnight the deal ended, and something happened... (For the complete history of Agnus look here.) What exactly happened no one knows, especially Agnes who woke up in an alley in Southside with no knowledge of who she was apart from her name. Quickly she discovered that she had powers when she had to defend herself from muggers in the same alley she'd woken up in. Other the next few days she tried to piece together who she was and how she got here, pretty unsuccessfully as she only has the vaguest flashes of who she was before, in fact, all she does remember for certain is that her name is Agnes the rest is a blur. With no one or where to go, for now, Agnes has chosen to remain where she is, as she found a calling for herself. Very quickly she began to protect not just herself, but first, those that slept rough in this part of Freedom City, and then those that lived local and were being harassed by the various lowlifes that preyed on the people of the Southside. This has been a gradual thing, and only now has she become active enough to come to the notice of other heroes in the area. Even though she could so far she has chosen not to go too far beyond the Southside, and most definitely not into the heart of Downtown Freedom. She has this vaguest memory that she suffered a great heart wrenching lost in that part of the City and has no desire to open that old wounds. Personality & Motivation: Right now everything that Agnes does is driven by her lack of identity, she doesn't know who she is or what her place in the world. Though she quite put her fingers on what worries her she has the most literal Imposter Syndrom, she in some way know that she isn't who she use to be even if she doesn't know who she was. For now, the simple act of surviving plus her helping people is enough to soothe her worries and woes. At her core though is a desire to do good and help people in trouble, something that she won't sacrifice just to find out the truth. Powers & Tactics: Agnes is not a subtle fighter, her first instinct (and second etc) is to hit people when trouble starts. She's not stupid though and if something looks too big for her to just punch she'll look for other tactics, and then she can be quite devious allowing people to underestimate her until the time comes for her to strike. And even though she's still new at all this is can and will work alongside others heroes. Power Descriptions: Within Agnes is a tiny piece of the Spirit of Britannia, though it appears that she is no longer (or has never been) connected with them. With only this tiny amount of magical power she's able to do some pretty amazing feats as a kind of a pocket powerhouse. When she uses her powers it shows as a golden light that shines around her, it ranges for nothing more than a healthy glow of her toughened skin to the angry crackling energy of her punches or teleportation. She draws on the ambient magical energies of the area, commonly described as ley lines, as she limits to just a district this can sometime drain the ambient magic for a little while. Complications: Homeless: Agnes has no home of her own and no money to speak off, living by her wits alone on the tough streets. Such Painful Memories: At times of crisis Agnes is occasionally struck by brief painful memories of what she assumes is her previous life. So powers are the emotions however they can distract her in the middle of potentially dangerous situations. Tapped Out: Massive uses of magic in an area can drain it enough that she can't use her powers, especially the more power hungry abilities like teleport. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 10/24 (+0/+7) Dexterity: 12 (+1) Constitution: 10/24 (+0/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +5 Attack: +7 Unarmed +5 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +5/+12 Knockback: -3 Saving Throws: 3 + 6 + 5 = 14PP Toughness: +0/+7 (+0 Con, +0/+7) Fortitude: +3/+10 (+0/7 Con, +3) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 16R = 4PP Bluff 2 (+5) Diplomacy 2 (+5) Intimidate 2 (+5) Knowledge (Streetwise) 5 (+5) Notice 3 (+5) Sense Motive 2 (+4) Feats: 8PP Attack Specialization (Unarmed Attack) 1 Dodge Focus 3 Fearless Improved Initiative 1 Luck 2 Powers: 14 + 14 + 1 + 9 + 11 = 49PP Enhanced Constitution 14 [14PP] Enhanced Strength 14 [14PP] Flight 1 (10mph, 88 ft/rns) [2PP] Immunity 9 (Life Support) [9PP] Teleport 5 (500ft, 5 miles Feat: Alternative Power 1) [11PP] Flight 5 (500mph, 4400 ft/rns) [10PP] All of her powers are Magical in nature and draw on the area's ley lines. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (4) + Feats (8) + Powers (49) = 105/107 Power Points
  15. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [284] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female Height: 5'3" Weight: 122 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension. Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus) Knockback: -5 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective) [9PP] (Magic Wards) Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe) Features 1 (Temporal Inertia) [1PP] Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards) Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror) Rusty's Ranch (PL10 Training Area) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory]) [12PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  16. Ms. Britannia Player Name: Tiffany Korta Power Level: 11/12 (182/199 PP) Trade-Offs: none Unspent PP: 17 In Brief: The merger of a young woman and the Spirit of Justice. Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names), Young Britannia Identity: Secret Birthplace: Glastonbury, Somerset, England, United Kingdom Occupation: Businesswoman, Pop Star Affiliations: Vanguard aka Team UK Family: Geri Stone (Mother), Winston Stone (Father) Description: Age: 24 (DoB: July 24th 1991) Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 6'0" Weight: 165 lbs Eyes: Brown Hair: Brown Agnes is the type of person who tends to stick in the memory whether it's from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5'3") instead of downplaying this fact she tends to over emphasise the fact with large heeled shoes, normal platforms. Ms. Britannia is an extenuation of Agnes's natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus's natural cheery demeanour softens this into a much friendlier attitude. Ms. Britannia's costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia's. Power Descriptions: When in her Ms. Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she's throwing blast or her around her legs when in flight. History: Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pinpointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of countrywide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served. Agnes Stone knew none of this; since she was young she'd always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade. Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes. Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared. For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapidly adopted. After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did their track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish. Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn't quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only downside was that prolonged absence from the United Kingdom seemed to sap her powers. Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles. Personality & Motivation: Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She's also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself. At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days. Powers & Tactics: Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she'll first blind an opponent before attacking them with bolt of light. All if possible from a distance. She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they've never done before. Complications: Almost Famous: Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention. For Queen and Country: The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days. Secret identity: Despite the drastic change in height Agnes has still managed to keep her two identities separate. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 32/10 (+11/+0) Dexterity: 12 (+1) Constitution: 32/10 (+11/+0) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base, +11 Burst of Light, +11 Unarmed (Past Lives) Grapple: +18 up to +22 with Dynamic Super-Strength Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10/-0 Saving Throws: 0 + 6 + 5 = 11PP Toughness: +11/+0 (+10 Con) Fortitude: +11 (+11 Con, +0) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 29R = 8PP Bluff 3 (+6) Diplomacy 3 (+6) Notice 8 (+10) Perform, (Dance) 3 (+6) Perform (Singing) 10 (+13) Sense Motive 4 (+6) Feats: 8PP Benefit 1 (Wealth 1) Fearless Interpose Leadership Luck 2 Quick Change Takedown Attack 1 Powers: 13+ 22 + 22 + 7 + 2 + 10 + 10 + 29 + 7 = 122PP Aura of Light Array 5 (10PP; Feats: Alternate Power, Dynamic Power 2) [13PP] Base Power (Dynamic): Flight 5 (Rank 6 Total, 500MPH / 4,400' per Move Action) [12PP] Alternate Power (Dynamic): Super-Strength 5 (Lifting STR 55 [Heavy Load: 30 tons]) [12PP] Enhanced Constitution 22 [22PP] Enhanced Strength 22 [22PP] Enhanced Feats 7 (Beginner's Luck, Dodge Focus 6) [7PP] Flight 1 (10MPH / 100' per Move Action) [2PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 10 [10PP] Light Control Array 12.5 (25PP, Feats: Alternate Power 4) [29PP] Base Power: Blast 11 (110 ft Range; Feats: Accurate 3) [25PP] (Burst of Light) Alternate Power: Dazzle 6 (Visual Senses, 60 ft Range, 60 ft Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1) [25PP] (Blinding Light) Alternate Power: Healing 12 (Feats: Regrowth) [25PP] Alternate Power: Light Control 11 (110 ft Range; Feat: Slow Fade 2 (5 minutes)) [24PP] Alternate Power: Teleport 10 (200,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progression Mass 3 Flaw: Long-Range) [25PP] Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP] Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP] Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP] DC Block: ATTACK ATT RANGE SAVE EFFECT Unarmed +11 Touch DC 26 Toughness Damage (Physical) Burst of Light +11 Ranged DC 26 Toughness Damage (Light) Blinding Light -- Area DC 16 Ref/Fort Blinding Dazzle (Light) Totals: Abilities (12) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (8) + Powers (122) - Drawbacks (0) = 182/199 Power Points
