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  1. Sureshock Power Level: 9/10 (150/150PP) Trade-Offs: +3 Defense / -3 Toughness, -1 Attack, +1 Damage Unspent Power Points: 0 Affiliations: Claremont Academy, Shock and Awe Family: Tabitha Hannigan (Twin Sister), Bill Hannigan (Father), Tandy Hannigan (Mother) In Brief: High School Football Star turned living generator Alternate Identity: Tremayne Hannigan Identity: Private Birthplace: Odessa, Texas Occupation: Student Description: Age: 16 Gender: Male Height: 6'1 Weight: 200 lbs. Eyes: Hazel Hair: Black (With Colored Tips) Tremayne is a muscular teenager with long black dreads. The tips of his dreads are colored in autumn colors such as orange, and yellow. His posture can be best described as nervous outside of his costume. Hunched forward with his head held down by nature Tremayne attempts to avoid drawing attention to himself. His right chest and arm are covered in a large and intrinsic tattoo sleeve with images representing his family, team members, and accomplishments on the football field. His superhero costume is a repurposed football uniform colored black and gold with a visor added to obstruct his face. The center of the jersey has two lightning bolts. With an A emblem on his gloves as a tribute to a catchphrase he used during his football days, "Shock and Awe" now serving as his team name with his sister. Much to her chagrin. History: Odessa, TX is known for two things. Violent crime and High School football. And Tremayne Hannigan was high school football. Despite being an underclassman the young wide receiver's average yardage made him a leading scorer in his division. His future was bright. That was until Tremayne's twin sister asked for him to accompany her to meet her online penpal. Teresa may have been more withdrawn than her brother. But, she wasn't a fool. A teenage black girl in a small Texas city meeting up with a stranger online was a possible contender Cartel kidnapping in the making or any other story with the potential to find itself as a Lifetime movie one day. Personally, Tremayne was half expecting to find some middle age old man in the pizza parlor his sister had agreed to meet. In retrospect, he wasn't really wrong. Sure, there was a teenage boy there who appeared all too keen to meet his sister. But, the pizza place was a cover facility established decades ago. So what appeared to be an empty pizza shop with only employees and a cute teenage boy, quickly turned into an ambush by a group of middle-aged men whose faces seem to vanish from the teen's memories as quickly as they entered. The next week was a blur as they underwent experimentation in the DnAscent process. If not for the timely intervention of Captain Thunder, there was a good chance that the pair would have been sold off for some nefarious purpose. Their parents were grateful to have their children returned to them. But ill-equipped for the difficulties of raising powered children. So when the invitation to Claremont Academy came. With a personal assurance from the headmaster herself that the school was uniquely suited to help their children safely harness their gifts and as. They accepted for the sake of Tremayne and Tabitha. Personality & Motivation: Tremayne is a boy scout both in personality and in the actual association. Adventurous, prepared, and always willing to put others first. Fiercely protective of his sister, his only motivation of going to Claremont was to look out for her. At least that's what he's willing to admit openly. In fact, he misses being part of a team and as High School sports are out of the picture he is looking for something new to belong to as well. Powers (Descriptions & Tactics): Sureshock can generate a massive amount of electrical energy and harness it as he wills. Under Captain Thunder's tutelage, Tremayne learned to fire off arcs of electricity capable of leaping from target to target in a chain before grounding itself. Putting his hands together he can create a searingly bright flash of electricity capable of blinding anyone looking in his direction. Modulating the electricity he fires off, Sureshock is capable of stunning their nervous system akin to a taser. Furthermore, by draining all electric power in an area around him, Sureshock is capable of deactivating Electrical equipment. As this isn't meant to overload equipment it will leave them unharmed, unlike an EMP. A field of electromagnetic repulsion surrounds him slightly protecting him from harm. Tremayne's brain is different now. He isn't quite aware of it, but the way his brain interprets electrical impulses fired off by the neurons is altered enough to provide a level of resistance from mental control. Complications: Conductor: Surrounding Sureshock in a conductive material, or using electrically conductive equipment such as power cables might draw off stores of electricity, draining him like a battery faster than the stored electrical energy can be replenished NRG: Tremayne generates a massive amount of electrical energy which exists in a sort of state of homeostasis within his body. Affecting that stability either through massive amounts of damage or overloading his body with more electricity can affect the electrical impulses in his body leading to temporary medical conditions such as seizures, mental confusion, hallucinations, or whatever else the GM feels appropriate. Ride the Lightning: Tremayne feels drawn to the “rush” of absorbing or conducting electricity. When properly controlled it can stimulate the brain’s pleasure centers unless his mind is compromised then he can find his pain centers being stimulated again. Shock the System: Accidents happen and, in a modern world where everything runs on electronics, it’s fairly easy for electrical powers to short-out or overload computers, electrical wiring, and power systems, causing blackouts, system crashes, and all of their associated problems. Control of his powers can occasionally slip away from him causing such issues. Abilities: 6 + 6 + 8 + 4 + 4 + 2 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 10 = 18PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +4 Base, +9 Ranged Defense: +12 (+5 Base, +7 Dodge Focus), +3 Flat-Footed Grapple: +7 Knockback: -3 Saving Throws: 1 + 4 + 3 = 8PP Toughness: +6 (+4 Con, +2 Protection) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5/+9 (+2 Wis, +3, +4 Enhanced Will) Skills: 12R = 3PP Concentration 3 (+5) Intimidate 2 (+3) Knowledge (Current Events) 1 (+3) Medicine 1 (+3) Notice 2 (+4) Perform (Stringed Instruments) (+4) Feats: 39PP Attack Focus (Ranged) 5 Beginner's Luck Dodge Focus 7 Luck Sidekick 25 Powers: 30 + 3 + 4+ 2 + 5 + 2 + 2 + 1 + 3 = 52PP Electricity Control ( 27PP Array; Feat: Alternate Power 3 ) [30PP] BP: Damage 9 ( Extras: Autofire, Range [Ranged] ) {27/27PP} (Chain Lightning) AP: Dazzle 9 ( Extra: Area [Perception: General, Vision], Flaw: Range [Touch] ) {27/27} (Lightning Flash) AP: Nulify 9( All Powers of Type [Electronics] Extras: Duration [Concentration], Nullifying Field ) {27/27} (Rolling Blackout) AP: Stun 9 ( Extra: Range [Ranged] ) {27/27} (Taser) Enhanced Feats 3 ( Improved Initiative 2, Second Chance [Mind Control] ) [3PP] (Rewired Brain) Enhanced Will 4 [4PP] Features 2 ( Charger, Jump-Start ) [2PP] Immunity 10 ( Electricity; Flaw: Limited to Half-Effect ) [5PP] (Electrical Resistance) Move Object 1 ( Heavy Load=50 lbs. ) [2PP] (Static Electricity) Protection 2 [2PP] (Electromagnetic Field) Speed 1 [1PP] (Training) Super-Senses 3 ( Acute [Mental], Electricity Awareness [Mental] ) [3PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Chain Lightning Ranged DC24 Toughness Damage (Electricity) Lightning Flash Perception Area DC19 Reflex/Fortitude Dazzle (Light) Rolling Blackout 45’ Burst DC19 Will Nullify (Electronics) Taser Ranged DC 19 Fortitude Stun Totals: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (3) + Feats (39) + Powers (52) - Drawbacks (0) = 150/150 Power Point
  2. Tempest Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Amnesiac telekinetic seeking to protect others from the tragedies that have occurred to him. Catchphrase: “Storm’s Rising…” Alternate Identity: Zechariah Israel Davidyan Birthplace: Bar Harbor, Maine Residence: Freedom City Base of Operations: The West End Occupation: Substitute Teacher, Self-Employed consultant Affiliations: Family Lior Davidyan (mother, missing), Isaac Davidyan (father, missing), Samuel Lee (honorary uncle, former teacher), Andrea Lee (honorary aunt, former teacher), Matthew Fan-Lee (honorary brother), Naomi Fan-Lee (ex-girlfriend, sort of) Description: Age: 23 (DoB: July 5th, 1995) Gender: Male Ethnicity: Jewish and East Asian Height: 5’11” Weight: 152 lb. Eyes: Hazel Hair: Black Tempest, outside of his costume, is an average looking young man, with short black hair on his head and hazel eyes of East Asian cast. He keeps his face clean-shaven, and his expression is often thoughtful. He wears simple clothing – mostly of solid colors rather than anything with words on it, favoring blues and purples. His costume is fairly basic, being a black bodysuit with silver lining along the edges. It includes a hood and a simple black cloth wrapped about his lower face to conceal his identity. History: Born twenty-three years ago as Zechariah Davidyan in Bar Harbor, Maine, the hero known as Tempest has suffered much in his lifetime. His parents, Isaac and Lior Davidyan were both American Jews, though Lior was biologically from China, having been born there and adopted by American Jewish parents. Zechariah, or Zack, was a thoughtful and intelligent child whose early years were mostly serene, though the occasional news of enormous battles between superheroes and supervillains did reach him, he never really expected to do more than hear about them. This changed, however, when his powers first manifested themselves at the age of ten. One day, during elementary school, a bully threw something at him, and he caught it with his mind, only to launch it back and break the boy’s nose. His parents, very concerned with their boy’s behavior and sudden display of telekinetic power reached out to old family friends – the Lee family, based in Salem, Massachusetts, where they ran a small school studying superpowered individuals without the expectation that they would become heroes. The Lees’ own son, Joshua, had the ability to cause objects and sometimes beings to explode, and they were in desperate need of someone else his age who could match him. Thus, Zack was sent to the Lighthouse on the Cliff, their school, where he met their son, Josh, and became incredibly close friends with him, as well as their adopted children, Matt – who was two years older than himself and Josh – and Naomi, who was of an age with himself and Josh – Fan-Lee. Matthew was a telepath, a psychic of great power, whilst Naomi had both superhuman strength and durability, as well as the ability to totally control her own body. Zack found himself in awe of Matt, and impressed with Naomi, as all four of them learned to control their powers. Even at this time, though, Zack had no intention of donning a costume and fighting crime – only Josh, of the four students of the Lighthouse, had any intention of doing so, and even his parents discouraged him. By the time they were sixteen, Naomi and Zack had become increasingly attracted to one another, and Josh became invested in seeing the two get together, arranging private meetings and dates between them with a deft finesse that impressed even Matt, who had intended to do the same. It was when they turned seventeen that everything changed. Scientists of some organization that they never learned the name of abducted Josh, Zack, and Andrea Lee, Josh’s mother, as well as Zack’s parents. They kept the parents under lockdown, performing experiments to see what sort of talents their children could have, and how they could use those genetic signifiers to enrich themselves and complete their employers’ nefarious ends. Zack himself was tormented, experimented upon, and forced to watch as the same was done to his best friend. For weeks, they were kept in this laboratory-prison, their minds and bodies growing scarred under the scientists’ tender mercies. Josh weakened, his will collapsing, and died in an explosion he himself caused as part of an experiment, taking with him a couple of the scientists. Alas, rescue was nearly at hand – Matt, Naomi, and Samuel Lee were on their way, but seeing Josh die broke something in Zack, who went berserk, his telekinetic attacks slaughtering the scientists in the facility as he stalked through the bloody corridors, hunting them down in a frenzy of rage and impotent sorrow. Naturally, Matt chose this time to show up, and saw his death coming closer as Zack whirled on him. In a desperate move that would traumatize him for decades, Matt mind-blasted Zack into submission, preventing him from harming anyone else like he had done the scientists, but also permanently damaging his memories and ability to make memories. Zack forgot much, including Naomi and many memories of his childhood. He fled the scene, dashing into the wilderness. Zack spent years trying to find a new life that he could settle into, but every time he was nearly content, he would find himself in a situation and not recall how he got there, and it would sour him considerably towards the whole affair. He was haunted by nightmares of the lab, and crossed state boundaries frequently. In 2017, when he was twenty-two, Zack found himself in Freedom City, where on his first day there he was accosted by thugs looking to prey on the weak. This solidified his resolve - if others were suffering as he had, he would become the thing that his best friend had wanted so badly to be - a hero. Taking on the name Tempest, Zack began to perform his heroic deeds in protecting others. Personality & Motivation: Tempest fights crime and protects others because he never wants to see another person have to go through what he did. He is solemn and thoughtful, but his memory issues often lead him into far more trouble than he would rather be in. Powers & Tactics: Tempest is capable of moving heavy objects with his mind, as well as erecting barriers to deflect most physical attacks. He can use his telekinesis quite precisely, knocking off hoods or unstitching clothing without catching the skin beneath. He often focuses on binding his targets and trying to talk them down, but is more than willing to bludgeon them with either telekinetic force or other nearby objects should that fail. He can cut things using his telekinesis, but does not do so very often for reasons that he isn't entirely clear on - it just gives him unpleasant flashbacks... Further, he can feel the physical shape of the areas around him, at approximately 15' range. He does so by "pulsing" his telekinesis across that area in a 360° sphere around him, feeling where there is the faintest resistance in that vicinity. Power Descriptions: In general, Tempest's powers are invisible to the human eye - only their results are obvious. Complications: Motivation – Protection: Tempest wants to make sure no one ever is hurt like he has been. No one deserves to lose parents, best friend, ability to remember, and more. He is deeply devoted to ensuring others are safe. Flashbacks: Sometimes, Tempest experiences traumatic flashbacks to his time in the prison-lab of the scientists, which distresses him greatly, crippling him emotionally and preventing him from acting in a rational manner until they end. Memory Issues: Tempest forgets many details about his past, and sometimes cannot create new memories at all. He occasionally finds himself in a place doing something, despite the fact that he has no idea where he is or why he’s doing what he’s doing. It is a most unnerving experience. Sometimes people from his past may show up without him recalling them, which of course causes more trouble. Abilities: 0 + 2 + 4 + 8 + 12 + 6 = 32PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +6 (+5 Base, +1 Dodge Focus), +2 Flat-Footed Grapple: +4/+20 w/Telekinesis Knockback: -7/-1 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +14/+2 (+2 Con, +12 Force Field) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +11 (+6 Wis, +5) Skills: 48R = 12PP Concentration 12 (+18) Diplomacy 11 (+14)Skill Mastery Knowledge (History) 4 (+8)Skill Mastery Notice 10 (+16)Skill Mastery Sense Motive 10 (+16)Skill Mastery Languages 1 (Hebrew, English [Native]) Feats: 8PP Assessment Dodge Focus Luck 3 Second Chance (Concentration checks to maintain powers) Skill Mastery (Diplomacy, Knowledge (History), Notice, Sense Motive) Trance Powers: 4 + 23 + 8 + 34 = 69PP Descriptors: All Mutant Super Senses 4 (Extended(Mental), Ranged(Mental), Radius (Mental)) [4PP] (Telekinesis Pulse) Force Field 12 (Extra: Impervious 10, Feats: Ultimate Save (Tough) ) [23PP] Flight 4 (100 MPH / 1000' per Move Action) [8PP] Telekinesis 16.5 (33PP Array, Feats: Alternate Power 1) [34PP] BE: Move Object 10 (Telekinesis; Strength 50, Heavy Load 12 tons; Extra: Range [Perception]; Feats: Precise, Subtle, Split Attack) {33/33} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Precise, Split Attack, Subtle]) {33/33} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Move Object Perception +20 Grapple Pinned/Bound Totals: Abilities (32) + Combat (18) + Saving Throws (12) + Skills (11) + Feats (8) + Powers (69) - Drawbacks (0) = 150/150 Power Points