  17. Red Lynx Red Lynx is the younger twin to the White Lion and until the final competition was the heir expectant. Despite this he respects his sisters place as the Protector of Dakana and relishes finding a wider role to play for himself and his nation in the world. Taking to Freedom to begin his work he's beginning to build himself into a hero where an individual can still it seem make a difference. History Born in 2002 moments after his sister Prince Kamau grew to his pre-adulthood with want of little but also instilled with a bone deep understanding of what was owed his people for what they as rulers were granted. From a young age he trained and prepared to one day compete for the mantle of the White Lion and rulership of his country. When the moment finally came he froze. There were a thousand different scenarios running through his mind, a hundred actions to take that could spin reality on one direction or another and he froze unable to choose. His sister simply acted, didn't for a moment consider the ramifications, dangerous, reckless, glorious. She defeated their half brother Baako and ensured their families continued rulership over Dakana. He saw that she was still who Dakana needed. He would walk a different path. He has begun attending Claremont like his sister to learn more of American and the wider world. Costume and Appearance Red Lynx wears a daka infused skin tight suit of armor much like the underlayment used by the Dakanan royal guard with a harness to hold his tools and weapons. Topping it is a helm with a stylized feline shape, a nod to his chosen name, the entire costume is in a deep almost black crimson the daka crystals glimmering in the suit with stored energy when struck. He's armed with a pair of Marangu throwing clubs the heavy knobbed ends good for tripping and trapping weapons as well as use as bludgeons and more importantly with careful control allow for less than lethal attacks. Powers Red lynx doesn't have any powers int he traditional sense. He was raised a royal of Dakana however and of the line of the white lion. Even at his young age he is physically and mentally approaching the peak of humanity and has trained since near birth in the techniques and methods of the Dakana royal Guard and the White Lion themself. He is faster stronger and healthier than most with a keen mind and the natural charisma and confidence of a beloved prince. He utilizes his training and gifts as well as Dakanan technologies not available in the wider world to disable and detain enemies that they may be rehabilitated. Timeline School Daze (his Arrival at Claremont) Fall 2018 Roar and hiss (Meeting Sun Dragon) Fall 2018
  18. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 191/194PP Unspent Points: 3 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Accidents: He tries to feed carefully, but the GM can force him to make some sort of check or save to avoid “getting carried away.” Alternately, the GM can just declare that he lost control. If he fails to feed with moderation, then he will have to drop everything and find immediate medical attention for the victim. Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can give him penalties on other checks to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can force him to make some sort of check or saving throw to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: His flesh always cold to the touch. Living creatures who view him through Infra-Vision will always see him as colder than his surrounding environment, no matter what that environment may be. In his presence or passing, living creatures will often feel a chill, and see their own breath (but not his), while windows can fog up, and water can spontaneously freeze. Even if he cannot be perceived directly, a sudden drop in the local temperature can alert careful and prepared observers to his presence. Electromagnetic Ghosts: Although he has Permanent Total Concealment against most machine senses, his presence may cause brief electromagnetic interference, such as burst of auditory or visual static, or video tearing. While he won’t be perceived directly, these anomalies may alert careful and prepared observers to his presence. Enemies: Enemy To All Living Things: While machines seem to simply ignore him, nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save, or some other sort of check. Failure can result in a complication for him and/or for others. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead or supernatural creature, then this can be a complication for them, because his default reaction will be homicidal violence. Revive Kills Zombie: According to the game rules, he is an animated object, not a living creature, so, by default, Healing effects don’t work on him, unless they have the “Affects Objects” extra. However, in his case, by default, Healing powers, especially those with descriptors such as “Light,” “Cure,” or “Blessed/Celestial/Holy,” automatically fail to remove any damage conditions from him, even if they have the “Affects Objects” extra. In addition, such powers inflict Incurable Penetrating Damage upon him, with a Damage power rank equal to the rank of the Healing effect. A Healing power will only remove damage conditions from him if it has descriptors like “Demonic” or “Unholy,” or descriptors which otherwise indicate a beneficial effect for the undead in general, or for vampires specifically. Relationships: Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. The GM can treat him as having something like a Limited, Uncontrolled, Unreliable, Reaction Area Corrosion effect. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +4, +8 Melee, +6 Claws/Fangs Grapple: +18 (+8 Melee Attack, +8 Strength, +2 Super-Strength) Defense: +8, +4 Flat-Footed Knockback Resistance: 8 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Blood Divination Touch/Grapple Opposed Will save vs Rank 8 power effect Mind Reading DC18 Will (Staged) Sickened/Nauseated/Incapacitated Blood Drain Touch/Grapple DC18 Fortitude (Staged) Drain Constitution DC18 Will (Staged) Sickened/Nauseated/Incapacitated Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal) Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex to avoid DC18 Will (staged) Shaken/Frightened/Panicked Hypnotic Eyes (Mind Control) Perception (Visual Sense-Dependent) DC18 Reflex to avoid Opposed Will save vs Rank 8 power effect Mind Control Hypnotic Eyes (Transform) Perception (Visual Sense-Dependent) DC18 Reflex to avoid DC18 Will Transform (Memory Alteration) Psychic Invisibility Personal DC18 Will Total Concealment from all non-Mental senses SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 36/36R = 9PP Craft (Cooking) 1 (+5) Handle Animal 0 (-) Intimidation 4 (+8, +10 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 1 (+5) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 2 (+5) Ride 0 (-) Search 1 (+5) Sense Motive 2 (+5) Stealth 7 (+15) FEATS 12PP Attack Focus (Melee) 4 Benefit (Legally Deceased) Equipment 1 (5EP)Veteran Reward Evasion 2 Hide In Plain Sight Improved Initiative Interpose Takedown Attack 2 EQUIPMENT 1PP = 5EP Heavy-Duty Zip-Ties [1EP] Stainless-Steel Casket (Masterwork) [2EP] Abandoned House (PL13 Headquarters) [2EP] A small two-story house on Ash Street in Bedlam City. Size: Small [0EP] Toughness: 5 [0EP] Features: [2EP] Concealed (There are no visible signs of habitation) Sealed (All entrances are boarded up, and heavy debris blocks entry to the basement) Notes: He has no legal claim or ownership over the property. The house stood abandoned for several years before he moved his casket into the basement. The house is not fit for human habitation. It has been years since the house had any maintenance or active utilities. All of the old plants on the lot died within days of him taking residence, and no new ones have grown since he arrived. 1 + 2 + 2 = 5EP POWERS 133PP Descriptors: Black Magic, Blood, Blood Magic, Darkness/Shadow, Death, Evil, Necromancy, Undead Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] Enhanced Dexterity 12 (Drawbacks: Power Loss [Daylight]) [11PP] Enhanced Strength 12 (Drawbacks: Power Loss [Daylight]) [11PP] Features 3 (Deathly Aura; Touch does not leave prints; Wounds do not bleed) [3PP] Immunity 30 (Fortitude effects) [30PP] Impervious Toughness 8 (Flaws: Limited [Weaknesses inflict Penetrating damage]) [4PP] (Regeneration, Super-Toughness) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Strength) Protection 8 [8PP] (Super-Toughness) Regeneration 5 (Recovery 5 [+0, Recovers over time like a living creature], Feats: Regrowth) [6PP] Regeneration 14 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Flaws: Limited [Weaknesses inflict Incurable damage]) [7PP] Regeneration 10 (Resurrection 10 [No rest], Flaws: Limited [Does not resurrect while decapitated or staked through the heart, and requires extra time and outside aid to resurrect from being completely burned or dissolved]) [5PP] Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Speed) Super-Movement 1 (Trackless) [2PP] Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss [Daylight]) [1PP] Super-Senses 9 (Acute Analytical Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell/Taste, Darkvision, Extended [100ft Notice Increments] Hearing, Extended [100ft Notice Increments] Vision, Microscopic Vision 1 [Dust], Drawbacks: Power Loss [Daylight]) [8PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Drawbacks: Power Loss [Daylight]) [3PP] Vampiric Power 8 (16PP Array, Feats: Alternate Power 6) [22PP] Base Power: [16PP] Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss [Daylight]) [8PP] (Blood Drain) Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Euphoria) Alternate Power: [14PP] Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination) Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Euphoria) Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination) Alternate Power: [15PP] Autofire Strength 8 (Drawbacks: Power Loss [Daylight]) [7PP] (Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss [Daylight]) [8PP] (Claws/Fangs) Alternate Power: [12PP] Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Drawbacks: Power Loss [Daylight], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss [Daylight]) [3PP] (Glimpse of The Abyss, Nightmare Face) Alternate Power: [16PP] (Mist Form) Flight 3 (50MPH / 500ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [6PP] Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP] Alternate Power: [16PP] (Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP] Alternate Power: [16PP] (Hypnotic Eyes, Mind Control, Psychic) Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [16PP] DRAWBACKS -12PP Vulnerability (Blessed/Celestial/Consecrated/Holy effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Silver effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Time: 1/round, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6]) [-8PP] Abilities (20) + Combat (24) + Saving Throws (5) + Skills (9) + Feats (12) + Powers (133) – Drawbacks (12) = 191/194 Power Points
  19. Dust Devil II Power Level: 10 (150/163PP) Unspent Power Points: 13 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa. Theme: Shakedown - The Score Alternate Identity: Cassidy Collins (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Freedom City & Magic Mesa Occupation: Grocery store stocker Affiliations: Magic Mesa Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed) Description: Age: 26 (DoB: June 5th, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 175 lbs. Eyes: Blue Hair: Black Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors. As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face. History: Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers. Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else. Personality & Motivation: Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone. After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa. Powers & Tactics: Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them. Power Descriptions: All of Cassidy's powers come from the energies of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy can transform into a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. While he has yet to experiment much with the ability to reshape his body, Cassidy was quick to learn to create revolvers out of the sand, allowing him to shoot bullets made of sand. He has theorized that the ease of shape comes from the previous Dust Devil. With some experimentation, Cassidy has learned to create swords out of sand, extending his reach in melee. Finally, he is able to control the sand in his body and around him to create a sandstorm effect, greatly hindering those around him. He has learned to control the sandstorm to a degree where it will only affect those he will it to. All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. Complications: Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact. Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness. Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction. Abilities: 8 + 4 + 10 + 0 + 4 + 0 = 26PP Strength: 18 (+4) / 30 (+10) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 10 = 22 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +6 Melee/Ranged (+6 Base) / +10 Unarmed (+6 Base, +4 Attack Specialization [Unarmed]) / +10 Sand Blade (+6 Base, +4 Accurate Attack) / +10 Sand Blast (+6 Base, +4 Accurate Attack) Defense: +5 (+5 Base), +3 Flat-Footed Grapple: +10 (+6 Attack, +4 Strength) / +11 (+6 Attack, +4 Strength, +1 Super-Strength) / +15 (+6 Attack, +4 Strength, +5 Super-Strength) / +16 (+6 Attack, +4 Strength, +6 Super-Strength) / +16 (+6 Attack, +10 Strength) / +17 (+6 Attack, +10 Strength, +1 Super-Strength) / +21 (+6 Attack, +10 Strength, +5 Super-Strength) / +22 (+6 Attack, +10 Strength, +6 Super-Strength) Knockback: -7 / -12 (Impervious Toughness -10, Toughness -5/2) Saving Throws: 4 + 6 + 6 = 16PP Toughness: +15 (+5 Con, +10 [Protection]) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Concentration 8 (+10) Gather Information 8 (+8) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 10PP Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Luck 1 Move-by Action Skill Mastery Takedown Attack Powers: 27 + 3 + 10 + 2 + 1 + 12 + 5 = 60 Magic Mesa Guardian Array 12 (24PP Array, Feats: Alternate Power 3)[27PP] (Magic, Sand) Base Power: Guardian's Strength (Linked) {24/24} (Magic, Sand) Enhanced Strength 12 [12PP] (Magic, Sand, Rock) Enhanced Trait 2 (Improved Critical [Unarmed Attack]) [2PP] (Magic, Sand) Super-Strength 5 (Effective Strength 55, heavy load 24 tons) [10PP] (Magic, Sand, Rock) Alternate Power: Blast 10 (Sand Bullet; Feats: Accurate 2, Incurable, Precise) {24/24} (Magic, Sand) Alternate Power: Damage 10 (Sand Blade; Extras: Penetrating; Feats: Accurate Attack 2, Extended Reach 2 (10 ft.)) {24/24} (Magic, Sand) Alternate Power: Environmental Control 6 (Sandstorm; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration (Continuous); Flaws: Range (Touch)) {24/24} (Magic, Sand) Immunity 3 (Aging, Sleep, Starvation & Thirst) [3PP] (Magic, Sand) Protection 10 [10PP] (Magic, Sand) Regeneration 2 (Resurrection 1/day) [2PP] (Magic, Sand) Super-Movement 1 (Sand Man; Trackless; Flaws: Limited to Sand) [1 PP] (Magic, Sand) Walking Desert Array 5 (10PP Array, Feats: Alternate Power 2)[12PP] (Magic, Sand) Base Power: Impervious Toughness (Solid Rock Form) {10/10} (Magic, Sand, Rock) Alternate Power: Insubstantial 2 (Whirling Sand Form; Gaseous Form) {10/10} (Magic, Sand) Alternate Power: Teleport 9 (Travel through sand; Extras: Accurate; Flaws: Long-Range, Medium (Sand)) {9/10} (Magic, Sand) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1)[5PP] (Magic, Sand) Base Power: Flight 2 (Flight) {4/4} (Magic, Sand) Alternate Power: Super Strength 1 (Strength of Sand; Effective Strength 23/60, heavy load 600 lbs./50 tons. Feats: Shockwave, Super-Breath) {4/4} (Magic, Sand) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage, Crit 18-20 Sand Bullet Ranged DC 25 Toughness Damage Sand Blade Touch, 10 ft DC 25 Toughness Damage, Penetrating Shockwave 40/100 ft DC 14/20 Reflex Damage Super-Breath 40/100 ft DC 14/20 Reflex Trip Totals: Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (10) + Powers (60) - Drawbacks (0) = 150/163 Power Points
  20. Nick

    Arcana

    Arcana Power Level: 10 (150/157 PP) Trade-Offs: None Unspent PP: 7 In Brief: Just a girl, torn between two magical legacies, writing friendfic and posting it to tumblr. Alternate Identities: Abigail Storm (Secret), Abigail Eldrich (Secret) Birthplace: the Netherworld Occupation: Student, Apprentice Mage Affiliations: None Family: Una the Unrelenting (Mother), Adrian Eldrich (Father), Daniel Storm (Adoptive/Surrogate Dad) Age: 16 Gender: Female Height: 5'7" Weight: 140 lbs. Eyes: Green Hair: Black Abigail is taller than average with a lithe build. She has narrow, silver-flecked emerald green eyes and freckled, lightly tanned skin. She has hip-length, raven black hair tucked neatly behind her ears. She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones. She favors dark clothing and wears little in the way of jewelry, with the exception of a simple silver pendant depicting a circle inside of a triangle. Her outfit as Arcana is transmuted from her own clothing, and is a dark grey hooded cloak with a silver threaded hem over a similarly colored bodysuit. Woven into the shoulders of her mantle is the symbol of The Modrossus while an enchantment on her outfit causes the cloaks cowl to completely obscure her face, rendering it as a black silhouette with glowing green eyes. Motes of light dance around her when she wields her magic, shifting in hue and luminosity depending on the elemental nature or strength of the spell. History: Much of Abigail's early childhood was being honed into a weapon, or at the very least a tool, to crack open the defenses of Earth Prime and open the way for her mother. It wasn't a nurturing environment in the traditional sense but Abigail, like