  3. Tempest Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Amnesiac telekinetic seeking to protect others from the tragedies that have occurred to him. Catchphrase: “Storm’s Rising…” Alternate Identity: Zechariah Israel Davidyan Birthplace: Bar Harbor, Maine Residence: Freedom City Base of Operations: The West End Occupation: Substitute Teacher, Self-Employed consultant Affiliations: Family Lior Davidyan (mother, missing), Isaac Davidyan (father, missing), Samuel Lee (honorary uncle, former teacher), Andrea Lee (honorary aunt, former teacher), Matthew Fan-Lee (honorary brother), Naomi Fan-Lee (ex-girlfriend, sort of) Description: Age: 23 (DoB: July 5th, 1995) Gender: Male Ethnicity: Jewish and East Asian Height: 5’11” Weight: 152 lb. Eyes: Hazel Hair: Black Tempest, outside of his costume, is an average looking young man, with short black hair on his head and hazel eyes of East Asian cast. He keeps his face clean-shaven, and his expression is often thoughtful. He wears simple clothing – mostly of solid colors rather than anything with words on it, favoring blues and purples. His costume is fairly basic, being a black bodysuit with silver lining along the edges. It includes a hood and a simple black cloth wrapped about his lower face to conceal his identity. History: Born twenty-three years ago as Zechariah Davidyan in Bar Harbor, Maine, the hero known as Tempest has suffered much in his lifetime. His parents, Isaac and Lior Davidyan were both American Jews, though Lior was biologically from China, having been born there and adopted by American Jewish parents. Zechariah, or Zack, was a thoughtful and intelligent child whose early years were mostly serene, though the occasional news of enormous battles between superheroes and supervillains did reach him, he never really expected to do more than hear about them. This changed, however, when his powers first manifested themselves at the age of ten. One day, during elementary school, a bully threw something at him, and he caught it with his mind, only to launch it back and break the boy’s nose. His parents, very concerned with their boy’s behavior and sudden display of telekinetic power reached out to old family friends – the Lee family, based in Salem, Massachusetts, where they ran a small school studying superpowered individuals without the expectation that they would become heroes. The Lees’ own son, Joshua, had the ability to cause objects and sometimes beings to explode, and they were in desperate need of someone else his age who could match him. Thus, Zack was sent to the Lighthouse on the Cliff, their school, where he met their son, Josh, and became incredibly close friends with him, as well as their adopted children, Matt – who was two years older than himself and Josh – and Naomi, who was of an age with himself and Josh – Fan-Lee. Matthew was a telepath, a psychic of great power, whilst Naomi had both superhuman strength and durability, as well as the ability to totally control her own body. Zack found himself in awe of Matt, and impressed with Naomi, as all four of them learned to control their powers. Even at this time, though, Zack had no intention of donning a costume and fighting crime – only Josh, of the four students of the Lighthouse, had any intention of doing so, and even his parents discouraged him. By the time they were sixteen, Naomi and Zack had become increasingly attracted to one another, and Josh became invested in seeing the two get together, arranging private meetings and dates between them with a deft finesse that impressed even Matt, who had intended to do the same. It was when they turned seventeen that everything changed. Scientists of some shadowy organization abducted Josh, Zack, and Andrea Lee, Josh’s mother, as well as Zack’s parents. They kept the parents under lockdown, performing experiments to see what sort of talents their children could have, and how they could use those genetic signifiers to enrich themselves and complete their employers’ nefarious ends. Zack himself was tormented, experimented upon, and forced to watch as the same was done to his best friend. For weeks, they were kept in this laboratory-prison, their minds and bodies growing scarred under the scientists’ tender mercies. Josh weakened, his will collapsing, and died in an explosion he himself caused as part of an experiment, taking with him a couple of the scientists. Alas, rescue was nearly at hand – Matt, Naomi, and Samuel Lee were on their way, but seeing Josh die broke something in Zack, who went berserk, his telekinetic attacks slaughtering the scientists in the facility as he stalked through the bloody corridors, hunting them down in a frenzy of rage and impotent sorrow. Naturally, Matt chose this time to show up, and saw his death coming closer as Zack whirled on him. In a desperate move that would traumatize him for decades, Matt mind-blasted Zack into submission, preventing him from harming anyone else like he had done the scientists, but also permanently damaging his memories and ability to make memories. Zack forgot much, including Naomi and many memories of his childhood. He fled the scene, dashing into the wilderness. Zack spent years trying to find a new life that he could settle into, but every time he was nearly content, he would find himself in a situation and not recall how he got there, and it would sour him considerably towards the whole affair. He was haunted by nightmares of the lab, and crossed state boundaries frequently. In 2017, when he was twenty-two, Zack found himself in Freedom City, where on his first day there he was accosted by thugs looking to prey on the weak. This solidified his resolve - if others were suffering as he had, he would become the thing that his best friend had wanted so badly to be - a hero. Taking on the name Tempest, Zack began to perform his heroic deeds in protecting others. Personality & Motivation: Tempest fights crime and protects others because he never wants to see another person have to go through what he did. He is solemn and thoughtful, but his memory issues often lead him into far more trouble than he would rather be in. Powers & Tactics: Tempest is capable of moving heavy objects with his mind, as well as erecting barriers to deflect most physical attacks. He can use his telekinesis quite precisely, knocking off hoods or unstitching clothing without catching the skin beneath. He often focuses on binding his targets and trying to talk them down, but is more than willing to bludgeon them with either telekinetic force or other nearby objects should that fail. He can cut things using his telekinesis, but does not do so very often for reasons that he isn't entirely clear on - it just gives him unpleasant flashbacks... Further, he can feel the physical shape of the areas around him, at approximately 15' range. He does so by "pulsing" his telekinesis across that area in a 360° sphere around him, feeling where there is the faintest resistance in that vicinity. Power Descriptions: In general, Tempest's powers are invisible to the human eye - only their results are obvious. Complications: Motivation – Protection: Tempest wants to make sure no one ever is hurt like he has been. No one deserves to lose parents, best friend, ability to remember, and more. He is deeply devoted to ensuring others are safe. Flashbacks: Sometimes, Tempest experiences traumatic flashbacks to his time in the prison-lab of the scientists, which distresses him greatly, crippling him emotionally and preventing him from acting in a rational manner until they end. Memory Issues: Tempest forgets many details about his past, and sometimes cannot create new memories at all. He occasionally finds himself in a place doing something, despite the fact that he has no idea where he is or why he’s doing what he’s doing. It is a most unnerving experience. Sometimes people from his past may show up without him recalling them, which of course causes more trouble. Abilities: 0 + 2 + 4 + 8 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +6 (+5 Base, +1 Dodge Focus), +2 Flat-Footed Grapple: +4/+20 w/Telekinesis Knockback: -7/-1 Saving Throws: 5 + 3 + 4 + 5 = 13PP Toughness: +19/+7 (+2 Con, +12 Force Field, +5) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +10 (+5 Wis,, +5) Skills: 44R = 11PP Concentration 12 (+17) Diplomacy 7 (+10)Skill Mastery Knowledge (History) 4 (+8)Skill Mastery Notice 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery Languages 1 (Hebrew, English [Native]) Feats: 6PP Dodge Focus Luck 2 Second Chance (Concentration checks to maintain powers) Skill Mastery (Diplomacy, Knowledge (History), Notice, Sense Motive) Trance Powers: 4 + 25 + 6 + 33 = 68PP Descriptors: All Mutant Super Senses 4 (Extended(Mental), Ranged(Mental), Radius (Mental)) [4PP] (Telekinesis Pulse) Force Field 12 (Extra: Impervious 12, Feats: Ultimate Save (Tough) ) [25PP] Flight 3 (50 MPH / 500' per Move Action) [6PP] Telekinesis 16 (32PP Array, Feats: Alternate Power 1) [33PP] BE: Move Object 10 (Telekinesis; Strength 50, Heavy Load 12 tons; Extra: Range [Perception]; Feats: Precise, Subtle) {32/32} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; Feats: Knockback 9 [Total 19], Precise, Split Attack, Subtle]) {32/32) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Move Object Perception +20 Grapple Pinned/Bound Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (11) + Feats (6) + Powers (68) - Drawbacks (0) = 150/150 Power Points
  4. Character Name: Sea Devil (and Singularity) Power Level: 12/13 (214/220PP) Trade-Offs: Various Unspent Power Points: 6 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. When using her disguise spell, she looks like a distinctly odd human - a muscular female with pale skin, long limbs, a loud voice and fluffy black hair, with big, wide eyes that stare fixedly and with a particularly large mouth. She usually wears hoodies, long pants, and rain boots to hide the ways her body still doesn't match the profile of a human's. Her skin is still cold and slick to the touch. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right. Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Outside of her armor, Aquaria is not a terribly brave fighter - she'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. Despite her sharp teeth and handclaws, she prefers to fight with hard kicks from her massive legs. She's not that different while wearing the armor, hanging back and firing spectrum blasts from her tridents until she's actually forced into melee. Once there she's effective enough - but is particularly effective when fighting alongside the mighty Singularity. Complications: How Far I'll Go: An explorer born, Aquaria Innsmouth can never turn away from a new adventure. An Innocent Warrior: Of all Aquaria's friends, Jessie White is the greatest - and perhaps the most troublesome. We Know The Way: Aquaria is a disciple of what is sometimes called the Aeon Cult among Surfacers but to her is simply the Faith - the worship of the gods of the Deep One, widely considered a dangerous, apocalyptic cult among Surfacers and Atlanteans. Shiny: Aquaria despises Atlanteans, thinking of them as cruel, jealous imperialists - and Atlanteans typically view her as a murderous barbarian cultist. Where You Are: Aquaria dreadfully misses her fellow Deep Ones and the society beneath the waves - and might take chances to return. It doesn't help that the Surface is so cold and dry! I Am Aquaria: Apostate, traitor, and worse - her fellow Deep Ones (those who know the story of the Deep One who consorts with Surfacers) generally don't share her feelings. You're Welcome: Granted space armor by a quirk of galactic politics, Aquaria Innsmouth is an object of interest both to the Star Knights - and to the secret patrons of the terrible Spectrum Knights. Abilities: 12 + 12 + 12 + 2 + 4 + 2 = 44PP Strength: 22 (+6) effective Str 37 Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 14 = 28PP Initiative: +6 Attack: +7, +11 Melee, +15 w/Spectrum Power Grapple: +18/+21 w Dagon's Might, +11 w/Move Object Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -11/-6/-3 Saving Throws: 1 + 1 + 5 = 7PP Toughness: +12/+6 (+6 Con, +6 Protection, +10 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +7 (+6 Dex, +1) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Acrobatics 2 (+8) Diplomacy 4 (+5) Disguise 0 (+16/+1) Knowledge (Arcane Lore) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 2 (Atlantean, English [Base: Lemurian]) Notice 4 (+6) Sense Motive 4 (+6) Stealth 4 (+10) Swim 4 (+10) Survival 8 (+10) Feats: 48PP Attack Focus (melee) 4 Dodge Focus 4 Evasion Fearless Environmental Adaptation (underwater) Luck Ritualist Sidekick 35 [Singularity] Powers: 27 + 6 + 45 = 78 Deep One Physiology 5.1 (26PP, PF: Innate) [27PP] Additional Limb 1 (Tongue) [1PP] Comprehend 2 (animals, Flaw: Limited [Sea Life]) [2PP] Dagon's Might Array 3 (6PP, PFs: Alternate Powers 2) [8PP] BE: Swimming 6 (100 MPH/1000FPM) {6/6} AP: Leaping 2 (x5, Running Long Jump 80 ft, Standing Long Jump 45 ft, Vertical Jump 20 ft) + Speed 2 (25 MPH/250 FPM) + Super-Movement 1 (Wall-Crawling 1 (to 2) {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 37, Heavy Load 2 tons) {6/6} Features 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) [3PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Senses 8 (Accurate Ultrasonic Hearing, Acute Scent, Darkvision, Tactile [Ranged]) [8PP] 1 + 2 + 8 + 2 + 3 + 2 + 8 = 26PP Hydra's Power 2.5 (magic tattoos, 5PP, PF: Alternate Power 1) [6PP] BE: Super-Senses 3 (Magic Awareness 3 [Auditory, Enhancements: Analytical, Extended]) [5/5] AP: Morph 3 (Aquaria Innsmouth, +15 Disguise bonus, PFs: Covers Scent, Precise) [5/5] Device 11 (Spectrum Knight Armor, 55PP, Flaw: Hard to Lose, PF: Restricted [Deep One]) [45PP] Communications 4 (radio, 1 mile) [4PP] Flight 3 (50 MPH/500FPM) [6DP] Immunity 9 (Life Support) [9DP] Protection 6 [6DP] Space Travel 1 (interplanetary) [2DP] Spectrum Power Array 12 (24PP, PFs: Alternate Powers 2) [26DP] BE: Damage 6 (energy trident, PFs: Improved Crit 2, Mighty, Precise, Takedown Attack 2, Variable Descriptor 2 [any energy]) + Impervious Toughness 10 {10} {14+10=24/24} AP: Blast 8 (spectrum power, PFs: Accurate 4, Precise 2, Variable Descriptor 2 [any energy]) {24/24} AP: Move Object 8 (energy constructs, Effective STR 40, Heavy Load 3 tons, PFs: Accurate 4, Precise) {21/24} Super-Senses 2 (Danger Sense [Radio], Uncanny Dodge [Radio]) [2DP] 4+ 6 + 9 + 6 + 2 + 26 + 2 = 55/55 Drawbacks: -1PP Vulnerable (visual Dazzles, uncommon, minor) [-1PP] Totals: Abilities (44) + Combat (28) + Saving Throws (7) + Skills (10) + Feats (48) + Powers (78) - Drawbacks (1) = 214/220 Power Points DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness Damage (Physical) Trident Touch DC27 Toughness Damage (Energy) Blast Ranged DC23 Toughness Damage (Energy) Singularity Power Level: 12 (175/175PP) Trade-Offs: None Age: 24 Gender: Female Height: 5'8" Weight: 175 lbs Eyes: Brown Hair: Short and blonde Description: A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. History: Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. Personality and Motivation: Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. Powers and Tactics: Jessie White fights with her bat, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 20PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Evasion Interpose Move-By-Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 4 + 16 + 6 + 12 + 1 + 2 + 10 + 5 + 9 + 2 + 8 +10 = 85PP Device 1 (Bat, 5PP, Easy to Lose, PF: Subtle [Collapsible]) [4PP] Damage 0 (PFs: Improved Crit 2, Mighty, Paralyzing Attack, Stunning Attack) Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1000 feet per move action) {2+2=4/4} Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (20) + Powers (85) = 175/175 Power Points
  5. Character Name: Sea Devil Power Level: 12 (220/220PP) Trade-Offs: Various Unspent Power Points: 0 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Defying Gravity, Wicked Survivor, 2Wei cover Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including adult spawn and their spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes - the armor of the villainous terrorist organization the Spectrum Knights. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. Her trident is about as tall as she is and black, a version of orichalcum favored by the craftsmen of Lemuria. Carved with ancient runes, it looks wrapped all around with grooved edges and curved lines like tentacles rather than the smoother craftsmanship of Atlanteans. When she casts spells with it, the trident glows with a cheerfully impossible black light. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right.  Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Leaping fresh from the ocean, Aquaria is stronger than a man and faster too - fighting with powerful kicks, bites, and lashes of her gigantic tongue, she really is an oceanic alpha predator. There's a reason why solo Deep Ones can clear out small ships full of humans, or why Deep One tribes hunt whales for sport. She'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. In her armor she is all that and space-worthy and flight-capable - and armed with a glowing energy trident about the length of a short sword she can project from the flexible armor's metal. The armor also renders her nigh-bulletproof and really tough. When wielding her trident, she'll try and stab or strike with it, given the cost that comes from using her magic. For that, she'll typically fly right into the middle of a large crowd of enemies. Complications: At the Mountains of Madness: Aquaria would do anything for Jessie White, her best friend. Call of Cthulhu: Aquaria does not like being single - but mating opportunities are sketchy here on the Surface. Dagon: Aquaria is a devotee of the dark gods of the Deep Ones; Dagon and Hydra. The Color Out Of Space: Aquaria's Spectrum Knight Armor doesn't actually seek her death - but it is essentially a Yellow Ring crossed with The Anarchist's Cookbook. The Dunwich Horror: People do not like Deep Ones! The Haunter of the Dark: It's always too bright here, and too dry. The Horror at Red Hook: Aquaria's fellow Deep Ones typically regard her as apostate and traitor. The Shadow Over Innsmouth: Aquaria and Atlanteans have a special beef with each other. Abilities: 10 + 14 + 10 + 0 + 6 + 10 = 50PP Strength: 28/20 (+9/+5) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +11 Attack: +4 Base, +8 Melee, +12 Natural Weapons Grapple: +15/+17/+20 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -8/-4 Saving Throws: 3 + 1 + 5 = 9PP Toughness: +12/+8 (+5 Con, +3 Protection, +4 Armor [5 Impervious]) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+7 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 64R = 16PP Acrobatics 3 (+10) Climb 5 (+10) Diplomacy 10 (+15) Handle Animal 5 (+10) Intimidate 5 (+10) Knowledge (Arcane Lore) 5 (+5) Knowledge (Theology and Philosophy) 10 (+10) Languages 2 (Atlantean, English, Base: Lemurian) Notice 7 (+10) Sense Motive 7 (+10) Stealth 3 (+10) Survival 2 (+5) Feats: 21PP Attack Focus (Melee) 4 Attack Specialization (Natural Weapons) 2 Dodge Focus 6 Environmental Adaptation (Underwater) Evasion Improved Initiative Luck 1 Move-By Action Prone Fighting Ritualist Takedown Attack Ultimate Save [Will] Powers: 42 + 26 + 41 = 109PP Container 8.2 (Deep One Physiology, Extra: Duration [Permanent], PF: Innate) [42PP[ Additional Limb 1 (tongue) [1PP] Comprehend 2 (Animals [speak/Understand], Flaw: Limited [Sea Life]) [2PP] Damage 3 (Power Feats: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]]) [5PP] Immunity 3 (environmental cold, drowning, pressure) [3PP] Leaping 1 (x2) [1PP] Feature 2 (Deep One) [2PP] Movement Array 2 (4PP, Alternate Powers 2) [6PP] BE: Enhanced Leaping 1 (to Leaping 2 (x5) + Enhanced Speed 1 (to Speed 2 (25MPH/250FPM) + Enhanced Super-Movement 1 (Wall-Crawling 2) {1+1+2/=4/4} AP: Swimming 4 (to Swimming 5 [50MPH/500FPM]) AP: Enhanced Super-Strength 2 (to 3, Effective STR 35, Heavy Load 1.5 tons) Protection 3 [3PP] Speed 1 (10MPH/100FPM) [1PP] Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Strength 1 (Effective STR 25, Heavy Load 700 lbs) [2PP] Swimming 1 (2.5MPH/25FPM) [1PP] 1 + 2 + 5 + 3 + 1 + 2 + 6 + 3 + 1 + 12 + 2 + 2 + 1 = 41PP Device 8 (Hydra's Trident, 40 points; Flaws: Easy to Lose, PFs: Indestructible, Restricted 1 [Deep Ones]) [26PP] Immunity 1 (Own Powers, Extra: Affects Others) [2DP] The Stars Are Right! Array 14 (28 points; PFs: Alternate Power 4) [32PP] BE: Damage 12 (The Golden Sign; Extra: Area [General, Burst], PFs: Affects Insubstantial 2, Indirect 2) {28/28} AP: Move Object 12 (The Grip of the Mother; Extra: Area [General, Burst], Flaw: Range [Touch], PFs: Affects Insubstantial 2, Indirect 2) {28/28} AP: Nullify 12 (The Father's Power; all magic, Extra: Area [General, Burst], Flaw: Range [Touch], PFs: Indirect 2) {26/28} AP: Teleport 5 (The Mother's Coils; 100 ft/5 miles, Extras: Accurate [+1], Portal [+2]) {25/28} AP: Trip 12 (The Father's Ocean; Extra: Area [General, Cone], Knockback, Flaw: Range [Touch], PFs: Affects Insubstantial 2, Improved Trip, Indirect 2) {27/28} Strike 3 (trident strike; PFs: Accurate 2, Extended Reach 1, Mighty) [6DP] 2+32+6 = 40/40 Device 10 (50PP, Spectrum Knight Armor, Flaw: Hard to Lose, PFs: Restricted 1 [Immunity (suffocation underwater)] [41PP]Communication 4 (1 mile, radio) [4PP] Enhanced Feat 1 (Luck) [1DP] Enhanced STR 8 (to STR 28/+9) [8DP] Enhanced Strike 0 (PFs: Extended Reach 1, Variable Descriptor 1 [any electromagnetic]) [2DP] Feature 5 [Buys Off Drawbacks]) [5DP] Flight 5 (250 MPH/2500FPM) [10DP] Immunity 5 (disease, environmental heat, poison, radiation, suffocation [full]) [5DP] Impervious TOU 5 [5DP] Protection 4 [4DP]Space Travel 1 (interplanetary) [2DP] Super-Senses 4 (Radar) [4DP]4 + 1 + 8 + 2 + 5 + 10 + 5 + 5 + 4 + 2 + 4 = 50/50 Drawbacks: -5PP Vulnerability (dessication attacks [heat, dryness, etc], common, moderate) [3PP] Vulnerability (visual dazzles, uncommon, moderate) [2PP] Totals: Abilities (50) + Combat (20) + Saving Throws (9) + Skills (16) + Feats (21) + Powers (109) - Drawbacks (5) = 220/220 Power Points 
  6. The Red Rat (PL 9) Power Level: 9/15 (250/250 PP) Unspent Power Points: 0 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe. Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self-aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She has pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately. Taxi Driver: Noemi works for “EZ Cabs” with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Empty Clip: Guns run out of bullets, even superior soviet guns with superior soviet bullets. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 7 + 4 + 5 = 16 Toughness: +5 Fortitude: +12 (+5 Con, +7) Reflex: +10 (+6 Dex, +4) Will: +6 (+1 Wis, +5) Skills: 120R = 30 PP Acrobatics 4 (+10) Skill Mastery Bluff 10 (+13) Computers 4 (+7) [14 (+17) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 4 (+7) Skill Mastery Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 8 (+11) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [14 (+17) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 8 (+9) Pilot 4 (+10) Skill Mastery Search 8 (+11) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 45PP Ambidexterity Assessment Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Elusive Target Equipment 15 Evasion 2 Favoured Opponent (Spies) Grappling Finesse Improved Critical 1 (Unarmed) Improved Disarm Improved Grab Improved Grapple Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) As enhanced Traits: Precise Shot 2, Improved Aim Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 5 + 1 + 17 + 5 + 1 + 5 + 8 + 17 = 67 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 15 Fort Nullify Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 15 Fort /Poison Fatigue Taser Bullet Ranged DC 15 Fort Stun Totals: Abilities 42 + Combat 52 + Saving Throws 16 + Skills 30 + Feats 45 + Powers 67 - Drawbacks -2 = 250/250 Power Points