her sisters, didn't know anything else and so they lived for the approval of their mother and mentor. When Abigail was around eight she was sent to Earth Prime to foster among Una's supporters in the magical community, those that thought they would have a place of power and authority in the Netherworld but that never happened. Instead Daniel Storm of True North, Phantom the Gatekeeper and Eldritch the Master Mage of Earth Prime (and her own father), intercepted Abigail's arrival. She spent several years living with Daniel Storm, even adopting his surname as a cover identity, and learning through his gruff tutelage how to be a kid before eventually moving to Freedom City to live with her father and attending the Nicholson School before moving on to Claremont Academy. When her father died and Phantom took over his Mantle, Abigail felt a little adrift, but the new Master Mage and her family as well as Daniel Storm (and his collection of misfit "children") served to anchor her. She still struggles with the loss, but her mother didn't mold her into someone that gave up easy. Personality & Motivation: Abigail just wants to live her life on her own terms. She realizes that, considering who her mother and father are, this is an impossible dream but that just makes her more determined to make it true. Someone will always have designs for her future, either her own mother (and her supporters) or former foes of her father that believe she'll pick up where her father left off. For now she merely wishes to be a good student, both of the Claremont Academy and of the current Master Mage. Abby is generally soft-spoken and uncomfortable in the spotlight, even if she's still rather personable and quick to make friends. Her secret pleasure is to write stories and make little drawings of her friends or personal heroes, though she'd probably die from embarrassment if some of her more private works got leaked. Powers & Tactics: Arcana attempts to stay at range and blast the target and otherwise shape the field of conflict to aid her allies and hinder her enemies. She relies entirely upon her magic, and isn't really capable of defending herself in a melee or in a scenario where she can't employ spells. While she is capable of raining down considerably destruction, she prefers a more precise application of power though in the end her thought process is very pragmatic when it comes time to do battle. Complications: Crowned: Whenever Abigail drifts towards emotional extremes, a phantom image of Una's Three-Flames Crown appears above her head. Netherborn: To the magically aware Arcana's spells have an otherworldly undertone to them. Her magic would feel familiar to those that know (and have possibly encountered) Una. Reactions would be varied but invariably it would be attention that Arcana would not want. Keystone: As the child of Earth Master Mage and the Queen of the Netherworld many believe Arcana to be a conduit that could allow them access to those dread powers and even allow the Netherworld to subsume Prime. They may be wrong, but that doesn't make them any less likely to entertain nefarious designs involving her. Wallflower: Abigail doesn't do well in front of, or in the middle of, crowds and has a tendency to freeze up especially if the situation is stressful. This carries over to finding non-violent confrontation difficult to handle; she has a tendency to misspeak when trying to deescalate things and ends up making them worse. Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +10 (Impervious 5) (+2 Con, +8 Force-Field) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 44R = 11PP Bluff 8 (+10, Skill Mastery) Concentration 8 (+11) Diplomacy 4 (+6) Knowledge: Arcane 8 (+11, Skill Mastery) Knowledge: Theology 8 (+11) Notice 4 (+7, Skill Mastery) Sense Motive 4 (+7, Skill Mastery) Feats: 19PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Luck 2 Power Attack Precise Shot 2 Quick Change Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: None Powers: 29 + 13 + 3 + 5 + 10 = 60PP Array 13 (26PP, Feats: Alternate Powers 3) [29PP] (Arcane Arsenal; magic) BP: Damage 10 (Extras: Range [Ranged], Feats: Indirect 3 [Any Point, Any Direction], Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Blast, magic) AP: Damage 10 (Extras: Area [General, Shapeable], Feats: Variable Descriptor 2 [Any Magic]) [22PP] (Arcane Wave, magic) AP: Create Object 7 (Extras: Duration [Continuous], Feats:Precise, Selective, Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Construct, magic) AP: Move Object 10 (Feats: Precise, Variable Descriptor 2 [Any Element]) [23PP] (Elemental Manipulation, magic) Protection 8 (Extras: Force Field, Impervious 5) [13PP] (Spell Shield; magic) Super-Senses 3 (Magic Awareness [Mental]) [3PP] (Arcane Acuity; training) Teleport 1 (100 ft; Feats Change Direction, Change Velocity, Turnabout) [5PP] (Blink; magic) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic) Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage Arcane Blast Ranged DC 25 Toughness (Staged) Damage Arcane Wave Touch/Area (Shapeable) DC 25 Toughness (Staged) Damage Totals: Abilities (22) + Combat (24) + Saving Throws (14) + Skills (11) + Feats (19) + Powers (60) - Drawbacks (0) = 150 / 157 Power Points
  21. Name: Crystal Gazer Power Level: 10/10 (156/157PP) Tradeoffs: None Unspent PP: 1 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 84R=21PP Bluff 15 (+20) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+20) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Civics) 1 (+3) Knowledge (Current Events) 1 (+3) Knowledge (Earth Science) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Pop Culture) 1 (+3) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 38 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33} AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/157 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
  22. Player Name: Electra Character Name: Chelone Power Level: 10 (180/180PP) Tradeoffs: Defense -5/Toughness +5 Unspent PP: 0 In Brief: Tortoise totem with timeliness troubles Alternate Identity: Danica Holmes Identity: Secret Birthplace: Albuquerque, NM Occupation: High School Student, Junior Avatar Affiliations: Tortoises, Claremont Academy Family: Stephanie Munson (mother), Arthur Holes (father) DOB: March 15, 1986 Gender: Female Height: 5’0 Weight: 140lbs unshelled, up to 12 tons if she’s feeling truculent Hair: Short, brown Eyes: Black Description: When she is in her most human disguise, Danica looks like a small, slightly stocky white teenage girl with brown hair in a chin-length bob and black eyes just wide enough to make her look perpetually surprised by the world. She likes acid-wash blue jeans and t-shirts for bands that were popular in the nineties and early aughts, and usually wears a huge LL Bean backpack with a camping frame small enough to accommodate her size. In her realest form, Danica’s skin takes on a slightly gray-green tinge too lively to be corpselike and her eyes get even wider, with the white part almost disappearing. She still looks human, but she is very tortoisey indeed. Much of her body is obscured by the large tortoise shell that covers her body from collarbones to thighs, a pale greeny-yellow on the front but with dramatic yellow striations on the black surface of the back. Although it looks quite sturdy and in a dangerous situation can become an impenetrable wall, most of the time the shell is surprisingly flexible to allow her a nearly full range of movement. History: Stephanie Munson loved tortoises more than anybody else. That was a fact. As a child, she became fascinated with the landbound species of order Chelonia, and would angrily correct anybody who tried to say she liked turtles. Turtles were all well and good, but they were not tortoises (at least not in American English!) Growing up in semi-rural Arizona gave her a chance to help the local college students track and monitor tortoise populations even as she absorbed the classes that would let her pursue the biological sciences herself. Through college and grad schools she scrimped, saved and fought to take research trips to the Galapagos islands for their giant tortoises and to India to see beautiful and endangered star tortoises in their natural habitat. She wrote papers, published articles, and worked with the leading lights in the field of tortoise research and conservation until she’d learned everything they knew. When it came time to pursue a romantic partner, she chose a fellow traveler, a handsome man named Arthur Holmes who just happened to be the head reptile keeper at the Albuquerque Zoological park. It was an excellent match amongst like-minded people who loved each other almost as much as they loved their studies. In a world of magic, passion is a powerful thing. Enough passion can shape the world, change lives, even draw the attention of unknowable forces. Since antiquity, humans have acknowledged the power of turtles and tortoises as agents of stability and wisdom, imbued with life force beyond the understanding of mortals. All of that is true in the way that all folklore has a heart of truth that is only strengthened by belief. At the juncture where life and passion and freefloating magic all meet, strange things can happen. Life can be created that is not the same as other lives. An avatar can be created. Not that Stephanie and Arthur knew any of that. All that they knew was that Stephanie’s pregnancy did not go at all as planned, that the fetus was lively but did not thrive, that even after adjusting forward the estimated date of conception several months past when Stephanie first suspected she was pregnant, the size-for-week was all wrong. Stephanie did know that she stopped counting the weeks after a full year had passed since the first pregnancy test and started wondering if this pregnancy would ever end. Normally no doctor worth their salt would let a pregnancy go so long out of fear for the mother, but Stephanie was healthy and the female fetus seemed healthy as well, just growing very, very slowly. They left the choice to her, and Stephanie chose to go on. And on, and on. It wasn’t a great time, but in March of 1986, a full year and a half after that first test, she gave birth to a perfect, healthy, beautiful baby girl just the right size for a newborn half her gestational age. After eighteen months of consulting baby name books, Danica Kameyo Izegbe Mirabella Holmes was probably lucky to not get even more names piled onto her tiny head. The strangeness of this baby did not stop with the delivery. Danica was an amiable baby, eating and sleeping like she should, alert within the limits of her fuzzy vision and hearing, not unduly fussy, but she began missing milestones almost right away. She gained only half a pound in the first month and grew only half an inch. By the time she was four months old, she was only beginning to reach for items above her head or push herself up on her arms, and she was still the size of a two-month old child. Stephanie and Arthur both took a break from their life-long passions to focus all their considerable analytical attention on what might be wrong with their beloved child. After exhausting all the local specialists and everything the Mayo Clinic in Arizona had to offer, they began widening their search. Finally in Southern California they encountered a shaman who said their daughter was special, that she was an avatar. An avatar of what, he could not say, he didn’t have the skill, but it was a clue at least. Cachet in the scientific community didn’t always translate across fields, but by using all their considerable connections they managed to land an interview with Adrian Eldritch, the Master Mage of Earth. They’d have gone to Freedom City if they had to, but instead Eldritch had shown up in their living room and spent almost twenty minutes playing with the year-old Danica, who was just starting to sit up and tolerate rice cereal. Eldritch confirmed that the shaman was right, that Danica was an avatar of an ancient, nameless tortoise spirit that had been looking for a way to manifest on earth. Worship, Eldritch had told them dryly, could take many forms, but it always made spirits stronger. Danica was growing so slowly because she was growing on a timeline much different from humans, not because she was sick or damaged. It wasn’t all bad news, he assured them. She would age very slowly her whole life, and likely live a very, very long time. Think of everything such a child would see! It took awhile for Stephanie and Arthur to sort out all the immediate responses to this, but one question came up very quickly: how would they take care of a child who wouldn’t be grown until they were old? If Danica continued at her current rate of growth, by the time she was ready for college both of them would be long since retired. Eldritch smiled a little and reported that the spirit had granted them a boon as well: as long as their daughter was a child, they would not age as humans did either. Only when she reached maturity would they go back to experiencing their normal lifespans. He couldn’t give them specifics beyond that rather vague wording, but it was something, at least. And at least they knew what was happening now. Eldritch finished by saying that it was entirely likely that Danica would develop some kind of magical abilities at some point, and they should definitely let him or his successor know. So Danica grew up, so very, very slowly as the decades passed around her. Her parents were not interested in spreading the word of her condition around, so they began moving around, first from daycare to daycare, then school district to school district. Danica legally had to be in school, despite the problems that would inevitably arise, so they did the best they could. It was fairly easy in the eighties and nineties to fudge a birthdate here and there, letting Danica enroll with children half her age but the exact same developmental stages. It was also easier in the eighties and nineties to avoid explaining to Danica why she never kept the same friends for more than a year or two, or why the people on the television shows looked different as the years passed. She was a bright and curious child who liked to read and garden, though she wasn’t much for playing outdoors because it took her such a long time to get anywhere. By the time she was fourteen, she started wanting to know why she was different from the other kids, why nobody ever stuck around, why she really didn’t look or act the same as other children her age. Her parents explained the basics of her situation to her in ways that a seven-year-old could understand. It made sense for her to make friends with much younger children because her years were twice as long as other children’s. The 2000s brought an era of electronic recordkeeping with it that made a lot of their previous strategies untenable. Danica turned eighteen in 2004, automatically aging her out of the public school system, so it didn’t make much sense to move around anymore. Stephanie and Arthur settled in and opened a tortoise and terrapin sanctuary in New Mexico and began a freewheeling sort of unschooling that worked well for a child who learned things just fine but took so much longer to mature. She made friends among the local kids, and for awhile it was almost like being normal, with best friends and sleepovers and talk about favorite cartoon shows and books. Inevitably, however, Danica’s friends grew up. By the time she was ten (more or less), her friends were twelve, and when she was emotionally eleven, they were fourteen and teenagers, heading into high school and no longer very interested in the things she liked. This was rather painful, but she did her best to make new friends, often with the younger siblings of her old friends. It wasn’t particularly successful, since now she was known in the neighborhood as the weird girl who liked baby stuff and wasn’t getting taller or starting her period or anything. When Danica was twenty-six, she was a little dismayed to find herself moving slower than ever. She could walk just fine, it was simply that she couldn’t walk fast. Even if she ran, she ran slowly, pedaled a bike slowly, rode a scooter slowly. It only became more apparent as her body got older and she still couldn’t keep up with other kids her apparent age. In retaliation for this (against who is unclear, perhaps just the world) she went through a brief tree-climbing phase where instead of moving forward, she just moved up instead. New Mexico isn’t known for its tall trees, but the neighborhood she lived in had a few good ones and she was able to get a good thirty feet up the one in her backyard, shinnying with knees and elbows, before she fell the whole way down right in front of her startled parents. The impact was jarring, but when she stood up she was completely unhurt and had a beautiful black and yellow shell covering torso and abdomen. The shell could be summoned and dismissed at will, usually appeared on its own if she felt threatened, and was big enough that she could tuck her limbs and head in for maximum protection. Unlike an actual tortoise’s shell, it appeared over her clothing and she could climb in and out of it if she really wanted to. Her parents were fascinated but baffled, and realized quickly that they were beyond their field of expertise. Another call to Adrian Eldritch put Stephanie and Arthur in touch with the Nicholson School, an elementary and middle-school program for children with exceptional abilities. It was all the way across the country in Freedom City, far from their homes and their work, but it sounded like exactly the thing Danica needed. They’d just spend a few years doing other things, that was all. The Holmes family packed up and moved into a little townhouse near the school and Danica began attending. Super school was a lot easier and more fun for Danica, who finally got to just tell other people about her aging issue instead of figuring out more and more creative lies, and it let her be around other kids who were at least as different as she was. They let her stay at Nicholson a little longer than usual, after all what’s a year or two among nigh-immortal friends, but eventually she turned thirty and had to start at Claremont. Her two freshman years there were difficult, as a growth spurt caused more of her magic to manifest in weird and body-changing ways, causing her to miss a fair bit of class and not get to spend much time around other students. She’s feeling much better now, though. Personality and Motivation: Danica is inquisitive, bright, friendly, and sheltered in ways that have nothing to do with her massive shell. She has lived more than three decades now but her emotional immaturity has meant the years do not sit heavy on her yet and she’s still very much a young teenager. She knows she was born for important things but has little idea what a tortoise avatar is supposed to do in the world, so for the moment she’s mostly trying to do good and make friends. Most