  7. Erebo Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack / +2 Damage +2 Defence / -2 Toughness In Brief: An young dimensional refugee who received an unwanted gift from the depths of the Terminus' darkness. Catchphrase: "Be afraid of the dark that shines light on your sins, evildoer!!" Theme: Alternate Identity: Eliseo "Eli" Milioni (Secret) Birthplace: Earth 5443's Turin, Italy. Residence: Claremont Academy Campus. Base of Operations: "La Base": his small room in Claremont Dormitories. Occupation: Student at Claremont. Affiliations: Next Gen. Family: Maria Grazia Milioni, his lost older sister. Description: Age: 17 (01/08/2000) Apparent Age: 17. Gender: Male. Ethnicity: Caucasian, of Italian descent. Height: 191cm. Weight: 78kg. Eyes: Black. Hair: Black. Eliseo would be a normal teen (if a bit tall) but the "accident" which made him into what he his now had noticeable, eerie effects on his appearance and, much more disturbingly, on his psyche (but let's leave that for another section of this document). After becoming infused with the dark, entropic energies of the Terminus, Eli's body grew thinner and taller, almost as if stretched by the forces now contained within it, all of his hair turned jet black, and his eyes turned slightly larger and as black and deep as the Abyss. His skin, locked perpetually into an almost ceramic white complexion, completes the picture of a lanky, long limbed boy whose appearance whispers "odd" in every person's mind, and yet seems capable of an odd charm which puts him above many other people when it comes to being liked by his peers and others alike, is it the "allure of the Abyss?" As for clothing, accessories and hairstyle, he likes to keep things minimalistic, dressing all in black with small white accessories most of the time. He keeps his hair long, barely touching his shoulders, and has a predilection for turtlenecks, velvet and silk shirts, and most of all, shiny black shoes. He doesn't really have a costume, using his powers to cover up the details of his figure and clothing and thus appearing as a living silhouette that seems almost a hole cut out from the fabric of space, showing a place where all light goes to die and adding to his sleek, phantomlike image. History: Eliseo was born in a parallel very similar to Earth-Prime, with the glaring absence of most forms of superheroes and meta human activity. While the supernatural and the occult existed, they were not nearly near the realm of public knowledge, and orchestrated their manipulative schemes behind closed doors and curtains. Eliseo's father, Marco, was a small time engineer in Turin, with the small quirk of being obsessed by the occult matters of the world. This obsessive focus of his came to burrow into his brain and the lives of him and his children when Eliseo was only eight, his mother being apparently "murdered by a foul creature". Eli and Grazia, his two years older sister, reacted very differently from each other to this sudden shift in their otherwise tranquil lives: while little Eli was shunned by his father and thus despised him in return during the following years, Grazia grew ever closer to their father's hunt for the supernatural, helping him and encouraging his obsessive behevior as a way to scrounge up some sort of attention and affection from an otherwise elusive and self-centered man. Living with a distant father and sister, while not easy, wasn't really that traumatic on Eli, who grew to be a naturally self-reliant young boy, accepting friendships as few and far between occurrences in his otherwise lonesome life and, while the rest of his close family was busy searching for evidence of the unknown, the boy was looking at the sky and dreaming of flying, like almost all the children his age. Fancies that would soon come to be a reality for the people of his Earth, when a research team, secretly lead by the occult conspiracies his dad and sister were frantically searching for, discovered a "safe and reliable way to exchange information and goods with other universes". In reality though, this was a ploy by a nameless alliance of supernatural and secretive organizations to bring the incredible to the forefront of the world... and then dominate it openly. As people started travelling between other worlds, the economy flourished thanks to the influx of cheap goods and new scientific breakthroughs and, by the time Eliseo turned fourteen, his world seemed to turn into a Utopia. His father though, was weary of "the Plan", as he called it and, being right for once, this would lead his family to ruin. One year later, Eli and his family would be shunned as criminals and terrorists by the government due to their father trying to bomb a interdimensional portal station. To escape persecution, his sister, with instructions from his father, actually managed to activate a jury rigged device that could allow them to "jump" once in a random alternate dimension. This would have been a horrible decision and a very likely death sentence for the both of them, but his fanatical sister was too sure of their father's work to doubt the prospect... she regretted it when they found themselves trapped on a Terminus scout vessel. Fortunately for them though, the vessel was headed for Earth-Prime's Freedom City, during the '93 invasion attempted by Omega's forces. The unmanned ship was among the first to be spotted and shot down, right above Lonely Point. As the teens fell to what looked like it was going to be their demise, the interdimensional drive of the ship malfunctioned and exploded, sending the ship scuttling... somewhere in time and space. Eliseo doesn't remember much from the time he spent on the ruined ship, since he was seemingly put by Grazia in the only working stasis chamber in the vessel while he was unconscious, slowing down his metabolism. The ship crashed twenty four years later, exactly where it was supposed to during the invasion, and attracted the attention of the city's heroes, being a Terminus ship. Eli was the only person on board, his sister nowhere to be seen and, what was more, the failing dimensional drive and stasis chamber, along with the properties of the dimension where he was jaunted, all contributed to him actually developing powers as a conduit of the Terminus dreaded entropic energies. Soon after his discovery, Eli was confirmed as a dimensional refugee and sent to Claremont to study and learn to control his (mistrusted) powers. He adopted the codename Erebo, from the Greek god personifying the Abyss, and started fighting and striving to find meaning in this new world. Personality & Motivation: Originally a lively and energetic boy, thanks to the lack of care from his family, Eli has grown into a self-reliant and lonesome teenager, who doesn't actively look for company or friendship, but doesn't really reject it outright either. This part of him has dug deeper in his heart when he changed physically and mentally due to the Terminus' energies flowing into and through him, making it difficult for him to develop emotional bonds with other people, especially "normal" ones. He still holds his sister dear, much more than he ever did his father, considered she saved his life, probably in spite of her own, after years of neglect and coldness. He is calm, patient and collected, even though he couldn't be considered "cool" due to his eerie, aloof attitude, he can be surprisingly proactive when it comes to a set goal. Eli is also a very protective person with his few close relationships, holding them very dear to his heart and hoping o build a lasting life in this new environment where he has been thrust. The boy hopes of being accepted and to prove worthy of his saved life, building upon it with the utmost motivation and drive, even though he might not be able to show it completely or easily to others. Simply put, he wants to make a name, a life and a home for himself, a whole new life... a fresh start. Powers & Tactics: Generally, Erebo uses his darkness to conceal his features and approaches fights with criminals and other threats carefully, preferring to impair them from a distance using his Embrace and Breath effects and using the fact that he is immune to them to sneak around the battlefield, hitting where it hurts (after draining the physical toughness out of his enemies with his deadly Caress). If he wants to be extra careful, he will maneuver at range using his Wings and Gateways to position himself and start raining pain on his enemies in the form of shadow javelins (obviously thrown with the help of enhanced strength). Power Descriptions: Eli's power comes from him becoming a conduit to the dark, abyssal energies of the farthest reaches of the Terminus, the place where all light goes to die, thus all of his shadows do not appear normal at all, but rather swallow up all light that touches them, appearing mlre like holes cut out from the very fabric of the world and into the Void between dimensions. When using his Embrace, a rather big space is covered by a veritable dome of impenetrable darkness, and all caught within (except Erebo himself) find themselves unable to see, hear and smell with most of their senses. Usually, the inside of the domenis also struck by freezing gales that hinder those within, again letting Erebo act unaffected, and leving them vulnerable to surprise attacks using his dark Caress, a shadowy, tendril like arm that drains the toughness and physical resilience of anyone (and anything) that it touches, making hitting and breaking them with enhanced strength easy. Finally, with some effort, Erebo can use his solid shadows to create simple objects which, as a general rule, can only be moved by him and his powers. His shadows can also be used a gateway between two obscured points or mundane shadows, like some sort of portal, while enhancing his mobility with, black, stringy wings that allows some rather fast flight. Complications: Vulnerable to light: Eli's nature as a confuit of interdimensional darkness make him vulneble to intense light based attacks and effects. Odd and Eerie are my second names: Eli's physical and psychological profiles are skewed due to his interaction with the Terminus, leaving him unable to properly express his feelings through simple unconscious everyday gestures and making him appear almost doll like in behavior and appearance. Child of the Terminus: Eli's visceral and metaphysical link to the Terminus his a secret left for his closest of friends, since the history of Freedom make it a very touchy subject and could at best lead peple to mistrust him, and at worst... Away from home: Eli's home dimension does not want him back, and he wouldn't know how to find it if it did, anyways. He is not familiar with the concept and culture of real superheroes and villains, and the impact that they had on Earth-Prime in the last century, so he might seem like a fish out of water to his peers. Abilities: 4 + 8 + 4 + 0 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+ 12 = 28PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 Base. Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10/+24 Knockback: -7 Saving Throws: 3 + 6 + 5= 14PP Toughness: +8 (+2 Con, +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 48R = 12PP Acrobatics 8 (+12)* Bluff 8 (+10)* Investigate 5 (+5) Diplomacy 4 (+6) Gather Information 8 (+10)* Language 3 (Italian [Native], Latin, Ancient Greek, English) Search 4 (+4) Sense Motive 8 (+8)* *=skill mastery Feats: 9PP Assessment Dodge Focus 6 Thrown Mastery Skill Mastery Powers: 51 + 11 + 7 + 1= 70PP Darkness Control Array 22.5 (45PP Array; Feats: Alternate Power 6) [51PP] (darkness, dimensional, shadow, terminus). Base Power Obscure 10 (Erebus' Embrace; Total Visual, Auditory and Olfactory concealment; Feature: Erebo is immune to the effect; Feat: Reversible; Extras: Independent) [42/46] (sensory deprivation) Alt. Power Environmental Control 10 (Erebus' Breath; Intense Cold + Hinder Movement [Half Speed]; Feature: Erebo is immune to the effect; Feats: Reversible; Extras:Independent, Selective Attack) [42/46] (gusts of cold wind) Alt. Power Create Object 10 (Erebus' Arsenal; Feats: Affects Insubstantial [Full Toughness], Progression 2 [25 Feet*Rank], Selective; Extras: Duration, Movable) [45/46] Alt Power Teleport 10 (Erebus' Gateway; Feats: Progression [Portals are 10ft wide]; Extras: Portal) [41/46] Alt. Power Drain 10 (Erebus' Caress; [Toughness]; Feats: Incurable, Slow Fade 2 [1 point per 5 minutes], Reversible; Extras: Affects Objects) [23/40] Alt. Power Enhanced Strength 21 + Super Strength 4 (Dark Might; [Tot. Str. 35 (+12) / Super Strength 55 (Heavy Load: 24 Tons)]; Drawbacks: Obvious [whole body cloaked in inky, smoky shadows]) [28/40] Alt. Power Damage 10 (Shadow Javelins; Feats: Affects Insubstantial, Mighty 2; Extras: Ranged, Penetrating, Contagious) [43/45] Protection 6 (Shadow Cowl; Extras: Impervious [All 6 Ranks]; Drawbacks: Noticeable [whole body cloaked in inky, smoky shadows] [11PP] Flight 4 (Dark Wings; Drawbacks: Power Loss [Unable to flap wings]) [7PP] Feature 1 (Can make his whole figure, or parts of it, appear as black "holes in space" silhouettes, which always stand out in an odd way, even in natural darkness) Drawbacks: (-3) Vulnerability (Light; Common [-2]; Moderate [-1]) [-3] DC Block ATTACK RANGE SAVE DC EFFECT Unarmed Touch 20*/27 Toughness Damage Shadow Javelins Ranged 27 Toughness (Penetrating) Damage Thrown Objects Thrown 18*/25 Toughness Damage Erebus' Caress Touch 25 Fortitude Drain [Toughness] Totals: Abilities (20) + Combat (28) + Saving Throws (14) + Skills (12) + Feats (9) + Powers (70) - Drawbacks (-3) = 150/150 Power Points
  8. Player Name: Jander Prime Character Name: Koschei Power Level: 7 (105/105PP) Trade-Offs: +3 Attack / -3 Damage, +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Former Gang Leader returned to confront the Red Queen, the Vorovskoy Bratva and his traitorous father. Residence: Stark Hills, Bedlam City, WI Base of Operations: Bedlam City, WI Catchphrase: “Run if you want. I get off on the chase.” Alternate Identity: Aleksei Sergio Konstantin; Lexi Identity: Secret Birthplace: Our Lady of Sorrow, Bedlam City, WI. Occupation: Janitorial Services; Thaddeus Grissom High. Affiliations: Gorman’s Ghosts [alternatively Ghosts], Former Leader. Family: · Vasay Konstantin [Father, age: 44, b. December 21, 1973] · Jessa Ye [Mother, b. June 2, 1977; d. March 11, 2004] Description: Age: 23 (b. May 31, 1995) Apparent Age: mid-20’s Gender: Male Ethnicity: Russian-Fillipino Height: 1.8m [5’11”] Weight: 81kg [178 lbs.] Eyes: Brown Hair: Black; Short Cropped, Unkempt Appearance: Aleksei is a well built young man, the result of intensive physical conditioning, a wicked combination of grace, speed and power. Powerful shoulders and a lean frame, he is a blur of motion moving across the urban landscape in a clean, economical manner, flowing over, through and around obstacles that would cause any sane man to hesitate. He is heavily tattooed, his first a Virgin Mary draped in the flag of the Phillipines, a memorial for his mother, Jessa Ye. He has the old logo for the Naked Canvas tattooed over his right pectoral, a western style dragon crouched along his left shoulder blade it’s head leering over his shoulder to rest atop his heart. A snake entwines his right arm, wrapped around the trunks of trees which stand amidst a graveyard. Two headstones feature prominently along his forearm, one for his mother Jessa Ye, and another for Tricia Pereira. In his civilian life, he wears loose fitting cargo pants, and layered tees and hoodies. Thin soled athletic shoes allow for maximum grip without slowing him down, he avoids jewellry or other affectations as the risk of having them catch something while he moves through his parkour routines is too great. He keeps his hair trimmed short, but it is thick, coarse and unkempt, the same came be said for his face, typically sporting about three days growth before it becomes too itchy and needs shaving. A square jaw, with intense brown eyes, his nose slightly crooked from a playground accident in his youth, and a chipped tooth gives his smile an almost feral cast. As Koschei, he wears a tight fitting black thinsulate long sleeve, with a stylized dragon that has been silk screened across the chest. Army surplus combat webbing, as well as formed plastic bracers for his arms, knees, and shins. Thin textured gloves ensure maximum grip, similarly his footwear are athletic shoes, not boots, so as to provide maximum grip while staying light weight. He wears a stylized paintball mask, which has been spray painted a bone white, this helps to conceal his identity and projects a vaguely skull shaped image to his foes. Power Descriptions: Aleksei’s ability to absorb kinetic energy manifests as a shimmer radiating out from the point of impact, accompanied by a deep bass sound that resonates outwards. He has yet to develop the ability to channel or redirect the kinetic energy his powers allow him to absorb. His ability to maneuver through Bedlam’s cityscape appear as though he possesses some sort of superhuman agility and speed. He is able to traverse drops, chasms, and obstacles with a fluidity and precision that challenges the observer’s understanding of gravity and motion. History: Vasay Konstantin, a Boyevik, or recruiter, in the Vorovskoy Bratva based out of Brooklyn who met Jessa Ye, a waitress at the Girls Vlub in the Meadows, during his business trips to Bedlam, WI. A brief but intense affair took place, and in time Jessa Ye gave birth to her son at Our Lady of Sorrow in Bedlam City. Vasay was not a staple in their lives, yet despite the Bratva code against either wife, or family, he maintained a tumultuous relationship with Jessa, while investing time in Alexsei’s life. He ensured the young boy could speak, and understand the Russian language, while teaching him that he was worthless, weak, and would need to learn to defend what was his with ruthless aggression. Jessa abhorred Vasay’s treatment of her son, and while she could endure his violent tendencies, when that attention turned towards her son she found the strength to leave the cruelty behind her, and strike out on her own. Wanting to provide a better life for her son, Jessa changed her profession, instead concentrating on artistic endeavors, apprenticing at Skin Canvas, a reputable tattoo parlour in the Downtown core. Due to the gruelling hours of her apprenticeship, Aleksei became a staple around the shop, sweeping the floors, organizing portfolios, and running errands for the artists. The motley crew of the Naked Canvas became the brothers and sisters that Aleksei had never had; he learned to skate under the close eye of Tricia; he learned the streets from ex-ganger, Eduardo, and perhaps most importantly he learned the basics of Wing Chun from the lanky Jamaican, Lenny. Tragedy struck when Aleksei was nine, in Spring of ’04 when a young addict, strung out and looking for a fix had smashed through the shop as the artists were closing for the night and Jessa was preparing to take her son home. He came stumbling in with a battered .38 and demanded what little money was in the till, Aleksei, curious about the commotion came out of the back office only to stumble into the would be robber, who then grabbed Aleksei and began flailing with the gun. Jessa, fearing for her son’s life, rushed the strung out addict, and the shot that followed shattered the young man’s life. The artists of the Naked Canvas surrounded Aleksei for the next few weeks, sheltering him from the grief and the pain. His father, Vasay, attempted to visit, but Tricia and Lenny refused to let the man near their friend’s son. He bounced between the homes of Tricia, Lenny, and the other Canvas artists, until settling in with his uncle, Seongbin, above his Wolverton grocery store. He was enrolled in Langdon Bleeker, where he met Lena, neither of them were particularly interested in the athletics program, but shared a love of urban gymnastics; skating and parkour. Together the downtown core became their playground, particularly the skeletal remains of the Gorman Tower, where their stunt runs earned them hundreds of followers on various social media platforms. They soon earned the moniker, Gorman’s Ghosts, due to their seemingly death defying tricks, or the fact that those tricks would soon make ghosts of them both. On graduating from L.B. High, Lexi and Lena, as they now called themselves, gathered a small following of friends whom all excelled at the urban acrobatics which had provided them with some degree of notoriety. Collectively calling themselves the Ghosts, they banded together for protection from other gangs in the Downtown core, pick pocketing to provide cash for their expenses. They soon gained some measure of notoriety as their familiarity with the downtown core, coupled with their almost impossibly fluid urban grace meant that they were near impossible to catch by their rivals or the police. That notoriety allowed him to negotiate with several of the local gangs, resulting in a measure of neutrality for the Ghosts. However, they did hire themselves out as couriers between rival gangs, or factions, though due to the shooting that cost his mother’s life, he refused to transport guns or drugs. Vasay became aware of his son’s affiliations with the Ghosts, and was proud of the way he had climbed out of the street, establishing a name and reputation for himself, so he arranged a meeting whereby he would offer the Ghost’s exclusive rights to handle Vorovskoy business, as required, within Bedlam City. The meeting was arranged, with his soldiers in attendance to make it official, however he did not reveal Aleksei’s parentage to his organisation. However, what Vasay did not expect was Aleksei’s vehement denial of the offer, and his subsequent outburst defaming Vasay as coward and less than a man for his abuse of Aleksei’s mother, and abandonment of the family. Spurned by such an insult, Vasay beat his son savagely and dumped his body in an alley within the downtown core. He then made a similar offer to Lena, Aleksei’s second in command, who accepted the offer having never truly felt the same opposition to the transport of either guns or narcotics. Lenny discovered Aleksei at Bedlam General and the shop put up the funds for his care; he was released three days later. As Aleksei recovered, Lena visited him, informing him that the Ghosts were now hers, that they worked exclusively for the Vorovskoy Bratva, and their new employers had given them explicit orders that should they encounter Aleksei they were to eliminate him and provide proof to their handler, Vasay. Ignoring his former lover’s advice, he investigated the Vorovskoy’s network in Bedlam City, and discovered they were preparing to test a new designer drug within the city. After having fully recuperated from his father’s assault, he was able to tail one of his former gang members to the distribution point, where the Ghost was to transport a sample of the new drug to the Bratva’s distribution network. Aleksei was able to secure the package, about 10 kilo’s with a street value of over $50K which he took to a small apartment he’d been squatting at, mixed it with Drano and poured it down a drain. Lena appeared in a window, informing Aleksei that he should have run, and that she was sorry that it had to be this way. Her apology delivered she fled, Aleksei followed and try as he might, he couldn’t keep up which was the first time he’d ever lost to Lena. The following morning he discovered that the Canvas had been burned to the ground, Tricia was dead, and Lenny had been assaulted, his back broken, confining him to a wheelchair for the remainder of his life. Enraged Aleksei confronted Lena at her wharf side apartment, arriving just in time to witness her juicing with the Bratva’s new designer drug, Max. She apologized again, swearing she had nothing to do with the arson and assault on the Canvas, but that she now had no choice. Aleksei heard the sedan, and knew he should have fled but his anger, his outrage, caused him to confront his father’s men. While Lena refused to fight her former lover, the Bratva soldiers had juiced with the new drug as well, and with near super human strength were able to overwhelm Aleksei, and had him held prone at the end of the pier when Vasay arrived. The bore on the .45 seemed all encompassing; his father only shook his head as he pulled the trigger. The roar of the pistol deafened Aleksei, however, there was a surge, a shimmer, and a low thrum that reverberated through the damp night air. The recoil threw him into the frigid water, and blackness overwhelmed him. He awoke in a warehouse, the creak of wheels, Lenny’s voice, who informed him he’d been in and out of consciousness for three days; that he’d got a call from Lena letting him know what happened; that he’d found his body floating in the Harbour and had his friend drag him to the van. Lenworth informed him that he’d worked with Justice Xtreme in the 90’s and he’d seen how that had failed, so if Aleksei was committed to this path they would need to train, and train hard. That’s exactly what Aleksei did under Lenworth’s watchful eye, mastering Lenny’s version of Wing Chun, mixed with his own brand of parkour. Recalling a Russian fable that dealt with a sorcerer who could change his shape, a dragon, a whirlwind, depending on which story you read, but what stuck with Aleksei the most is that the wizard could not die, because he’d hidden his soul. When his mother had died, it had felt like he lost his soul, then the Canvas, Tricia. The bullet should have killed him, but it didn’t. Personality & Motivation: Aleksei is a brash and impulsive young man, full of confidence and bravado. He is beginning to learn, under Lenworth’s tutelage, that this attitude is what ended up costing those he cares about their lives. As such he is trying to rein it in, to keep that under control, be more calculating, aware of his surroundings, his environment, and to apply that knowledge to his course of action, allowing him to evaluate those consequences. While he has chosen to respond to the Bratva’s violence in kind, opposing them with his own brand of justice, due to the circumstances of his mother’s death he has vowed to never resort to the use of firearms as an equalizer. He is dedicated and focused, but has yet to cross the line that would result in the loss of life, nor is he willing to do so. Given his own upbringing he does have a soft spot for the youth of Bedlam City, and would be willing to go to extreme lengths to protect them, should the situation be necessary. Having lost his mother, Jessa, the artist Tricia whom he viewed as a sister, his guilt over Lenny’s condition, as well as his complicated relationship with his former lover Lena, and the betrayal of his father, he has isolated himself from the outside world, concentrating on his crusade against the Vorovosky Bratva. However Lenworth has counselled otherwise. He has helped Aleksei get a position as a janitor in one of Bedlam’s worst highschools, hoping that Aleksei can begin to identify with some of the at-risk students he is in close proximity to. Powers & Tactics: Aleksei is a mobile fighter, and uses his environment to his advantage, flipping off of walls, sliding under rails, or vaulting over obstacles to catch his opponents unaware. He can just as quickly ensure that he is behind cover if his opponent is armed, so as to prevent any accurate return fire. He has learned that he can concentrate and prevent even lethal shots from causing him harm, however, he will still instinctively try to avoid blows, or return fire, trusting in his agility rather than his kinetic resiliency. Complications: Daddy Issues: Alexsi has a troubled relationship with his abusive father, his abandonment of the family, and his criminal aspirations. And while Vasay has a grudging respect for his son, his continued disruption to the Vorovosky’s plans in Bedlam City have caused a loss in standing within the Bratva, and it is an issue which must be rectified before the Red Queen chooses to intercede. Aleksei feels the need to bring down his father tragedy that has been inflicted on him throughout his childhood, and his hatred of drugs and narcotics are only amplified when he considers how his father is now distributing a new designer drug through the already savaged urban landscape of Bedlam City. Giving Back: Aleksei feels a combination of guilt and shame when he considers how his actions have impacted those closest to him, and so he maintains an almost fatalistic approach to his actions within the city. He will consider heavily the consequences of his actions, as he doesn’t wish any harm to befall those who he is trying to protect, but he is unconcerned with risks to his own personal safety as long as by his actions, he is aiding the greater good or removing a threat to that same ideal. How’d I do that: Aleksei is entirely unaware of how his abilities work, and while he has deduced their protective nature he has not come to trust them entirely, instead relying upon his agility, and maneuvering in combat. It is possible that a massive kinetic force could overload his kinetic matrix, or that successive high energy blows could cause it to collapse entirely. It’s Complicated: Aleksei’s relationship with Lena is ... for lack of a better word, complicated. She has her loyalties to the Vorovosky Bratva, and her contact with them, Vasay, however, she still harbors feelings for Aleksei. The two have always had a rivalry of sorts, seeking to out do the other with various stunts, runs, or races. However this rivalry has taken a deadlier turn as they are now on the different side of a war, Aleksei wants to save her from her growing dependency on the Bratva’s new drug, whereas she wants to save Aleksei from his own sense of idealism. How it will end is anyone’s guess. Just Kids: Due to his own upbringing, and the charity of friends and family that aided him through the darkest time in his life, Aleksei is committed to aiding those less fortunate than himself, especially if they are children whose lives are still ahead of him. He will take great interest in cases involving disadvantaged children, and will often do so impulsively believing the best of the youth involved. A particularly cunning or ruthless opponent could certainly take advantage of this character trait. Abilities: 6 + 12 + 8 + 0 + 2 + 2 = 30PP Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +1 Attack: +6 Melee, +10 Strike, +6 Ranged Grapple: +9 Defense: +8, +3 Flat-Footed Knockback: -6 Saving Throws: 2 + 3 + 6 = 11PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+4 Con, +2) Reflex: +9 (+6 Dex, +3) Will: +7 (+1 Wis, +6) Skills: 60R = 15PP Acrobatics 7 (+13) Skill Mastery Bluff 5 (+6) Climb 5 (+8) Skill Mastery Escape Artist 2 (+8) Skill Mastery Gather Information 7 (+8) Knowledge: Streetwise 8 (+8) Language 3 (English [Native], Filipino, Russian, Spanish] Notice 7 (+8) Sense Motive 7 (+8) Sleight of Hand 2 (+8) Skill Mastery Stealth 2 (+8) Swim 5 (+8) Feats: 14PP Acrobatic Bluff Attack Specialization 2 [Strikes & Counters] Defensive Attack Defensive Roll Dodge Focus 2 Elusive Target Evasion 1 Improved Initiative 1 Luck 1 Move-by Action Skill Mastery [Acrobatics, Climb, Escape Artist, Sleight of Hand] Uncanny Dodge [Visual] Powers: 3 + 5 + 3 = 11PP Impervious Toughness 6 (Passive Kinetic Matrix, Extra: (+0) Duration: Sustained, Flaws: (-1/R) Limited: Physical Damage Only) [3PP] (Mutant, Genetic) Container Passive 1 (Traceur Expert) [5PP] (Training) · Leaping 1 [1PP] · Speed 1 [1PP] · Super-Movement 1 (Slow Fall, Flaws: (-1/R) Limited: 30’ Maximum) [1PP] · Super-Movement 2 (Wall Crawling 2, Flaws: (-1/R) Limited: Begin or End movement on level surface) [2PP] Strike 1 (Strikes & Counters, Feats: Mighty, PF’s: Improved Critical [Strikes & Counters]) [3PP] (Training) DC Block ATTACK RANGE SAVE EFFECT Strike [+10 Atk] Touch DC 19 TOU Damage [Crit 19-20] (Phys) Totals: Abilities (30) + Combat (24) + Saving Throws (11) + Skills (15) + Feats (14) + Powers (11) – Drawbacks (0) = 105/105 Power Points
  9. Fox

    Masque - Fox

    Masque Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] (will-o'-wisp) Dazzle 8 (visual; Feats: Accurate 3) [19/34] (will-o'-wisp) Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/180 Power Points
  10. Blackfish Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack (Blast), -2 Damage (Blast), -2 Attack (Strike), +2 Damage (Strike), -3 Defense, +3 Toughness In Brief: Retired Naval Aviator dons nanosuit to fight crime! Catchphrase: N/A Theme: N/A Alternate Identity: Deion Carter (Secret) Birthplace: Oakland, California Residence: South Shore, Emerald City, Oregon Base of Operations: Emerald City, Oregon Occupation: MarsTech Test Pilot Affiliations: US Navy (Formerly), MarsTech Family: Elijah Carter - Father - Alive Sydney Carter - Mother - Alive Jeremy Carter - Younger Brother - Alive Kennedy Carter - Younger Sister - Deceased Description: Age: 33 (DoB: April 15th, 1985) Apparent Age: N/A Gender: Male Ethnicity: African-American Height: 5'10 Weight: 165 lbs. Eyes: Brown Hair: Black Deion stands at a roughly average height, though his body is toned from the years of experience in the cockpit he's had. Though he has been out of the military for sometime, Deion has found it difficult to not keep up to the general grooming standard, his hair typically kept short though he has allowed himself to grow a beard in more recent times - always kept to the MarsTech grooming standard, of course. On a typical day Deion tends towards professional attire, though that's a necessity of his position at MarsTech. Outside of the work week, Deion skews towards casual attire, jeans and t-shirts, though he almost always wears the bracelets that house the nanomachines that create the Blackfish suit. History: Ever since Deion was a kid, he knew exactly where he wanted to be: The Sky. Despite the absolute chaos that existed around him, the Drug War, the fall of Superheroes in the Public Eye, he could never keep his head out of the clouds. Above all else, he was determined to find his dream of living among the clouds become a reality. His father, a social worker for Alameda County, and his mother, a teacher for Oakland Public Schools, struggled to provide for their family, to keep their kids out of trouble and away from the gang violence that ravaged their city during the 80s and 90s, and although Deion and his siblings faced definite hardships, they overcame and persevered, and no other thing could exemplify this more than Deion's perseverance and tenacity during high school. Though he most certainly wasn't the smartest person in his graduating class, he worked harder than most and came to graduate with Honors, before shipping off to the United States Naval Academy at Annapolis, Maryland. Summers wasting away had become replaced with service abroad, both on vessels and at various installations around the world, and when he finally graduated from the Academy, Deion had earned a commission to become a Naval Aviator, and although it wouldn't be another two years until Deion took to the skies, he knew that he would find himself in the air in no time at all as long as he focused on the coursework, and honed his flight abilities. It was difficult and arduous, but Deion got through and his dream had been realized. Sure, he was flying C-130s instead of F-22s, but hey, a dreams a dream ain't it? Deion worked hard to find himself on top of the world, and he couldn't have been happier. By the time he actually was flying the closest thing to an X-Wing Fighter this side of the galaxy, Deion was stationed on an Aircraft Carrier in the Atlantic Fleet. Unfortunately for Deion, however, the Communion had other plans. When the Incursion occurred in 2014, it wasn't just the capes and cowls who were battling against the machines from beyond the stars, the soldiers and aviators of the world were also fighting back, right alongside their brothers in capes and cowls. Deion lost some of his closest friends during the fight against the Communion, and he himself was blown out of the sky by a Communion drone. It took weeks for aid to come, but when Torpedo Lass drug him back to a US Navy vessel, Deion breathed a sigh of relief. That sigh wouldn't last long. His sister had died during the Incursion, and he was grounded from flight awaiting "Psychiatric Evaluation", though he could live with that for now. After everything was said and done, Deion's contract ended in early 2017, by which time Deion had already found himself a new line of work: As a test pilot for MarsTech, working on a project that was supposedly going to "blow out the competition". Deion packed his bags, and moved from California to Oregon to start his new life in Emerald City, though for the better part of six months Deion wasn't actually doing anything. In theory, Deion was supposed to be their "ace pilot" operating some cutting edge technology that the world had never seen before, but the only thing Deion was jockeying was his desk. Right around the time disillusionment started to set in, Deion received a call from Max Mars himself and Deion had found his life changed forever. Max Mars presented him with the bracelets that housed the Blackfish nanosuit, and told him what the aim of the project was, "Mr. Carter," he said "I've done quite a lot for this city and the world as we know it, but I can't help but think that I should be doing more." The two of them came to an agreement: Deion was still the test pilot of some non-descript project, when in reality the project was MarsTech's newest nanosuit. Though, Deion would find that the suit had a secret of its own, one that the technicians at MarsTech hadn't planned on: The Suit could...think. It took some time to get used to, and eventually, Deion debuted as Blackfish, MarsTech's newest hero. Personality & Motivation: Deion is a man of determination and perseverance, and this has lead him to believe that he can attack all problems head on. Though he is quite a bit of a hot-headed individual, Deion does have the best interests of the people at heart, even though quite a few of his actions would end him up with a formal reprimand. The Blackfish AI, however, acts as a bit of a counter-balance to Deion's personality. The AI is calm, calculated, and driven off of a logical point-of-view, and in more than a few ways acts as a bit of a "private" counsel towards Deion when it comes to the business of being a hero. Though, this doesn't explain why Deion does what he does. Deion typically targets groups that scavenge out at sea, though he does target groups on land, because of what he saw in the aftermath of the Incursion. Groups of scavengers had no qualms with hunting down the salvage of the Incursion, and where once Deion had no option but to hope, now he can actively fight back against their operations, and although that brings him into frequent conflict with groups like the Trident, this has only strengthened his resolve. Powers & Tactics: Blackfish tends to stay out of direct combat and focuses more towards aerial and underwater support, favoring at-range blasts instead of laying the pain up-close and personal, though he has the ability to do so. That being said, Blackfish has a tendency to shoot before asking questions, and this has lead him to cause more than a few problems in the past. When forced into a corner, Blackfish will use his powerful stun punches to push his enemies back and then keep his distance from his foes to re-engage. Power Descriptions: The Blackfish suit itself almost appears alien in origin, though Deion has chalked that up to its clear adaptation to reach the