of the friends she has made in her life so far have long since outgrown her, but she is always hopeful that this time things are going to be different. Powers and Tactics: Fighting is dangerous and everybody should always be encouraged to talk out their differences if at all possible! Chelone is a peacemaker, always ready to try and defuse a situation with diplomacy or mediation. If that fails, she will do her best to protect any vulnerable noncombatants, herself and her friends. If that fails, she has been known to bite pretty hard. Complications: Hero on the Half-Shell: Chelone can blend in with a crowd (and fit in crowded elevators, sit in chairs with backs, use a bathroom stall, etc) or she can be her heroic self, but she cannot do both. She can grow her shell even larger than normal to allow other people to come in if she likes, but she cannot use it effectively for defense if it is smaller than about the size of a 30-gallon tote or a small wading pool. This makes close-quarters fighting complicated. Little Turtle Girl: Danica ages at half the speed of normal humans, always has and always will, thanks to the tortoise essence inside her. Tortoises are also comparatively very slow to reach maturity, and some species do not lay eggs until they are fifty years old. Danica doesn’t know exactly when she’ll reach an age to be interested in that sort of thing, but it hasn’t happened yet. This makes it hard to relate to her more hormonal friends sometimes. Baby It’s Cold Outside: Danica is not quite cold-blooded, but she’s extremely sensitive to temperatures. Hot weather is great, she loves hot weather and barely sweats, but cold is no fun. Bundling up and keeping hot packs in her shell helps, but her preferred indoor temperature is upward of 80 degrees, if she can get it. PL: 10 (180) Abilities: 0 + -2 + 10 + 4 + 8 + 10 = 30 pp STR 10 (+0) DEX 8 (-1) CON 20 (+5) INT 14 (+2) WIS 18 (+4) CHA 20 (+5) Combat: 8 + 10 = 18 pp Init: -1 ATK: +4 (+10 Tortoise Power) DEF: +5 (+5 Base, +3 Flat-Footed) Grapple: +4 Knockback: -12/-5/-0 Saves: 5 + 1 + 6 = 12 pp TOU +15 (+5 Con, +10 Protection, [10 Imp]) FORT +10 (+5 Con, +5) REF +0 (-1 Dex, +1) WILL +15/+10 (+4 Wis, +6) Skills 64R = 16PP Concentration 9 (+13) Diplomacy 15 (+20) Knowledge (Life Sciences) 8 (+10) Knowledge (Theology and Philosophy) 8 (+10) Medicine 6 (+10) Notice 6 (+10) Sense Motive 6 (+10) Survival 6 (+10) Feats: 14 pp Attack Specialization: Tortoise Power 3 Beginner's Luck Benefit (Status [Turtle God's Champion]) Challenge (Combat Diplomacy) Distract (Diplomacy) Eidetic Memory Jack of all Trades Luck Ultimate Check 4 (Diplomacy, Fortitude, Toughness, Will) Powers: 9 + 20 + 5 + 3 + 5 + 25 + 23 + 2 = 92PP Dimensional Pocket 1 (shell realm, Extra: Affects Self [+1], PF: Progression 6 [10K lbs]) [9PP] Emotion Control 5 (patience of the ages, Extra: Action 3 [Reaction], Area [Burst], Flaw: Limited [Calm], [Range 2 [Touch], PFs: Inspire 5, Subtle 1 [psionic]) [20PP] Enhanced Will Save 5 (to +15) [5PP] Immunity 3 (aura of the tortoise, aging, environmental heat, starvation and thirst, Extra: Affects Others, Flaw: Limited [Half-Effect]) [3PP] Impervious Toughness 5 (shell) [5PP] Protection 10 (testudo, Extras: Impervious 5, Reflective 1 [melee], turtle power) [25PP] Tortoise Power Array 10 (20PP, PFs: Alternate Powers 3) [23PP] BE: Impervious Toughness 0 (Extras: Duration [Continuous], Reflective 1 [all ranged]) {20/20} AP: Damage 10 (spectral turtle bite!, Extra: Penetrating 2 [as DMG 12], PFs: Affects Insubstantial 2, Improved Crit [18-20], Indirect 2, Variable Descriptor 2 [any energy]) {20/20} AP: Impervious Toughness 10 (Extras: Affects Only Others, Duration [Continuous]) {20/20} AP: Create Object 10 (testudo 2.0, Extra: Movable, Flaw: Range [Touch) (testudo 2.0) {20/20} Super-Senses 2 (tortoise senses, Acute Scent, Low-Light Vision) [2PP] Drawback: 2PP Disability (2/3rds base movement speed; 20 ft per move action) [2PP] costs abilities 30 + combat 18 + saves 12 + skills 16 + feats 14 + powers 92 - 2 = 180 pts
  23. Bee Power Level: 10/12 (180/185PP) Unspent Power Points: 5 Trade-Offs: +2 Defense / -2 Toughness In Brief: Tiny hero, big heart! Catchphrase: "We'll beat it with Science!" Theme: The Bee Song, by Arthur Askey Alternate Identity: Melissa Bowles (Secret) Birthplace: Bayview, Freedom City Residence: FCU Dorms Base of Operations: Freedon City University Occupation: Student Affiliations: Bee-Keeper III Family: Jeremy Bowles (Father), Elsa Bowles (Mother), Megan Bowles (Older Sister), Baxter Bowles (Uncle) Description: Age: 18 (DoB: 4th January 2000) Gender: Female Ethnicity: African-American Height: 5'4", 3" when Shrunk Weight: 130lbs Eyes: Brown Hair: Brown With a whirling of limbs and a flurry of almost constant activity, Melissa seems to take up more space than her diminutive height would suggest. She's always dressed in a colourful array of clothing that suggested that she dressed in a hurry, which to be fair if quite often has what happened. She tends to prefer bright colors and bold designs and with a predominance of yellow, it can be difficult to tell when she is or not in her costume. Her costume is of cause the yellow and black stripes traditionally associated with bee's, even if the yellow is a lot lighter than found in nature. Sunny like my disposition Melina likes to say about the choice. Her head is covered by a mask complete with fake antennas and compound eye to complete the bee theme. The entire costume was designed and built by her uncle, with Melina's continuous input. History: The Baxter family has always had a creative flare in whatever subject they choose to pursuit, as well as a massive streak of eccentricity to go along with there potential genius. The most famous for this was of cause Barry Bowles, the second villainous Bee-Keeper, but the rest of the family was just as full of potential. Her main fascination was the newly described Dyne particles a catalyst that caused matter to shrink whilst retaining its mass and form, though no one had solved the problem of the electromagnetic energies generated by the compression. Melissa's idea was to form it into polymers to both allow it to be placed around the item and to channel the electrical field. Someone must have agreed as one fateful night when she finally got the Dyne polymer into a stable form. Working late in the school's lab the shockwave from an explosion set off somewhere nearby shattered the container with the Dyne mixture covering her in the liquid, in that moment Melina discovered that her polymer worked as she suddenly shrunk down. Which was lucky for her as it allowed her to survive the mysterious explosion. Melina had never considered being a hero until the moment she gained these powers, but now she didn't know where to start. She knew her parents would freak if they found out so instead, she went to her uncle Baxter. In a fluke of fate, it turned out that her uncle was actually the hero Bee-Keeper III who agreed to help her explore her powers, creating a way to store the power her shrunk body generated to work a pair of suitably sized wings. Before she became a hero though he insisted that she finish off her education, though she was sure he wouldn't mind if she snuck out to fight crime every now and again... Personality & Motivation: Melissa is upbeat and optimistic person always seeing the best in everyone and everything around her. This can come across as overconfidence as she throws herself boldly into any situation as she's sure things will sort themselves out. Not that things won't sort themselves out without some kind of help, which is why she wants to become a hero and help people. Though it can be a little difficult to tell as she tends to be a bit of a scatterbrain with about half a dozen different ideas floating around her head at any one time. Powers & Tactics: Bee tends to throw herself into action without any apparent rhyme or reason, her desire to help out overcomes semblance of tactics. She's not so foolish to throw herself at impossible odd though, even she realises that there are times when fighting is not the answer. When fighting she will try to solve the problem put in front of her using all her vast scientific knowledge, often in very unorthodox ways. Power Descriptions: Melissa has infused her body with her own custom designed Dyne molecules that allows her to compress her own body to the size of around 3 inches tall, as she retains all her molecules she retains her mass and physical strength. The change in height creates a massive electrical field, a side effect of the molecular compression, that she stores using as a form of attack and to power her wings. Complications: Busy little Bee: Melissa always has a half dozen thing going on at one time, with a few more waiting in wings. This sometimes distracts her from other things, including those that others consider important like sleeping and eating. Bee Curious: Melissa can't stand a mystery and has to know the solution at almost any cost, which sometimes leads to her poking her nose into things best left alone. Bee Quiet: Heroes are meant to be ultra super secret about there identities right, but it's so cool are really difficult not to tell. Bee Explaining: Science is rad and all and should be explained whenever possible, cause the baddies might be able to use such stuff against us... Abilities: 0 + 8 + 4 + 10 + 4 + 4 = 30PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +8 Attack: +2/10* (+2 Base, +8 Shrinking) Defense: +4/12* (+4 Base, +8 Shrinking), + 2 Flat-Footed Grapple: +2/-14* Knockback: -1/+2* * When Shrunk Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 [Protection]) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 68R = 17PP Bluff 6 (+10) Craft (Chemical) 10 (+15) Diplomacy 3 (+5) Handle Animal 8 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 5 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13PP Animal Empathy Eidetic Memory Evasion 2 Fascinate (Bluff) Hide in Plain Sight Improved Initiative 1 Interpose Luck 2 Power Attack Takedown Attack 1 Uncanny Dodge (Auditory) 1 Powers: 10 + 80 = 90PP Animal Control 10 (Flaw: Limited to Insects) [10PP] Size of a Bee 16 (Alternative Form, 80PP) [80PP] Blast 10 (range 100ft, 250ft incr Feat: Improved Range) Biokinetic Sting [21PP] Flight 5 (250 mph/ 2,200 ft/rnd Drawback: Power Loss (Wings bound)) Flight of the Bumblebee [9PP] Protection 6 Bee Tough [6PP] Shrinking 16 (Fine Size, Extra: Normal Strength, Feats: Growth Strike, Normal Toughness, Normal Movement, Drawback: Full Power) Bee Small [34PP] Strike 10 Sting like a Bee [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Bee Control Perception DC 20 Willpower Bee Control Biokinetic Sting Ranged DC 25 Toughness Damage Sting like a Bee Touch DC 25 Toughness Damage Totals: Abilities (30) + Combat (12) + Saving Throws (18) + Skills (17) + Feats (13) + Powers (90) - Drawbacks (0) = 180/185 Power Points
  24. Player Name: SpicyWaffle Character Name: The Bee-Keeper III Power Level: 11/12 (175/178PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 26/30 In Brief: An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice. Alternate Identity: Baxter Bowles Identity: Secret Birthplace: Bayview, Freedom City Occupation: High School Student, Superhero Affiliations: Franklin D. Roosevelt High School Family: Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother) Description: Age: 18 (DoB: May 15th, 1995) Apparent Age: 18 Gender: Male Ethnicity: African American Height: 5'10" Weight: 154 Lbs. Eyes: Hazel Hair: Black Appearance: Once a wiry sort of teenager, Baxter has since made the transition from tindertwig into that of a young man in the prime of his life, boasting a toned physique brought on through a combination of earnest exercise and his heroic hobby, though he still manages to come off as rather plain, making him capable of blending in with a crowd easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders. In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else. Power Descriptions: Descriptors: Bees, Technology With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen. The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like. History: Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure. Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter. Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City. Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero. Personality & Motivation: Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good. On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process! Powers & Tactics: Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly. Complications: Bee Amazzzzing! (Obsession): While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him. Homeroom by Nine O'Clock (Responsibility): While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon. Who is that Masked Apian Weirdo? (Secret): As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side. Abilities: 6 + 6 + 6 + 4 + 0 + 8 = 30PP Strength: 34/16 (+12/+3) Dexterity: 16 (+3) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks Grapple: +27/+8 [w/o Beesuit] Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit] Saving Throws: 5 + 7 + 8 = 20PP Toughness: +11/+11 [w/o Protection]/+7 [w/o Defensive Roll] (+8/+3 Con, +4 Defensive Roll, +3 Protection) Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 72R = 18PP Bluff 6 (+10) Craft [Electronic] 8 (+10) SM Craft [Mechanical] 8 (+10) SM Diplomacy 8 (+12) SM Knowledge [Life Sciences] 8 (+10) Knowledge [Pop Culture] 6 (+8) Knowledge [Technology] 8 (+10) Notice 10 (+10) Perform [Dance] 8 (+12) SM Feats: 26PP All-Out Attack Attack Specialization [unarmed] 1 Defensive Roll 2 Dodge Focus 6 Fast Overrun Grappling Finesse Improved Grab Improved Initiative 1 Improved Overrun Improved Throw Improved Trip Interpose Luck 3 Move-By Action Power Attack Precise Shot 2 Skill Mastery 1 (Craft [Electronics], Craft [Mechanical], Diplomacy, Perform [Dance]) Powers: 65PP Device 16 (Bee-Keeper Armor 1.6e; 80PP Container, Flaw: Hard to Lose; Power Feat: Subtle) [65PP] Communication 4 (Radio) {4DP} Comprehend 2 (Speak & Understand Animals; Flaw: Limited [bees]) {1DP} Enhanced Constitution 10 {10DP} Enhanced Feat 3 (Blind-Fight, Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {3DP} BE: Enhanced Strength 18 + Super-Strength 10 (Effective Carrying STR 84; Power Feats: Alternate Power 4, Groundstrike) {43DP} - The Proportionate Strength of a Bee! AP: Blast 11 (Extra: Autofire, Power Feats: Accurate 3, Improved Crititcal 2, Richochet) [39PP] - The Sting of Justice! AP: Nauseate 11 (Extra: Ranged; Power Feats: Accurate 3, Reversible) [37PP] - Toxic Stingers! AP: Snare 11 (Power Feats: Accurate 3, Tether) [26PP] - A Sticky Situation! AP: Strike 11 (Extras: Autofire, Penetrating; Power Feats: Accurate 2, Improved Critical 2, Mighty) [38PP] - A Mighty Beeting! Flight 5 (250 MPH/2,500') {10DP} - Flight of the Bumblebee! Immunity 1 (Bees) {1DP} Protection 3 {3DP} Super-Senses 5 (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP} 4 + 1 + 10 + 3 + 43 + 10 + 1 + 3 + 5 = 80DP Drawbacks: -4PP Normal Identity (Full-Round Action) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Unarmed in Suit Touch DC26 Toughness (Staged) Damage (Physical) Strike Touch DC26 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Nauseate Ranged DC21 Fortitude (Staged) Sickened/Nauseated/Helpless Snare Ranged DC21 Reflex (Staged) Entangled/Helpless Totals: Abilities (30) + Combat (20) + Saving Throws (20) + Skills (18) + Feats (26) + Powers (65) - Drawbacks (4) = 175/178 Power Points
  25. Character Name: Lady Liberty Power Level: 10/12 (180/188PP) Trade-Offs: +3 Attack / -3 Damage, Unspent Power Points: 8 In Brief: Legacy to the mantle of Lady Liberty tries to live up to the burden she carries with her name. Song: Cilver – I’m America Residence: Claremont University, Freedom City / Phoenix, Arizona Base of Operations: Claremont University, Freedom City / Phoenix, Arizona Catchphrase: - Alternate Identity: Monica Gutiérrez Identity: Public Birthplace: San Salvador, El Salvador Occupation: Student Affiliations: Claremont Academy Family: Idania (36, Mother), Nora (8, Sister) Personality: Monica is a quiet person. Years and years of being ignored or ridiculed have left their mark on her, she’d much rather sit in her room than interact with people. She’s used to people trying to set up a joke at her expense and mistrustful of most people that approach her because of exactly that reason. Unsurprisingly, she struggles with her self-confidence, something that has lead to her taking regular counselling at Claremont, where for the first time in her life she can actually afford to do so. Her recent rise to media recognition has not helped this at all. After the first interviews, many more requests followed and people started to recognize her on the street. This, together with the burden of having to live up to the name of Lady Liberty has only led to her feeling more insecure. Why did the spirit of liberty choose her, of all people? Monica’s love for the US was not the same as that of her predecessors. She loved her country, but it didn’t love her back, something she’d been made very painfully aware of her entire life. Nevertheless, there are subjects she is passionate about, and certain circumstances will lead to her breaking out of her shell. She is invested in politics, often spending way too much time debating various issues online. Her big passion however, is medicine. For a long time she’s known that she wanted to become a doctor, and she has already accumulated a fair amount of knowledge in preparation for her time after high school. History: Monica came to America when she was 3, crossing the border together with her mother. Her father had been killed by one of the gangs and it was obvious that she and her mother also were in danger. So, her mother grabbed what little money she had and made her way north, towards the USA, towards the land of freedom and the American dream. Monica’s mother does not talk about the journey, and Monica can only assume it was not easy for a woman in her early 20s to travel all the way to the American border and beyond. Monica’s first memories are from Phoenix, where her mother still lives to this day. She grew up with little luxury, two meals a day was something worth celebrating, as her mother continued to work most of the day to make ends meet. Monica’s childhood was rather unspectacular. She was aware of her status as an “illegal” immigrant from early on, with all that it meant, even surrounded by people that, in many ways, were like her. She didn’t understand it, she was just as American than any of her fellow class-mates, yet somehow she wasn’t? Then, there was everything related to herself. Without many people to socialize with due to her not fitting into preconceived notions, she found herself on the internet most of her free time. There, she came across a short article on what it meant to be trans, something she identified with immediately. It changed her life, as she learned that