least amount of resistance in both the air and the water. What appears to be thick metallic plating covers Deion's body as a protective shell, the suit an almost midnight black aside from the bright light that emanates from the central reactor in the center of his chest. Smaller white lights are studded into the knuckles of the suit, with what appears to be slightly smaller reactors inlaid into the palms of the suit. Blackfish's beams, like the reactors that produce them, are a bright white light, similar to the optical sensors that glow from the pitch black glass of the helmet fabricated by nanomachines. One thing, however, that has been curiously noted in Blackfish's public appearances is the MarsTech symbol, as well as manufacture number on the upper-right arm. Complications: MarsTech Calling!: Regardless of how Deion feels about it, Max Mars is the one who gave him the suit and - ultimately - has final say in what he is actively doing. When Max Mars calls, there could definitely be a hard conflict between what Mars wants and what Deion or the AI want. Technology Not of This World: The Blackfish suit, unbeknownst to Deion, is based off of Tellax the Redeemer - a Preserver creation meant to "uplift" the peoples of the Universe through nanotechnology. Unfortunately for Deion, this makes him a target of groups seeking out technology of this nature like the Ghostworks and other technologically-based villains, and they will pursue him to capture the technology he uses. "Adapting to New Parameters.": The AI that inhabits the Blackfish suit is derivative of the AI that operates Tellax the Redeemer. Given Tellax's nature as an adaptive machine, the artificial intelligence that governs the suit is similarly adaptive, causing it to adapt and change rapidly to survive as it encounters new threats and experiences. Recall Notice: When Tellax wakes up, he's going to want the suit back. Abilities: 2 + 4 + 6 + 4 + 4 + 0 = 20PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +6 Attack: +4 Base, +8 Strike, +12 Force Blasts Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed Grapple: +4/+10 Knockback: -7 Saving Throws: 5 + 4 + 4 = 13PP Toughness: +15 (+3 Con, +12 [Protection]) Fortitude: +8 (+3 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatics 13 (+15) Drive 10 (+12) Knowledge (Physical Sciences) 8 (+10) Knowledge (Technology) 8 (+10) Knowledge (Tactics) 2 (+4, +12 while in Suit) Notice 3 (+5) Pilot 12 (+14) Feats: 13PP Accurate Attack Acrobatic Bluff Benefit 3 (use Knowledge [Tactics] in place of Stealth to set up a surprise attack; use Knowledge [Tactics] in the place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; use Knowledge [Tactics] in place of an Intelligence check for the Master Plan feat) Defensive Attack Dodge Focus 2 Improved Initiative Master Plan Move-by-Action Power Attack Uncanny Dodge (Audio) Powers: 80 = 80PP Nanosuit Housing Unit (Device 20) (Hard To Lose) (Nano-Technology) Combat Protocols (Array 18) [38/100 DP] BP: Blast 8 (Force Blasts; Extras: Autofire (Interval 2, max +5), Penetrating, Power Feats: Accurate 4)[36/36AP] AP: Strike 12 ( Stun Fists, Extras: Linked, Power Feats: Accurate 2) + Stun 10 (Descriptor: Force, Extras: Linked) [34/36AP] AP: Blast 10 (Homing Missiles; DC 25; Explosion Area (100 ft. explosion - General); Homing 2 (2 attempts)) Flight 7 (Speed: 1000 mph, 8800 ft./rnd) [52/100 DP] Immunity 9 (Life Support) [61/100 DP] Protection 12 (+12 Toughness) [73/100 DP] Enhanced Trait 2 (Environmental Adaptation - Aquatic, Eidetic Memory) [75/100 DP] Enhanced Skills 2 (Tactical Hud, Knowledge (Tactics) 8) [77/100 DP] Super-Senses 5 (Darkvision, Direction Sense, Infravision, Radio) [82/100 DP] Super-Strength 5 (Max-Load: 3 Tons) [92/100 DP] Concealment 4 ( Active Camouflage, Type: Visual Senses, Flaw: Blending) [96/100 DP] Comprehend 2 (Universal Translator, Type: Languages) [100/100 DP] Drawbacks: -4 = -4PP Normal Identity (Full Round Action) [-4pp] DC Block ATTACK RANGE SAVE EFFECT Energy Blasts Ranged DC 23 Toughness Damage (Energy) Stun Fists Touch DC 27 Toughness/DC 20 Fortitude Damage (Bludgeon)/Stun Homing Missiles Ranged DC 20 Reflex/DC 25 Toughness Damage (Explosion) Totals: Abilities (20) + Combat (14) + Saving Throws (13) + Skills (14) + Feats (13) + Powers (80) - Drawbacks (4) = 150/150
  11. Chromium - PL 7 Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness In Brief: Mechaphage driver who infected Rev, and is now coming to terms with his new form Catchphrase: What doesn't kill you makes you stronger! Alternate Identity: Jason Igglioni Birthplace: Bedlam City Residence: Bedlam City Base of Operations: Occupation: Wanna be AEGIS Agent Affiliations: AEGIS, Igglioni Family survivors Family: Anthony 'Screwtop' Igglioni (Father, Igglioni Enforcer was absorbed into Scarpias) ; Rossalind Igglioni Description: Age: 18 (DoB: 2000) Apparent Age: 17 Gender: Male Ethnicity: Used to be Caucasian Height: 6ft Weight: 1080 lbs (Used to be 180) Eyes: Silver Hair: Seemingly bald, likely silver Chromium looks like he is made out of solid chrome, polished to a mirror finish. Every detail is perfect, down to his silver eyelashes and the ridges of his muscles. He stands about 6 feet tall but because he is made of metal he weighs considerably more. He often wears a trenchcoat, with a fedora or other clothing that will cover most of his body and hide his silver features from the public view. This is of course when he's not pretending to be a Porsche 911. History: Jason was born into the Igglioni family, except it was already part of the Scarpias at that time. Born into the Mafia meant he had a lot of privilege and a lot of wealth but not a whole lot of morals readily visible other than all the time he spent in the Catholic church. Wealthy and privileged he was not unaware of the work his father had to do to earn the place in society he had, or the schools he went to or the cars his father used to drive. As he grew older he wanted to be involved in the family business, and his mother, of course, wanted to keep him out so she tried to keep him busy with sports, and he fell for it becoming very involved in wrestling to were it looked like he was going to be getting a scholarship for a University, far away from his fathers business of course, only to have it all fall apart one fateful day. His father was part of a chain of couriers, normally a job for someone lower on the ranking, but they were transporting a very valuable substance a live culture of the Mechaphage a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components and it was all supposed to be very secret, so secret that Tony didn't even do more than stop at home, leaving his car running while he got out and spoke to his wife. Jason, figuring it wouldn't hurt, hoped in the Porsche 911and drove it down the long road of the estate, but much to his consternation he slid on the road and crashed the car. Releasing the Mechaphage and bonding him to the Porsche and beginning his transformation. Moments later he awoke and, not really knowing what happened, tried to run away only realizing once he was on the highway and headed to Freedom City that he was the car....he almost caused several accidents at that point. He hid in Freedom City, trapped in the body of a Porsche for about 4 days. Then he started to drive around, he didn't have much else to do and then started to race people. Eventually bumping into Lexa Venn, soon to be Rev, they raced, she cheated and they crashed. Infecting her with the Mechaphage and getting him picked up by AEGIS. AEGIS, while many things, was not unsympathetic once he told the story. They did inform him there was a bounty on his head, his dad had assumed he had stolen the car and the cargo and the higher ups had done the rest. They also informed him they could help him get out of the car....sort of. A year later, many, many tests and hours of attempts and he was able to transform into his current form, a dense metal being. The charmers of AEGIS managed to convince him to stay with him to get his powers under control, and after ripping a door off of the hinges he agreed. So began his training, and tutoring under the eyes of AEGIS..they a very large file on Chromium, his assumed name but when he displayed an interest in becoming an AEGIS agent they were less than thrilled, after all he was just turning 18 and he was a superhuman. They wanted him to go to the Academy in Freedom City and he wanted nothing to do with it. In the end he managed to get away, his powers growing to the point where it was hard to keep him pinned, he headed to Bedlam, and watched by AEGIS from afar started looking for someone to teach him the skills he needed to become an AEGIS agent. Personality & Motivation: Jason is young, lonely yet not afraid. If anything he feels he is almost invulnerable because of the changes the bacteria has made to his body, but it tends to him taking unnecessary risks. AEGIS has trained him in their equivalent of High School but wanted him to go out and do his own things at Claremont Academy he wanted to make a difference right away. So now he is in Bedlam, being stubborn, and trying to learn more about fighting Crime and the bad guys that are in his hometown..a never ending task. Powers & Tactics: Chromium's fighting style is dictated by how the Macrophage Bacteria has changed him, his dense body and metallic outside means he can take most blows without flinching, he typically drives into battle and once he is in punching distance transforms into his metallic humanoid form. Either he uses Shockwave and Groundstrike to disable any minions or crowds that are trying to stop him before shaping his hands into blades, hammers or other weapons crackling with Energy to take care of any harder to crack targets. Doors, walls and other obstacles seldom slow him as if he can flow around them he can simply smash them apart. His biggest weakness is his lack of skill and knowledges that would allow a more experienced hero the foresight to prepare for different obstacles or possibly withdraw in the light of heavy odds...being a teenager and nearly invulnerable is not a good combination. Power Descriptions: Go be a Porsche: Jason has the ability to morph into the Porsche he initially bonded with, there is more than a little yellowish energy crackling over him till he is transformed completly but once he is then he looks just like a 911S Porsche although he performs a little better than your typical 911s and his windows are heavily tinted, hiding the fact that there is no driver. When he heals, or eats matter that is harder than what normal humans would eat, there is more of the yellow crackling energy around the wounds, or his teeth, as it works to heal him or tear apart the matter into it's constituent parts to add to his mass. He is constantly adding bulk which is compacted into his dense structure, not getting any larger than he was as a human but becoming more and more dense. There is more crackling energy when he transforms into his liquid state, and it covers the weapons he forms out of his hands disrupting matter they touch and giving him the ability to slice through most things he could chew through. Complications: Ring a ring a rosy: Although the Macrophage Bacteria seems to be very busy converting his body to cybernetic metal capable of amazing things, he is still contagious, although it requires much closer contact than he typically involves himself in it is possible he could create more problems for himself by exposing the People of Bedlam to him. This causes problems with those in the know, health officials who find out about it and of course AEGIS is watching him...speaking of which. AEGIS, Big brother is watching!: While he may have intimate knowledge of AEGIS they know much, much more about him. They are watching all the time, which means those he associates with are also under their scrutiny. There is a possibility that he could still be whisked off to Claremont at a moments notice or if he trips the right triggers he could have an AEGIS team striking in to neutralize and contain...if they can. Teenagers eat everything!: Jason is a teenager and needs a lot as he grows, more importantly the macrophage allows him to eat literally anything, tires, metal, garbage and more importantly plot hooks, important keys, documents etc. He has the unconcious habit of putting things in his mouth and simply chewing them, great when it's just trash not so great when it's the tool you need to defuse the bomb or the key to closing the terminus portal. The young and the reckless: Jason is 18, and prone to lapses in judgement, speeding when he shouldn't. Talking back when he really might be better off being quiet, punching that annoying dude who is looking for him when he should be hiding. And if that pretty girl is in trouble...no way he's sticking back. Everyone is out to get me: Being trained by AEGIS Jason has a suitable amount of paranoia, he tends to see things when they aren't there, particularly growing up in Bedlam he knows what it is like with all the crime etc. He tends to jump at shadows, sit with his back against a wall and generally have issues trusting anyone he hasn't known for awhile constantly questioning their motives. He ain't heavy he's my brother: Jason is heavy, 1080 lbs right now, and is only going to continue to increase in mass. He makes floorboards squeak and is in real danger of falling through rotten or weak flooring. As he grows this problem will only get worse. He breaks ordinary chairs, smashes tables and typically has a hard time with regular furniture having to sleep on the floor most of the time as things are just not built to hold his weight in such a 'small' area. Metal, magnets, electricity etc: Jason is made of metal, this causes all sorts of problems not least of with metal detectors, magnets and people who can control magnetic fields. He can be moved, his shape changed, even his color with the right powers. He reacts strangly to EMP and electricity too. EMP shuts down his shaping abilities and electricity makes him hyper, hungry and messes with his stability making it hard for him to hide in the streets of Bedlam if he's charged by electricity somehow. Abilities: 0 + 4 + 10 + 4 + 6 + 0 = 24PP Strength: 10/24/30 (+0/+7/+10) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 4 = 12 PP Initiative: +2 Attack: +4 Base Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Grapple: +13/+18 Knockback: -6/-9 Saving Throws: 1 + 4 + 3 = 8 PP Toughness: +12 (+5 Con, +3 Impervious Toughness (Density), +4 Impervious Protection] Fortitude: +6 (+5 Con, +1) Reflex: +6 (+2 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 32R = 8PP Computers 2 (+4) Diplomacy 3 (+3) Drive 4 (+6) Gather Information 4 (+4) Intimidate 4 (+4) Knowledge (Civics) 2 (+4) Knowledge (Current Events) 2 (+4) Knowledge (Streetwise) 2 (+4) Notice 4 (+7) Search 5 (+7) Feats: 5 PP Accurate Attack Power Attack Chokehold Improved Grab Improved Pin Powers: 22 + 7 + 4 + 15 = 48PP Descriptors Mutant Density 7 (Made of Cybernetic Metal; Extras: Continous; Flaws: Permanent Feats: Innate) 22pp [Strength +14; Impervious Toughness 3; Immovable 2; Super Strength 2) Protection 4 (Chrome Skin; Extras: Impervious 4; Drawback: Noticeable) 7 PP Immunities 4 (Metal body; Suffocation 2, Disease, Poison) 4 PP Metallic Cybernetics 6 (12 PP Array; Feats: Alternate Power 5; Drawbacks: Power Loss (EMP) -2) 15 PP BE: Enhanced Traits ('I am Metal';Enhanced Strength 6; Super Strength 2 (Feats: Groundstrike, Shockwave) 12 PP AP: Strike 3 ('Shaped Weapons'; Extras: Penetrating 7; Feats: Variable (Any Physical), Mighty) 12 PP AP: Matter Eater 7 ('Gaining Mass'; 5+7 ranks) 12 PP AP: Insubstantial 1 ('Big Silver Puddle';Extras: Continuous); Super Movement (Slithering; Wallwalking 2) 12PP AP: Healing 5 ('My Mass just spreads a little more' ;Extras: Total; Flaws: Self Only; Feats: Persistent, Regrowth) 12PP AP: Alternate Form (Car): Speed 5; Growth 7 (' Porsche's new self driving car'; Flaws: Dispersal, Drawbacks: Fullpower Only); Super Sense (Radio) -1 Combat Modifier 12PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage 'I am Metal' Active Touch DC 20 Toughness Damage 'Shaped Weapons' Touch DC 20 Toughness Damage + Penetrating 7 'Groundstrike' 100' burst DC 20 Reflex Trip -1 DC/10' out from center 'Shockwave' 100' cone DC 20 Reflex Damage Totals: Abilities (24) + Combat (12) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (48) - Drawbacks (0) = 105/105 Power Points
  12. Sakurako "Endeavor" HinoPower Level: 7/10 130/147PPTrade-Offs: NoneUnspent Power Points: 17In Brief: Sakurako is the super-intelligent young inventor enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.Base of Operations: Claremont AcademyCatchphrase: "By Sagan's Cardigan!" and other "By _____ _____!" Exclaimations.Alternate Identity: Sakurako HinoIdentity: PublicBirthplace: Minneapolis, MinnesotaOccupation: StudentAffiliations: Claremont Academy, Freedom CityFamily: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).Description:Age: 18 (DoB: January 8th, 1998)Gender: FemaleEthnicity: Japanese AmericanHeight: 5'7"Weight: 145 pdsEyes: MagentaHair: PinkSakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.Power Descriptions:Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.History:There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.Personality & Motivation:Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.Powers & Tactics:Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.Complications:"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic."My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents."I'll Try Anything Once.": Sakurako is extremely naive about new experiences."Curses, no bars!": Sakurako's datalink relies on a WiFi protocol and doesn't work outside of it. If it isn't broadcasting as a WiFi signal, she can't connect to it."I got sister issues": Sakurako has a Sister who has become a mercenary for hire by the name of Hardwire, a professional hacker, and has it out not only for Sakurako, but also her family."Why cant you see you're wrong!": Sakurako is used to being right with her intellect, and when she butts heads with her chaotic teenage compatriots or with adults who might actually be wiser than the young genius, Sakurako can turn into a stubborn brat.Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PPStrength: 8 (-1)Dexterity: 10 (+0)Constitution: 10 (+0)Intelligence: 22 (+6)Wisdom: 16 (+3)Charisma: 8 (-1)Combat: 6 + 6 = 12PPInitiative: +0Attack: +3 Melee, +7 RangedGrapple: +2Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -3Saving Throws: 4 + 5 + 4 = 13PPToughness: +8 (+0 Con, +8 [From Suit])Fortitude: +4 (+0 Con, +4)Reflex: +5 (+0 Dex, +5)Will: +7 (+3 Wis, +4)Skills: 100R = 25PPComputers: 4 (+10) Skill MasteryCraft (Chemical): 9 (+15) Skill MasteryCraft (Electronic): 9 (+15) Skill MasteryCraft (Mechanical): 9 (+15) Skill MasteryDisable Device: 4 (+10)Investigate: 4 (+10)Knowledge (Business): 4 (+10)Knowledge (Physical Sciences): 4 (+10)Knowledge (Technology): 4 (+10)Language: 1 (Japanese, Native: English)Medicine: 7 (+10)Notice: 12 (+15)Search: 4 (+10)Sense Motive: 7 (+10)Survival: 7 (+10) Swim 11 (+10) Feats: 17PPAttack Focus (Ranged): 4Benefit - Wealth: 2 (Rich)Dodge Focus: 4Improvised ToolsInventor Luck 2Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)Equipment: 2 Equipment (Underlined is masterwork): 2PP = 10EPCell Phone [0 EP]Gas Mask [1 EP]Laptop Computer [1 EP] +2 to Computer ChecksVideo Camera [2 EP]Mission Vest Comlink [0 EP] Flashlight [0 EP] GPS Reciever [0 EP] Medkit (Basic) [1 EP] Multitool [1 EP] +2 to checks Tablet computer [1 EP] Parachute with Auto-Trigger [2 EP] Inflatable Life Preserver [1 EP] Powers: 15 + 6 + 28 = 49PP Device 5 (25PP Device, Electromagnetic, Technology; Flaws: Easy to Lose) [15PP] The EM Wand Electromagnetic Synchronization System 8 (16 pp array, Feats: Alternate Power 3) [19PP] Base Power: Electrical Control 8 (Electricity, Technology) {16/16} Electric Discharge Mode Alternate Power: Healing 7 (Feats: Persistant, Regrowth) {16/16} Magnetic Healing Accelerant Alternate Power: Magnetic Control 8 {16/16} Magnetic Actuation Mode Alternate Power: Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) {15/16 pp}Magnetic Plasma Blade Light Control 3 [6PP] Electromag Light System Device 2 (10PP Device, Technology; Easy to Lose) [6PP] Comm-Glasses Communication 4("Networked Commlink"; Sense Type: Radio, Feat: Omni Directional (One-Mile Radius); Extra: Selective) {9 PP} Super Senses 1("Advanced Visual Array"; Infravision) {1 PP} Device 7(35PP Device, Technology; Hard to Lose) [28PP] X1 Exploration Suit Datalink 1 (10 Feet, Sense: Radio via WiFi) [1 PP] Wireless Computer Interface Flight 8 [16PP] Flight Repulsor System Immunity 2(All Suffocation) [2PP] Atmosphere Regulation System Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System Protection 8[8PP] Reactive Nanotex Membrane Environmental Adaptation: Zero Gravity[1PP] Microrepulsor Thrusters Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) E.D. Mode Ranged DC23 Toughness Damage (Electricity) Plasma Blade Touch DC23 Toughness Damage (Physical) Totals: Abilities (14) + Combat (12) + Saving Throws (13) + Skills (25) + Feats (17) + Powers (49) - Drawbacks (0) = 130/147 Power Points