her uncertainties were not unique, that there were people that felt the same way. It changed her life, but it didn’t necessarily make it easier. There were hurdles to overcome, any sort of treatment was far out of grasp monetarily. There was her mother, who’d always been a fairly devout catholic. Monica had heard the horror stories and remained quiet about what she’d learned. And even if she knew it was right, she still had to figure out how it fit into her own system of belief. It didn’t take long for her mother to realize, who, contrary to Monica’s fears, took it (rather) well. As she learned then, her uncle, who’d also died back in El Salvador, had had similar feelings, which he’d only ever told his sister, out of fear of exactly the situation Monica was afraid of. Yet, there still was the school situation. Monica withdrew further than even before, now barely spending time with anybody, her attendance record always skirting the minimum requirement. She still wanted to move forward, she still had aspirations, but she’d rather learn at home than sit in school. She’d learn more studying at home, she told herself. Her life changed again on March 2nd of 2018. At first it seemed like a normal day, Monica was walking to school, happy that Spring Break was almost in reach. As she was walking, she spotted a van, veering out of control, right towards a younger student, also on his way to school. She acted without thinking, running onto the street and knocking him out of the way. The next thing she knew, there was pain and she fought to keep her grip on consciousness. But right then, as she could already feel her life fading from her body, something happened. She regained control of her body and the pain was gone, even if she still crashed into a nearby lamppost. It didn’t hurt her, and as she opened her eyes, she realized that she was surrounded by a comforting glow. She’d never seen any superpowers in person before, but she immediately knew what it meant. Jessica Howe, a young journalist for a local TV station, happened to be walking down the street at the same time. She’d managed to capture everything on camera, from Monica’s action to her sudden recovery. Jessica knew what it meant. She’d long been a fan of the Freedom League’s Lady Liberty, who had, much to the pain of many fans, retired not long ago. As it turned out, the Spirit of Liberty had found its next host, and Jessica had been there to witness it. Before Monica had even fully registered what was going on, before the Paramedics had even arrived on the scene, she was already being interviewed, on live television. The story of the young woman who now was the nation’s newest Lady Liberty spread through the internet like wildfire. It wasn’t necessarily a good thing, within hours the fact the newest Lady Liberty was an undocumented immigrant transwoman was spread around various websites, the harassment began only shortly later. It wasn’t just internet trolls, but also members of conservative media outlets. Monica didn’t know how to react, she’d been thrown into the national spotlight without any preparation. She completely cut herself off from all media and didn’t leave the house, unable to cope with what had suddenly happened. It was only when Beth Walton-Wright, the previous Lady Liberty, showed up at her door a week later that this changed. Beth supported Monica and would help her come to terms with what her new position meant. She also suggested that the young woman would attend Claremont Academy in Freedom City, where she’d receive all the training she could ask for. It was not an easy decision for Monica to make. On one hand, it would be the training she needed, both as the new superhero and as an aspiring doctor. Graduating Claremont would open her much more doors than graduating some inner-city public school. On the other hand, it meant moving across most of the country, away from her mother and sister. Away from her (few) friends, and away from everything she knew, having only left the city a few times during her life so far. In the end it was her mother that decided. She knew that her daughter was better off in Claremont, and while Monica was pondering the decision in her room, her mother signed the necessary documents. Monica would attend Claremont starting summer 2018, in what she’d been told would be “quite the class”. Description: Age: 16 (April 3rd, 2002) Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 6’1” / 6’4” when Lady Liberty Weight: 183 lbs. / 190 lbs. when Lady Liberty Eyes: Green Hair: Black Complications: Restraints I – Much like her predecessors, Monica loses her powers when restrained. When she is bound, she cannot draw upon the Spirit of Liberty properly. Other than the previous Lady Liberty, this does not have to mean she cannot access her powers at all, even if she herself is not yet aware of this. While being restrained means that she cannot access the full brunt of her powers, she may still be able to use very weak versions of them. As this is something that she carries with her name, this weakness is very well known, thus people are likely to exploit it. Restraints II – The Spirit of Liberty, historically, has always been weakened by restraints, with the most recent Lady Liberty losing all her power whenever she was tied up in some way. Much like the exact powers of the Spirit, this too has changed with Monica. While physical restraints still limit her, it is not a complete loss. However, in return restraint has taken a more abstract meaning with her. Her powers weaken as her resolve does, the more she doubts herself the weaker they get, up to disappearing completely until she has regained her resolve. Legacy of Liberty – Monica carries a massive burden on her. She has to live up to all previous women empowered by the Spirit of Liberty. They fought in the World Wars, in the Terminus Invasion and during many other occasions. While Monica has the approval of Beth Walton-Wright, the previous, and according to many, greatest Lady Liberty, she still doubts whether or not it is really her power to yield, and she has no idea how she’ll ever live up to what her name demands of her. The large fanbase the name carries with it does not help with this, as many of them have been rather unpleasant about Monica’s newfound powers. Publicity – Monica’s identity is incredibly public, she got interviewed under her real name on TV only moments after getting her power. Monica never got to experience what it meant to have a secret identity, something she regrets very much. With this come the usual problems that are associated with a public identity, something she is very aware (and scared) of. Of course, the fact she is an undocumented immigrant doesn’t exactly improve the situation at all, and she is anxious about what may happen related to that situation now that her – and her family – ‘s status is known around the entire country. The Student Life – First and foremost, Monica is a student, with all that includes. She has an attendance to keep, homework to do and things to study. She also has regular counselling sessions at Claremont, meaning that all in all, she does not get a lot of free time. As she didn’t spend much time at school before coming to Claremont, and said school’s curriculum was not exactly great, she struggles somewhat with keeping up acceptable grades, eating further into her time and confidence. Abilities: 4 + 4 + 6 + 6 + 8 + 10 = 38PP Strength: 24/14 (+7/2) Dexterity: 14 (+2) Constitution: 22/16 (+6/3) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 16 = 36PP Initiative: +6 Attack: +13 Melee, +10 Ranged Grapple: +20/15 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5/1 Saving Throws: 0 + 4 + 7 = 11PP Toughness: +10/3 (6/3 Con, +4) Fortitude: +6/3 (+6/3 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +11 (+4 Wis, +7) Skills: 52R = 13PP Bluff 5 +10 Concentration 4 +8 Diplomacy 6 +11 Disguise 4 +9 Intimidate 4 +9 Knowledge (Life Sciences) 5 +7 Language 1 (Spanish [Native], English) Medicine 6 +10 Notice 5 +9 Sense Motive 6 +11 Swim 6 +13/8 Feats: 10PP Attack Focus (Melee) 3 Dodge Focus 2 Improved Grab Improved Initiative Improved Disarm Interpose Move-By Action Powers: 39 + 33 = 72PP The Strength of Freedom (39 PP Container) Enhanced Strength 10 [20PP] Enhanced Constitution 6 [12PP] Protection 4 [4PP] Leaping 3 [3PP] The Light of Liberty (30PP Array; Feats: Alternate Power 3) [33PP] BP: Enhanced Extra (Impervious Toughness 7 (up to); Reflective (Ranged [+1]; Extras: Range (Perception)[+2], Affect Others [+1]; Flaws: Duration (Concentration [-1])) [28/30PP] AP: Nullify 10 (Bindings [2/r]; Extras: Range (Perception)) [30PP] AP: Dazzle 10 (Visual [2/r]; Extras: Area (Burst), Selective Attack, Alternate Save (Will [first and second save]) [+0]; Flaws: Range (Touch)) AP: Emotion Control 10 (Extras: Area (Burst), Contagious; Feats: Progression 4 (Area); Flaws: Limited to Hope, Sense Dependent (Visual), Range (Touch [-2]) [9PP] linked to Healing 5 (Extras: Area (Burst), Selective Attack, Action (Standard); Feats: Stabilize, Progression 4 (Area); Flaws: Limited to Others, Sense Dependent (Visual)) [20+9=29/30PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC22/17 TGH Damage + Grab Dazzle Touch Area DC20 Will Visual Dazzle (Will Save) Emotion Control Touch Area DC20 Will Contagious Hope (Counter Fear) Totals: Abilities (38) + Combat (36) + Saving Throws (11) + Skills (13) + Feats (10) + Powers (72) - Drawbacks (0) =180/188 Power Points
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