  13. Dara Tiagara Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / +2 Damage In Brief: Runaway Elven Prince with a borrowed relic trying to prove he's a hero. Catchphrase: The sound of silence is always something to be afraid of. Theme: (Optional) A theme song for the character. Alternate Identity: Darryn Garret (Public) Birthplace: Kingdom of Uithuan, in the Elven Mystical Dimension Residence: Lantern Hill Base of Operations: Dimensional Hideaway Occupation: Affiliations: Family: High King Entuk (Angry Father), High Prince Otzar (Rightful Heir to the living steel weapons), Ex-Queen Reta (Dara's mother and a powerful sorceress) Description: Age: 321 (DoB: Year 14th Year of the Waxing Blood Moon....1967) Apparent Age: 22 Gender: Male Ethnicity: Elven Height: 6ft Weight: 180lb Eyes: Golden Hair: Black With long black hair, pale alabaster skin and golden irises Dara doesn't look human, his long pointed ears and features that are just a little off the human norm, which would be because he's an Elf, from another dimension and this is clear in his weapons and armor as well as his body. Along his neck, arms, chest back and legs he has golden, silver, red and blue runes that glow when he has magic flowing through them, this is seldom on display as Dara usually is wearing the armor of Anath Raema or has his real appearance covered by the powers of the Torc of Seraphon. The Armor is made of leather, died black and worn over a black gambeson that flows down to his knees, red runes are scribed on the lames of the black leather, a pair of black leather bracers with living steel worked into the leather in the shape of a tree in them, the living steel is covered in fine golden runes that allows Dara to manipulate the magic within as needed for his defense. Soft black leather boots and pants complete the ensemble with red highlights, blue and silver runes in place to place where he has enchanted the armor or clothing. A dulled platinum Torc wraps around the back of his neck, two dragons meeting in the center, the one with sapphire eyes, the other with onyx, many, many small runes decorate the surface of the torc. Most of them are much, much older than the runes on Dara's other equipment and seem almost faded by use, but is simply the affect of the lacquer made from living steel painted over it to allow Dara to continue to add more magical runes to it and enhance it's considerable power even further although, only three new runes have been added thus far, one right at the back of his neck and one behind each of the dragons heads that meet at his pale throat. He is tall and walks with grace that is almost inhuman, with the Spear of Drannach in his left hand he looks the consummate warrior and ready for battle, it's length of living steel crusted with runes of silver, gold and blue, a black and red leather handhold sits in the center covered in gold and silver runes and seems to fit in Dara's hand almost as if it's part of his body, when he is in battle the living steel seems to almost flow like liquid as the weapon changes from spear, to sword and bow, normally when not in battle he carries it in it's star thrower mode which is essentially just the black and red leather handle with enough of an opening for the storm of slivers of living steel to whir out and makes it the most compact for carrying. History: Dara is the second son of High King Entuk, ruler of Uithuan, and Entuk's second wife Lady Reta. All was well when Dara was born, King Entuk's succession was secure with Dara's half-brother Otzar already a more than two centuries old and Dara was really an indulgence in a royal family after Entuk's first wife died of a strange disease that the court physicians had been unable to cure. The Kingdom of Uithuan is found in the Elven mystical dimension and is something of an outcast in the firmness with which they cling to their magic and the trees they breed made of living steel that responds to the thoughts of those who are of the right bloodline, they are outcast because...well...they are dimensional pirates and raid other dimsensions for the resources they can't provide themselves. Their flying ships look like they've stepped out of Earth's viking times after being allowed to stew in the mind of a fantasy author of some repute as they attack people with swords, bows and magic. Otzar was a natural loving the life of a raider, enjoying slipping in stealing what he could get and slipping back out, fighting was fun and death something seldom thought of. Dara was different he was more introverted and interested in pursing the magical connection between his family and the living steel. His mother, a powerful sorceress and more than a little power hungry, encouraged this as there were secrets she could not get to because her bloodline was not as pure as that of the King and his children. Dara had to undergo his rites of passage and participated in his fair share of raids once he reached his first century but he hated the stealing, killing and fighting although he displayed more than a little talent for it he just didn't want to get taken away from his studies because his mother made him think he was learning things to lead to the betterment of the Uithuan Elves. Of course it was all a plot, and when Dara uncovered the secret to growing the living steel trees, a strange power source that converted seemingly normal trees to living steel and was somehow tied to the Uithuan Royal bloodline his mother moved. Encouraging him to study it further and find ways to control it for those with..well..less royal blood like her. Her husband became aware of her plot, or at least part of it, and divorced Reta but was unaware of how polticially connected she had become. He couldn't exile her without a civil war springing up and couldn't deny Dara's skill at manipulating the power source and the trees so a kind of cold war ensued where his father and mother warred for control of him all while Etun was trying to feed Otzar every scrap he could find of Dara's work so he could use it too. Dara, a little naive even at 200 years of age, figured the power source and he were the problem and that the land of Uithuan would be happier if he departed did what he thought was best. He stole the power source and fled into the other dimensions, for the last 120 years he has been leaping from dimension to dimension hiding the power source and looking for a world with enough 'static' to hide the power source from the prying spells of the King and his mother. He has finally found it, or so he thinks, on planet Earth. The planet itself seems to hum with a similar resonance to that of the power source and hides it better than anywhere else it resides in his dimensional home hidden in the folds of the dimensions around Earth invisible from all the Elven eyes looking for him..at least for now as he slipped from Dimension and dimension he learned that not all people and races were as bad as his own, and once he got to Earth he learned that there were heros, many of them, and he had the skills necessary to fight evil, as long as his family never found out. With all the static they'd be fine. Personality & Motivation: Dara prefers time alone with his studies but more and more he has been driven out, first into the world of war and raiding by his race, then by his father and mother into the world of politics and plotting and finally by his decision, motivated by his mother, to steal the power source and flee. He is stubborn and focused but has lived in a darker society most of his life so he is aware of, and happy to use, cunning and guile to achieve his goals. Right now he has to find away to make sure the source stays hidden and his family stays away from the relatively peaceful people of Earth. Powers & Tactics: Dara prefers to observe from the shadows first, using his speed and concealment to get into positions to watch what is going on as he travels around Freedom City. His ability to impersonate almost anyone with his Torc allows him to get close to the planners, and brainiacs who put together the evil plots, plans and doomsday devices and then he has the right weapon to end their plan everytime. A bow for range, a sword that can cut through anything, a rain of shuriken shaped slivers of metal to wear down the biggest crowds of minions and a spear that can weaken his toughest opponent. All while he's magic keeps him out of range and healthy enough to keep on fighting. Power Descriptions: Spear of Drannach: it's length of living steel crusted with runes of silver, gold and blue, a black and red leather handhold sits in the center covered in gold and silver runes and seems to fit in Dara's hand almost as if it's part of his body, when he is in battle the living steel seems to almost flow like liquid as the weapon changes from spear, to sword and bow, normally when not in battle he carries it in it's star thrower mode which is essentially just the black and red leather handle with enough of an opening for the storm of slivers of living steel to whir out and makes it the most compact for carrying. The spear glows with a dull red length as it absorbs the life force of those Dara fights, the sword seems almost ordinary if not for the almost microscopic silver and gold runes that run along the very edge, making that edge sharp as anything in creation. The bow, recurved steel arms, fires living steel arrows that bend int he air to find their target, the silver shiruken released on the storm of stars bend in the air curving towards the places that Dara wishes them to go. All of them leave traces of their magic behind in the wounds they cause, making them heal ever so slowly defying magical means of healing. Armor of Anath Raema: Armor is made of leather, died black and worn over a black gambeson that flows down to his knees, red runes are scribed on the lames of the black leather, a pair of black leather bracers with living steel worked into the leather in the shape of a tree in them, the living steel is covered in fine golden runes that allows Dara to manipulate the magic within as needed for his defense. Soft black leather boots and pants complete the ensemble with red highlights, blue and silver runes in place to place where he has enchanted the armor or clothing. The metal bands in the wrist are used to deflect bows and the magic enables him to survive in any climate and, more importantly, shift his fighting style to suit his foe. Torc of Seraphon: A dulled platinum Torc wraps around the back of his neck, two dragons meeting in the center, the one with sapphire eyes, the other with onyx, many, many small runes decorate the surface of the torc. Most of them are much, much older than the runes on Dara's other equipment and seem almost faded by use, but is simply the affect of the lacquer made from living steel painted over it to allow Dara to continue to add more magical runes to it and enhance it's considerable power even further although, only three new runes have been added thus far, one right at the back of his neck and one behind each of the dragons heads that meet at his pale throat. At it's most basic the torc's magic absorbs some of the force of the blows, leaving glowing runes crackling just above the source of the impact when the rune behind the back of his neck glows it covers changes his shape making him look like any humanoid he can imagine. The rune behind the onyx eyed dragon doesn't glow, it seems to absorb light as it hides him from sight and hearing of almost anyone who wishes to find or hunt Dara. Finally the rune behind the sapphire eyed dragon glows when he reaches into his dimensional storage to retrieve something or send it into storage. Runic Tattoos: Along his neck, arms, chest back and legs he has golden, silver, red and blue runes that glow when he has magic flowing through them. Gold and silver glow as he knits his flesh and bones back together, getting him ready for yet another battle. The red and blue, more often glowing, allow him to move faster than many horses and leap 60 feet high in a single bound, add to that his ability to run straight up walls and always land on his feet and he is a mobile warrior indeed....and not a single track is left behind as he runs. Complications: Royal Blood: Dara's bloodline is steeped in magic, his blood allows him to control the trees of living steel and the weapons and artifacts made of living steel. It is also very interesting to anyone researching magical things, needing something to control or alter living steel and generally anyone with any skill in Knowledge (Arcane Lore) or Cosmology. Mama knows best: A powerful sorceress, politician Reta has manipulated the Elven court for ages, and although at the moment she has what she wants, the power source out of the hands of the Uithuan bloodline and in the hands of her son she's been grooming for just this reason it all fell apart when Dara ran away. She searches for him, even as she tries to prepare politically for when she finds him and brings him back to take the throne of Uithuan so she can manipulate it from behind the scenes. Her agents scour the dimensions for signs of her son and where he has hidden the power source. Daddy's boy: Etun is also looking for him, but has settled on the fact that if he can lock up Dara to provide his brother with information on the living steel it would suit him very well. He's agents are also looking for Dara, perhaps with a little less subtlety as they wish to kidnap him and the power source, preferably without the old Queen knowing. Brotherly love: Otzar has seen a more direct way to solve the problem. Kill Dara and his problems are resolved or so he thinks. With that in mind he has hired many and multiple bounty hunters to run through the dimensions looking for Dara and kill him...although Otzar's resources are far less than Etun and Reta he still has a fair amount of sway and has been in more dimensions than most...his minions reach is long. Mystical Power Source: The power source in question is in fact sentient, although no one is aware of it, and is also manipulating Dara, it has plans for Freedom City of it's own. The problem is it thinks in centuries rather than minutes and it's plans are slow and subtle as it tries to arrange whatever mystical meeting it has planned on the planet it has finally landed on. I'm an Alien, an illegal Alien: Although he has managed to manufacture a disguise for himself he fits very badly on Earth. He has little to know understanding of the vast bureaucracy that is a government and even less understanding of the technology that surrounds him now providing the static he sought. He regularly struggles to navigate the needed systems to obtain things legally, or even shop at a mall or use a cellphone. Abilities: 0 + 10 + 6 + 0 + 4 + 0 = 20PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20PP Initiative: +17 Attack: +6 Base, +12 with the Spear of Drannach Array Defense: +10 (+4 Base, +5 Dodge Focus, +1 Defensive Bracers), +2 Flat-Footed (+5 When using Defensive Roll) Grapple: +11 Knockback: -5 (-7 when using Defensive Roll option in Array) Saving Throws: 3 + 6 + 3 = 12 PP Toughness: +10 (+3 Con, +7 Protection) (+15 When using Defensive Roll option in Array) Fortitude: +6 (+3 Con, +3) (+7 When using Defensive Roll Array) Reflex: +11 (+5 Dex, +6) Will: +5 (+2 Wis, +3) (+6 When using Defensive Roll Array) Skills: 120R = 30PP Acrobatics 8 (+13) Bluff 8 (+8) Concentration 8 (+10) Diplomacy 8 (+8) Escape Artist 8 (+13) Intimidate 8 (+8) Knowledge (Arcane Lore) 8 (+8) Knowledge (Cosmology) 8 (+8) Language (Native: Elven, English) 1 Notice 15 (+17) Search 8 (+8) Sense Motive 8 (+10) Slight of Hand 8 (+13) Stealth 8 (+13) Survival 8 (+10) Feats: 15 PP Blind Fight Elusive Target Evasion 2 Grappling Finesse Hide in Plain Sight Improved Initiative 3 Instant Up Power Attack Move by Attack Quick Draw Uncanny Dodge (Vision) Equipment 1 Equipment: 1PP = 5EP Dimensional Pocket Home - Seraphon's Humble Hideout - 5 EP Toughness 10 +1 EP Tiny -1 EP Sealed - Pocket Dimension, dimensional travel for others than the owner of the Torc +1 EP Library +1 EP Living Space +1 EP Power System +1 EP Magical Laboratory +1 EP Powers: 4 + 1 + 16 +16 +8 + 8 = 53PP Super Senses 1 (Elven Senses; Danger Sense (Hearing), Ultravision, Hearing Accurate, Extended Range (Hearing) 4 PP (Racial Ability) Immunity 1 Immunity (Aging) 1 PP (Racial Trait) Runic Tattoos 8 (15 PP Array; Feats: Alternate Power 1) [16 PP] (Elven Runic Magic) BE: Healing 7 (Extras: Action (Standard Action);Flaws: Self Only; Feats: Persistent) [15 AP] AP: Super Movement (Speed 3 [50 MPH, 210 ft per round], Leaping 4 [x25 (250', 125', 60')], Wallcrawling 2, Safefall 1, Trackless 1) [15 AP] Device 5 (Spear of Drannach; 25 PP Container; Flaws: Easy-to-lose; Feats: Restricted: Elven Blood) 16 PP (Magical Item) Weapons Array 10(20 PP Array; Feats: Alternate power 2, Accurate 3) 25 DP BE: Damage 8 (Spear of Drannach; Feats: Extended Reach) linked Drain (Constitution) 10 (Feats: Extended Reach) [20 DP] AP: Damage 8 (Sword of Kelthrai; Extras: Penetrating 10; Feats: Precise, Incurable) [20DP] AP: Blast 8 (Bow of Uraithen; Feats: Homing, Improved Range 3 [800' increment, 800' range]) [20 DP] Device 2 (Torc of Seraphon; 10 PP Container; Flaws: Hard-to-lose) 8 PP (Magic) Magic Array 3.5 (7 PP Array; Feats: Alternate Powers 3) [10 PP] BE: Protection 7 [7DP] AP : Morph 3 (Infiltration Masks; Any Humanoid Feats: Clothing affected) [7 DP] AP : Concealment 6 (Fade into the Shadows; All Visual 4, All Hearing 2; Flaws: Blending; Feats: Close Range) [7 DP] AP : Dimensional Pocket 1 (Dimensional Storage; Feats: Progressive 5 [5000lbs]) [7 DP] Device 2 (Armor of Anath Raema; 10 PP Container; Flaws: Hard-to-lose) 8 PP (Magic) Shield 1 (Defensive Bracers) 1DP Immunity (Heat, Cold, Poison) 3 DP Array 2.5 (5 PP Array; Alternate Power 1) [6 DP] DBE: Enhanced Trait 5 (Dodge Focus 5) DAP: Enhanced Trait 5 (Defensive Roll 2, Enhanced Constitution 2, Will Save +1) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 10 Toughness Damage Spear of Drannach +5ft DC 18 Toughness Damage linked +5ft DC 20 Fort Save Drain linked Sword of Karathrai Touch DC 18 Toughness Damage, Penetrating 10, Incurable Bow of Uraithen 800' DC 18 Toughness Damage, Homing Totals: Abilities (20) + Combat (20) + Saving Throws (12) + Skills (30) + Feats (15) + Powers (53) - Drawbacks (0) = 150/150 Power Points
  14. Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform (Keyboards) 4 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
  15. Lord Steam Power Level: 8 (250/250) [254] Unspent Power Points: 0 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 37 (DOB 03/03/1981) Apparent Age: 37 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. He has all manner of intriguing and useful gadgets; in particular a spiffy walking cane (full of concealed tricks), and a spring powered Grapple-hook gun (The latter is of course not something one would bring to a dinner party normally). If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 16 + 12 + 12 = 60 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 26 (+8) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 220 R = 55 PP Acrobatics 8 (+12) Skill Mastery Buff 8 (+14) Craft [Art] 4 (+12) Craft [Chemical] 8 (+16) Skill Mastery Craft [Mechanical] 12 (+20) Skill Mastery Craft [Structural] 8 (+16) Skill Mastery Diplomacy 8 (+14) Disable Device 12 (+20) Skill Mastery Disguise 8 (+14) Drive 8 (+12) Skill Mastery Handle Animal 4 (+10) Intimidate 4 (+10) Investigate 12 (+20) Second Chance Knowledge [Art] 4 (+12) Knowledge [Behaviour Sciences] 8 (+16) Knowledge [Civics] 8 (+16) Knowledge [Earth Sciences] 4 (+12) Knowledge [Life Sciences] 4 (+12) Knowledge [Physical Sciences] 8 (+16) Knowledge [Technology] 12 (+20) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform [Keyboards] 4 (+10) Perform [Oratory] 4 (+10) Pilot 4 (+8) Skill Mastery Ride 4 (+8) Search 12 (+20) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 63 Attractive [High Society Natural] Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Distract (Bluff) Eidetic Memory Elusive Target Equipment 17 Evasion 2 Favoured Opponent 2 (Robots, Criminal Masterminds) Grappling Finesse Improved Critical 1 (Unarmed Strike) Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Inventor Master Plan Minions 6 (Blakely) Power Attack Redirect Second Chance 3 (Investigate, Notice, Search) Set Up Skill Mastery 2 (Acrobatics, Craft [Chemical, Mechanical, Structural], Disable Device, Drive, Medicine, Pilot) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Equipment 85 EP = 17 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Security System 5 [DC 40], Stables**, Staffed, Workshop) [24 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Alternative Vehicle [“Nessie”, Identical Car base in Earth Victoriana] Usually Carried Equipment Multi Tool [1 EP] “Adventuring” Equipment (When out on a job) Flash Goggles [1 EP] Rebreather [1 EP] Tool Belt [15 PP Array, Feats: Alt Power 5) [20 EP] BP: Magnesium Flare (Dazzle 5, Extras: Area Burst) [15/15] AP: Incendiary Bomb (Damage 5, Extras: Range, Area Burst) [15/15] AP: Shiny Brass Hammer (Strike 2, Feats: Mighty) [3/15] AP: Splendid Sling Shot (Blast 2, Feats: Subtle) [5/15] AP: Methylene Cutting Torch (Corrosion 1) [3/15] AP: Sodium Light Glow Stick (Environment Control 2 Bright Light, Feats: Slow Fade 1) [5/15] Usually stored Equipment (E.g. In Boot of Car) Master work Mechanical Tools, Masterwork Investigating Kit [2 EP] Powers 10 + 6 = 16 PP Device 3 (15 DP, Flaws: Easy to Lose, Feats: Subtle [Appears to be a cane]) [10 PP] “Splendid Antique Cane” Cane Array (12 PP Array, Feats: Alt Power 3) [15 PP] BP: Damage 2 (Feats: Improved Critical 1, Mighty, Variable Descriptor [Slash, Pierce, Bludgeon]) [5/12 PP] “Blow from a Cane” AP: Paralyse 4 (Extras: Poison) [12/12 PP] “Poison Tip” AP: Stun 4 linked with Dazzle 4 (Visual, Extras: Alt Save [Fort +0], Flaws: Range [-1] Melee) [8+4=12/12 PP] “Mace Spray” Device 2 (10 PP, Flaws: Easy to Lose [-2]) [6 PP] “Grapple Hook Gun” Grapple Hook Array (8 PP Array, Feats: Alt Power 2) [10 DP] BP: Blast 4 (Feats: Improved Critical 1, Subtle, Drawback: Maximum range 100’ [-2])[8/8 DP] “Propelled hook!” AP: Flight 2 (25 Mph, Feats: Subtle, Flaws: Limited to towards Grapple hook point up to 100’ away) [3 DP] Linked with Super Movement 1 (Swinging) [2 DP] “Ascend!” AP: Trip 4 (Feats: Improved Critical 1, Subtle, Drawbacks: Maximum Range 100’ [-2]) [4/8 DP] “Go for the feet!” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane: Blow Touch DC 19 Tough Damage Cane: Spray Touch DC 14 Fort Dazzle + Stun Cane: Tip Touch DC 14 Fort Paralyze Grapple Gun Ranged DC 19 Tough Damage Grapple Gun Ranged Trip 4 Opposed Trip Brass Hammer Touch DC 19 Tough Damage Mg Flare Ranged/Burst DC 15 Ref/Fort Dazzle Incendiary Bomb Ranged/Burst DC 20 Tough Damage Sling Shot Ranged DC 17 Tough Damage Cutting Torch Touch DC 16 Tough/Fort Damage + Drain Totals: Abilities 60 + Combat 48 + Saves 10 + Skills 55 + Feats 63 + Powers 16 = 250/250 PP
  16. Player Name: Jander Prime Character Name: Pinnacle Power Level: 10 (150/153PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 3 In Brief: Teenaged foster child discovers his powers and aspires to become a hero, while trying to determine the nature and origin of his superhuman abilities. Residence: South Shores, Emerald City, OR Base of Operations: Emerald City, OR Catchphrase: “It’s over, just surrender, there’s no need for this. <sigh> Why does nobody listen?” Alternate Identity: Christian Alexander Kline Identity: Secret Birthplace: Southside General Hospital, Freedom City, NJ Occupation: Elysium Hills High School Student; Debate Club Captain. Affiliations: None. Family: Tyler Caswell [Father, age: 46, b. December 21, 1971] Claire Johnson [Mother, b. May 11, 1979; d. September 9, 2011] Issac Kline [Foster father, age: 40. b.July 17, 1977] Therese Kline [Foster mother, age: 36, b. November 17, 1979] Janaina Kline [Foster sister, age 15, b. February 3, 2003] Madison Kline [Foster sister, age 12, b. September 30, 2006] Description: Age: 16 (b. August 14, 2001) Apparent Age: 16 [24 in Idealized Form] Gender: Male Ethnicity: Afro American Height: 1.8m [5’11”]; 1.91m [6’3”] Weight: 71kg [157 lbs.]; 99kg [216 lbs.] Eyes: Hazel [Brown-Green] Hair: Black, Tapered Fade Power Descriptions: Were someone to witness the process of Christian’s actualization, they would see a shimmer surround the young man, only for him to be replaced by his heroic identity, as the psychic energy required for the transformation washes over the observer. This emotional bleed causes the observer’s perceptions of Christian to meld into that of his heroic nature, Pinnacle. When Christian self actualizes his heroic nature, he transform into an idealized version of himself. Mature, charismatic and almost superhumanly self confident, his nature, his pinnacle, is preternaturally powerful, resilient, and enduring. History: Christian was born to Claire Johnson & Tyler Caswell, in mid August, Southside General, Freedom City, NJ. Claire was a strong woman, who raised her son with a stern, but loving pragmatism, but Tyler was largely absent from their lives, returning to their lives intermittently, for a number of weeks or months, before departing again. These brief reconciliations were often accompanied by extravagant gestures, and when Tyler was once again gone, it left both Christian and his mother with doubts and uncertainties. Claire turned towards her faith during these periods of anger, doubt and confusion, a deeply religious woman, she would accept no disobedience from her son or involvement in activities which could lead him down the nebulous path of his often absent father. When Christian was 7 years old, he clearly remembers the night when AEGIS raided the Southside Projects where the family lived. It was the first time Christian observed his father’s abilities, the ability to control and manipulate a subject’s emotions, to dominate them. This allowed Tyler to dominate the first few officer’s as they made their way into the projects. The wave of fear, despair, and despondency washed over Christian and his mother during the encounter, however, the second team was equipped with devices that allowed them to withstand the emotional backlash, finally apprehending and arresting Christian’s father. Claire vowed to never expose herself, or her son, to Tyler’s manipulations again, and so uprooted the family before the trial moving herself and her son to the opposite side of the country, relocating to Emerald City, OR. Claire found an apartment for herself and her son in Bethlehem Heights, working a large number of part time, and seasonal jobs, she eventually secured a position with Majestic Industries, as a warehouse manager. She put in long hours at the warehouse, and so Christian became largely self sufficient, cooking meals and cleaning their tiny two bedroom in the Heights. However, he looked forwards to Sundays with his mother, St James Cathedral in Royal Hill, lunch at Overlook Park, and a walk through the Yellow Brick Row. A few years later, as Christian was graduating Grade 8, his mother was diagnosed with pancreatic cancer. Less than a year later she had passed away from her illness, during that time Christian relied on Father Gordon’s goodwill and the charity of the Parish. With no legal guardians, Christian was entered into the custody of the Child Protective Services, eventually being placed with a new foster family during his first year of High School. The Kline family, also parishioners of St James Cathedral, opened their home to the young man, he was at first reluctant, but due to the devoted nature of Issac, the father of the family, as well as the welcoming nature of the younger Kline sisters, he has opened up to the well meaning family. Issac works as an Investment Banker, for one of the many MarsTech subsidiaries, while Therese is a Marketing consultant who works from home, while raising her two daughters, Janaina and Madison. In early March, during a Grade 9 & 10 field trip to Joint Base Clark-Gordon a logging truck drifted over the meridian of the Bay Bridge, side swiping the Elysium Hills school bus. The driver swerved, the bus rolled through the barricades and hung precariously over the cold waters of Mallory Bay. Christian watched in horror as his sister, Janaina slide towards the rear of the bus, impacting solidly with the emergency exit. The glass spider webbed, and she plunged through, while he himself was overwhelmed with a sense of calm, he released his hold falling through the self same window. As the wind whistled past his ears, he felt a sense of purpose, of clarity that he had never experienced before, and suddenly he was accelerating past his sister’s stunned form. Christian reached out, pulling her to his chest, and mere feet from the surface of the water he stopped, hovering. His physical form had altered, changed. He was no longer Christian Johnson-Kline, he was Pinnacle. Personality & Motivation: Given his difficult childhood, Christian is a young man with singular focus and determination, much of which can be credited to his upbringing among the Kline family. Initially sullen and rebellious, with the care and concern of his foster parents, and not a little coaxing by their two daughters, he developed into a responsible young man. Upon discovering his abilities, he managed to prevent a bus full of his Elysium High peers from plunging into the frigid waters of Mallory Bay, and following the example set by his parents decided to use his powers selflessly. He decided to continue using his abilities for the betterment of his fellow man, to safeguard them, to inspire them. His work ethic extends to his heroic identity as well, as he attempts to learn the skills and procedures that would aid him in providing support to emergency services such as fire, ambulance and police. Powers & Tactics: While Christian is unaware of the nature of his abilities, he is aware that during times of crisis he can achieve a state where thought, will and action become one. In this, his pinnacle as he calls it, he has been observed to be highly resilient to physical damage, possesses superhuman strength and durability. He is, however, not a violent man, and typically will attempt to defuse a situation prior to engaging agitated, or hostile opposition, and to date he limited his activities to assisting Emerald City emergency services, fire and ambulance. He is aware that there may come a time where he is forced into a combat situation, and so has made the decision to try out for the Elysium Hills Wrestling Team, hoping that those skills will translate to his alter ego. In truth, his abilities are inherited from his biological father, the ability to amplify emotional response, however, his ability seems to be somewhat limited in that he can only affect himself. This surge in confidence and conviction results in an actual metaphysical change in Christian, resulting in his heroic identity, and transformation into an idealized version of himself. Complications: Disability: Sensorineural Hearing Loss Christian suffered an ear infection as a child which affected his cochlea, or inner ear. This has resulted in permanent hearing loss. If Christian is in a scene without access to his ITC [In the Canal] hearing aid, any Hearing checks should be considered to be Deafened imposing a -4 Initiative penalty & unable to make a Spot (Hearing) check. Interestingly enough this disability does not affect Christian when he has entered his heroic, idealized state. Honor: Raised Right Christian’s foster parents instilled and developed a strong sense of right and wrong into the young man. Their unconditional support for him, their foster child, has renewed his faith in the love of family and the human spirit. Since the discovery of his superhuman abilities, he has fought harder than ever to apply that code to his life, both in his civilian life and his heroic actions. His powers stem from his own self confidence, faith, and conviction, he is aware that changing the world is not always done on a grand scale, but more often through human connection; by being strong for someone in need, there for them, and courageous in the face of fear when they are most vulnerable. In combat Pinnacle will always prioritize civilians and innocents, clearing them from the area to ensure that they are unharmed in any coming confrontation, he will then attempt diplomacy, giving his opponents the opportunity to surrender peaceably. If forced to engage, he will attempt to minimize potential property damage, and remove the conflict from any major center of population. Responsibility: Family values & work ethic Christian loves and respects his foster parents, as well as his two younger sisters, and while he at first rebelled against them, he enjoys the structure that is provided by the family dinners that his parents insist upon. He is also heavily engaged at Elysium Hills High School where he has a role on student council, and as the captain of the debate club. His academic and extracurricular responsibilities, coupled with his family obligations and helping his father restore old furniture on the weekends has made it difficult for Christian to balance his heroic activities with his private life. Secret: All this and a Hero too! Given the physical transformation that occurs when Christian assumes his idealized form, maintaining his civilian identity has been effortless. However, he has discovered that there is a certain weight to maintaining that separation, and hiding his actions as Pinnacle from those he loves. He has confided in Janaina, the eldest of his two sisters, as she was on the school bus when it collided with the transport truck, and saw her older brother fall to his death. She maintains his secret now, but has repeatedly counselled Christian to tell her parents the truth, feeling that they would support his decisions. Abilities: 4 + 2 + 4 + 2 + 6 + 2 = 20PP Strength: 14/40 (+2/+15) Dexterity: 12 (+1) Constitution: 14/30 (+2/+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12/22 (+1/+6) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +5 Ranged Grapple: +7/+20 [+21-25 per Rank of Super Strength] Defense: +5, +3 Flat-Footed Knockback: -1/-7 [-12 vs Physical] Saving Throws: 3 + 3 + 4 = 10PP Toughness: +2/+15 (+2/+10 Con, +0/+5 Protection) Fortitude: +5/+13 (+2/+10 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +7 (+3 Wis, +4) Skills: 48R = 12PP Bluff 4 (+5/+10) Computers 4 (+5) Concentration 12 (+15) Diplomacy 9 (+10/+15) Gather Information 4 (+5/+10) Knowledge: Civics 4 (+5) Knowledge: Current Events 4 (+5) Language 1 (American Sign Language, English [Native]) Medicine 2 (+5) Notice 2 (+5) Sense Motive 2 (+5) Feats: 3PP Luck 2 Ultimate Will Check Heroic Actualization Inspire 2 Leadership Powers: 7 + 80 = 87PP Morph 4 (Heroic Actualization; Morph: Single Appearance: Pinnacle, +20 Disguise, Feats: Inspire 2, Leadership) [7PP] Container Active 16 (Heroic Conviction; Extra: Linked [Morph 4]) [80PP] (Emotion, Psychic) Enhanced Charisma 10 [10PP] Enhanced Constitution 16 [16PP] Enhanced Strength 26 [26 PP] Flight 1-5 (10-250mph;10-2500ft/move, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] DAE: Super-Strength 1-5 (Effective STR 45/65, Heavy Load 6.4-102.4 tons) {10/10} Immunity 5 (Fatigue, Environmental Effects [All], Flaws: Limited: Half Effect) [5PP] Impervious Toughness 10 (Flaws: Limited: Physical Damage [10R]) [5PP] Protection 5 [5PP] Drawbacks: (-2) = -2PP Weakness (Emotion Effects [Fear, Despair]; Frequency: [Uncommon]; Intensity: [Moderate: -1 Attack, Defense & Saves]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 TOU Damage (Phys) Totals: Abilities (20) + Combat (20) + Saving Throws (10) + Skills (12) + Feats (3) + Powers (87) – Drawbacks (2) = 150/153 Power Points
  17. Player Name: Heritage Name: Ditra Fifty-Five Power Level: 10/12 (165/185PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 20 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation) Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat, politician Base of Operations: CoVic Station Affiliations: The Second Hive, the Coalition Family: Hundreds of hive mates Description: Age: 10 Terran years since final assembly Apparent Age: 25 Gender: Female shell Race: Nameless agent (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Black Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled, trained and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that she will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and people to be fascinating. She also loves playing the elaborate, massive multiplayer videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +12 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: -5 (-3 Flat-Footed) Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection) Fortitude +8 (+2 Con, +8) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 64R = 16PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Disguise 4 (+8, +28 Morph) Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Coalition Councillor Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Equipment: 0PP Surplus EVA suit (free) Powers: 30 + 15 + 4 + 19 = 68PP Modified Diplomatic Shell [30PP] • Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] • Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] • Immunity 9 (Life Support) [9PP] • Morph 4 (Humanoids, Flaw: Limited to Females) [4PP] • Protection 8 [8PP] Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] Sensory Package (SensPac) [4PP] • Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP] Tactical Package (TacPac) [19PP] • Blast 8 (Feat: Accurate 3) [19PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 16 + Feats 7 + Powers 68 - Drawbacks 3 = 165 /185 Power Points
  18. Character Name: Gossamer Power Level: 13 (189/196PP) Unspent PP: 7 Alternate Identity: Dr. Estelle de Havilland Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blond with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Normally she dresses quite well, as her mother taught her, eschewing jeans and T-shirts for simple dresses with classic lines and open-toed shoes; she likes diamonds and vintage jewelry, but keeps the pieces small and tasteful. However, if she's not planning on going out, she will revert to collegiate sweats and gym shoes for comfort and convenience. As Gossamer, she wears an experimental protective suit (in blue and white), designed by ASTRO Labs; though the material appears to be rather thin, it is actually well-insulated and includes a combination communicator/wireless uplink on the left wrist. History: Estelle de Havilland grew up wealthy - she is neither proud nor ashamed of this fact, as it has always been part of her environment. It's been said that the de Havilland family owns a third of the Eastern Seaboard, and while this statement is obviously an exaggeration, it is true than Estelle need not have worked a day of her life, if she so chose. The family estate on Long Island was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with Harvard for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and tennis lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. Once at Harvard, Estelle felt truly alive for the first time in her young life. No one cared how much money she had; all that mattered was hard work, dedication, and the occasional raucous party to blow off steam. She made many friends and earned high marks, and was glad to find that she'd more or less dropped off the cultural radar, no longer interesting enough to regularly show up in gossip magazines along with her younger sisters Selene and Celeste. She went on to pursue her doctorate in organic chemistry, and took a position in one of her family's research labs in Freedom City, and it was here that her life would change forever. Her older brother Jason had been effectively running De Havilland after their father had stepped down to an advisory position to spend more time with his wife, who has been fighting cancer for several years. Jason, eager to bring the company into the 21st Century, authorized research involving synthetic compounds based on samples of Grue DNA, especially for use in the medical and beauty aid divisions; at first Estelle was leery of working with the compounds, but Jason showed her data that convinced her, and told her everything had been run by the FDA. He told her to keep her findings secret for now, but due to issues of industrial competition she didn't really question it at the time. One late Friday night in the lab while she was trying to isolate certain protein strands, a tired and overworked Estelle spilled some particularly caustic reagents on herself and one of the compounds, so she rushed into a nearby emergency hazmat shower to save herself from serious burns; as she stood in the tiny stall ripping off her contaminated clothing, the fumes rose up, making her dizzy, and she passed out right then and there. When she awoke the next day, half-naked and damp, she discovered that she'd somehow inadvertently triggered a strange mutation - her hair had grown super-long, and was animated by her very thoughts! After some time experimenting, she wrapped herself in a fire blanket and took a taxi to the Albright Institute, as she had clearly been somehow altered. However as she described the circumstances that lead to her transformation, she was shocked to find out that not only had the FDA not approved the research, but in fact the samples she'd been using were mostly likely from actual Grue, and had recently been stolen from that very lab! The subsequent investigation cost the de Havillands millions, and put Jason in jail, as well as making public his drinking and gambling problems. The first thing Estelle's father did when he took over the reins of power once more was to fire her and shut down her lab; a truly loyal daughter would have kept it in the family, within the company, not bring ruin down upon them all. Cut off from her inheritance, she decided to seek out Dr. Clarence Macleod's help, and he was able to find her a position at ASTRO for the time being. Her older sister Sunny is still on speaking terms with her, as is her ailing mother when she gets the chance, but otherwise things are quite chilly between her and her family; the de Havillands are too rich to be wiped out by such a disaster, though it will take years to undo the damage to their reputation. For her part, Estelle sees her bizarre new circumstance as a sort of ironic message from the cosmos to get over herself and think about others more often. Personality: Estelle is no 'frosty blond' - despite her breeding and refined upbringing, she's both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, and she tends to laugh a lot - how else should she respond to her bizarre new condition? No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both her chosen field of study and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. She collects first editions of Russian literature, and loves to go out dancing with friends whenever she can 'slip away'. She also owns several vintage Gibson electric guitars, and plays along with her favorite albums when she needs to unwind; now increasingly confidant in her musical talents, she is finding more and more opportunities to perform in public. As far as dating goes, Estelle has been seen on the arms of some of Freedom's most glamorous superheroes, including Dr. Archeville and Divine. She is currently in a relationshop with Gregory 'Mad Dog' Matthews, who's heroic identity is a closely-guarded secret. Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up to six tons with ease. She can also automatically style her hair at will, and often does so to playful or sensual effect. She is constantly finding new ways to use her powers through experimentation. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/30 (+0/+10) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [20+16 = 36pp] Attack: +10 Grapple: +10, +23 w/ Hair, up to +33 if using all her Hair for nothing but a Grapple Defense: +8 (+4 flat-footed) Knockback: -10, -9 flat-footed; -2 w/out Suit, -1 w/out Suit and flat-footed Initiative: +7 Saves: [6+7+8 = 27pp] Toughness: +12 ( Impervious 8 ), +10 ( Imp 8 ) flat-footed; +4 w/out Suit, +2 w/out Suit and flat-footed Fortitude: +12 (+2 Con, +10) Reflex: +10 (+3 Dex, +7) Will: +12 (+2 Wis, +10) Skills: [92r = 23pp] Acrobatics 5 (+8) Bluff 4 (+7, +11 w/ Attractive) Computers 1 (+5) Craft (Chemical) 6 (+10) Craft (Mechanical) 1 (+5) Diplomacy 4 (+7, +11 w/ Attractive) Disable Device 6 (+10) Drive 1 (+4) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Physical Sciences) 10 (+14) Knowledge (Popular Culture) 1 (+5) Knowledge (Streetwise) 1 (+5) Language 2 (French, Russian; English is native) Medicine 1 (+3) Notice 8 (+10) Perform (Dance) 1 (+4) Perform (Stringed Instruments) 7 (+10) Profession (Teacher) 4 (+6) Ride 1 (+4) Search 6 (+10) Stealth 7 (+10) Feats: [23pp] Accurate Attack All-Out Attack Ambidexterity Attractive Benefit 2 (ASTRO Labs access, Wealth 1) Chokehold Connected Contacts Defensive Roll 1 (+2 Toughness) Equipment 2 (1pp donated to The Lab) Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Bluff, Diplomacy. Knowledge [Physical Sciences], Perform [stringed Instruments]) Takedown Attack Well Informed Powers: [22+30 = 52pp] Device 5 (Bodysuit, 25 points, hard to lose) [22pp] Communication 4 (1 mile, radio; Flaw: Limited [One-Way]) [2pp] Datalink 4 (1 mile, radio) [4pp] Immunity 1 (cold) [1pp] Protection 8 (Extra: Impervious 8 ) [16pp] Feat: Quick Change 2 [2pp] Prehensile Hair 6 (Container) [30pp] Prehensile Hair 10 (10PP; PF: Alternate Power x2) [12pp] BE: Additional Limbs 5 (25 'tendrils'; Sustained Duration) + Elongation 5 (100 feet) [10/10pp] AP: Deflect 8 (slow projectiles) [8/10pp] AP: Snare 5 (Extra: Engulf) [10/10pp] Enhanced Strength 20 (to 30/+10; Limit: Only with Prehensile Hair) [10pp] Super-Movement 2 (Slow Fall, Swinging) [4pp] Super-Senses 1 (Analytic Touch, Limit: Only with Prehensile Hair) [0.5pp] Super-Strength 3 (effective Str 45, Hvy Load 6 tons; Limit: Only with Prehensile Hair) [3pp] Drawbacks: None DC Block Unarmed -- DC 15/Toughness -- Damage Hair -- DC 25/Toughness -- Damage Totals: Abilities 28 + Combat 36 + Saves 27 + Skills 23 + Feats 23 + Powers 52 = 189/196 Power Points
  19. Black Mamba Power Level: 10 (150/154PP) Unspent Power Points: 4xz Trade-Offs: -5 Defense / +5 Toughness In Brief: Failed Super Soldier Bounty Hunter who remembered his connection to humanity after experiencing the Terminus Invasion. Catchphrase: Everyone makes mistakes, this is yours. Theme: (Optional) A theme song for the character. Alternate Identity: John Ross (Public) or Rooivalk (Secret) Birthplace: Durban, South Africa Residence: Penthouse inside AR Medical Industries building (Owned by Akhona) Base of Operations: Wading Way, AR Medical Industries (Owned by Akhona) Occupation: Bounty Hunter Affiliations: Is about to apply to work with the Freedom Auxiliaries. Family: Akhona Ross (Wife), Alexander Ross (Son), Nkosozana Ross (Daughter) Description: Age: 56 (DoB: 12 July 1962 ) Apparent Age: 24 Gender: Male Ethnicity: Caucasian Height: 5ft10 Weight: 195lbs Eyes: Hazel Hair: Brown John is of average height and looks to be about 24 years of age, he is well built and clearly works out a lot. He has more of a marathon runners frame than a body builder although his muscles are clearly defined. His one remaining eye is Hazel and he may have been attractive at one point, the mass of scars that covers the left side of his face eradicating the left eye, and most of the eyebrow does not improve his features. If anything gives away his extended age it is the large number of scars that criss-cross his tanned skin. His hair is shaved short and is normally no more than a light stubble, the same can be said of his beard. He wears a black and gold eyepatch with the AR medical industry logo on it. He walks with the slightest of limps, but that vanishes as soon as he starts running hinting at it being more psychosomatic than a real injury. His accent is a little unusual sounding almost British unless you've actually met someone from Britain that is. History: 1962 - 1980 Born in Pietermaritzburg about an hour north of the Durban harbor. As a white English speaking South African he is part of the white elite and gets almost the best schooling he can get. His father is a successful military contractor with Armscor and his mother is a teacher. He is a pretty normal child and teenager, more interested in sport than academics and an avid hunter and because of his fathers pressure takes part in many training camps for one or another of the white supremacist para-military organizations. 1980 - 1982 Present at the Battle of Capetown his exposure to Supers meant that when he did his compulsory military service he decided to enlist in the Apartheid Gorvernment's Super Soldier program. The Super Serum didn't take, or at least they thought it didn't, and he was kicked out and sent to the normal army for the remainder of his training where he worked largely as a scout and sniper on the border of what is now Namibia. 1982 - 1985 Works throughout Africa as a mercenary. Ends up using his skills to track down escaped prisoners of war, political refugees and other unwanted by whoever could pay him and the company he worked for. Was injured several times and seemed to avoid serious injury somehow, indications that his serum hadn't quit on him fully but nothing that actually pointed out what was going to happen. 1986 - 1990 Super Serum actually starts working, he stops aging and starts to show signs of the ability to heal himself and adapt to difficult climates and terrains. The process is slow and grows as he ages but is enough to set him off looking for even more of an edge so he can actually be the Ubermensch he believes he was meant to be. His journey takes him across more of Africa and eventually brings him to Dakana the home of the White Lion. Being what he was, a White South African Super who was intent on bring a Bounty Hunter meant he was something of a sparking point for controversy but there were some, particularly of the Red Hyena Ukoo and just when John thought he was going to have to abandon the idea he met Akhona. Bright, brilliant and very good with technology she was of the Red Hyena and eager to see the world and John offered her the chance to do just that, grow her skill at working with technology. He smuggled her out of Dakana and was right behind her when he met the White Lion of the time....a scuffle ensued and needless to say John lost very badly but the White Lion spoke to him at length, leaving him to leave, and letting him know that he was abusing his power for nothing and that Akhona was a gift of the Dakana and should John hurt her John would be killed. In John's mind she was too valuable, despite her skin color, for him to harm and he would simply use her any way he could. She built him armor and for four years he was a bounty hunter, named Rooivalk, with almost no equal tiring of chasing normal humans he stepped his game up and accepted a bounty against the White Lion himself, obviously Akhona warned him against this but she was just a dark skinned woman what did she know. The White Lion beat him again, and after a lengthy fight in the jungle John fled. He didn't get very far before his battlesuit failed and he crash landed damaging himself very badly. The White lion, who had been following him, still saw goodness in John and rescued him, taking him back to Akhona. Again he reminded John that Akhona was a gift from Dakana and that he was better than what he was right now. 1990-1992 It took 2 years for John to heal, during this time despite her people's wishes Akhona looked after the bounty hunter who paid her ensuring he lacked for nothing as his superhuman powers grew with her treatment healing even his broken back with time and a few implants from her but that was not the only thing that grew. John, despite his best efforts, found himself staring into the face of someone he considered inferior in every way and over the months slowly, inevitably and not without his own attempts to stop it fell in love with her. It was the beginning of the blossoming of goodness that the White Lion had seen in him, and it was the true gift of the Dakani that the White Lion had foreseen. Her name meant gift in the Dakani tongue and so it was she was to him. By the time he could walk, and fight again, they had gotten married and left Africa and the past behind them. No more fighting, no more war or so they thought as they moved to Freedom City hoping to start their new lives. 1993 - 1999 Living in Freedom City during the Terminus Invasion dragged John back to his armor, now colored Black and Gold, and his newest incarnation as the Black Mamba into the light. It was not how he planned or how he wanted it to be. He was trying to stay out of the Super Hero scene but the Terminus invasion found him, or more importantly an Omegadrone did. It found him and Akhona and he, as he tends to, jumped into combat and managed, barely, to defeat the Omega drone with the help of the building security but at a cost. His left eye was damaged beyond repair and there were still more drones out there. Akhona, who had been maintaining his armor in case of a situation just like this brought it out and the rest is history. The Battle was hard and costly but the Hero's in Freedom City won, and it gave John his first taste of being a hero instead of what he was before...and it made him think of the White Lion's words. While he didn't sign up for the Freedom League he did pay close attention to what they were doing while 'helping' Akhona put together her medical company and having the first of his children, his son Alexander. 2000-2005 With the release of the prisoners from Blackstone Black Mamba hired out his services to bring back some of the escapees, but didn't do enough to make headlines or stand out he wanted to keep his profile as low as he could all things considered. With her business doing well enough to keep itself going Akhona decides, after finding out she is pregnant again, that it's time to spend some time in 'safer' Dakani. Their extended vaction couldn't go more wrong, it starts with Black Mamba meeting Akhona's intended husband....apparently she was betrothed, something she forgot to share and thought would be resolved at this point since she was nearing 30 years of age. Red Hyena politics was a lot more complicated than John had intended to deal with, particularly with a Dakani Warrior, Lungile Masikani , who wanted very much to stick his crystal spear into John's nether regions the only reason the two didn't come to blows was the arrival of John's second child Nkosozana and the Invasion of the Grue which both of them ended up fighting in to defend various parts of Dakana. 2006 - Present With the Tension in Dakana rising between John and his family and the Red Hyena tribe they decided it was time to return to Freedom City and raise their family, it was becoming apparent that John was no longer aging and the last decade has been difficult for him and Akhona as the very obvious physical age gap is starting to wear on them as more and more people mistake him and his son for friends rather than parent and son. They did their best and John all but gave up being the Black Mamba as he tried to make things work more easily but in the last three years there has been at least one attack that John believes is the work of the man Akhona spurned against his children. Realizing that if the Red Hyena were possibly out to get them he would need help protecting his children. He has been considering joining the Freedom Leagues Auxiliary just to try and build some allies, and subconsciously to spend less time fighting with Akhona and more time bringing bad guys to justice at least he knows he can win that fight. As of yet neither of his children have displayed super powers, but who knows what could be just around the corner. Ages as of 2018: John 56 (24) Akhona 52 Alexander 19 Nkosozana 16 Personality & Motivation: John has not always been a super hero, or even heroic at all, but after the Terminus invasion, and through the love of his wife he has learned there is more value in protecting the weak and doing good than there is in being selfish and caring only for yourself. He is determined and driven and to most seems to be rough and callous. When you see him with his children and wife, a group of people he once considered less than human, you see the soft side Akhona has brought out in him. He will do anything to protect his wife and children, the growing rift between him and his wife is causing him great distress and is a large reason why he is becoming more active in Freedom City and is actually working towards becoming a member of the Freedom League. That and he hopes Powers & Tactics: The Black Mamba armor built by Akhona Ross the mind behind AR Medical industries has many tactical options built into it. Flight allows the Black Mamba to maneuver and travel rapidly utilizing it's Energy Constrictors to tie down and immobilize flying or speeding opponents and it's Flash Bangs to soften up massed troops or hard targets but it is once it is landed that the true tactical power of the Black Mamba is revealed. Once the Dakani Crystal power arrays have energized the Triple Strength Myomer that powers the strength capabilities of the Black Mamba it's tactical options against ground troops are almost endless. Knocking foes to the ground, making large area attacks and being able to pin, stun or immobilize more powerful foes that are the same size as the Black Mamba allows it to be used for Shock and Awe tactics as easily as Extraction or Neutralization. While for many years the Black Mamba has remained neutral helping only when Freedom City or AR Medical Industries are threatened directly there are rumors that the Black Mamba is now seeking to join the Freedom League and use it's power for the good of Freedom City and eventually the world. Power Descriptions: onc The black and gold theme of AR Medical Industries logo is present in the Black Mamba battlesuit, and it is clear that they were once an arms company before they switched almost exclusively to working on cybernetics to help the disabled and other medical devices. The armor is all but impenetrable and has multiple weapon systems rumored to be powered by rare Dakani Crystal technology. It can range from a rapidly flying manouverable battle system to a ground based juggernaut. Firing golden constricting snakes made of Energy to bind it's foes, peppering the area with high powered flash bangs or slamming it's black and gold fists through concrete it leave no doubt in the mind of a viewer that it was constructed with a single purpose, bring the foe back to whomever was paying for it's services. This is most apparent when in close combat with a foe, the gauntlets charge with stunning energy and are able to release several cables that are designed to look like it's name sake the black mamba. These cables increase the ability of the user to grapple and pin his foes, even allowing the slightly larger than human sized suit to pin two opponents of the same size simultaneously. The arms joints hum and whine softly as the power is distributed through special Myomer fibers that if stimulated with enough power allow the suit to lift well over 20 tons with relative ease or slam the ground so hard as to send people falling to the ground. If the stunning gauntlets are brought together with sufficient force an arc of kinetic energy is thrown out in a cone over a 100 feet long that sends foes convulsing to the ground. Complications: Responsibility (Family): John feels he has to protect Akhona and his two kids from the dangers of the world around them. They come first and he will drop everything to go to their rescue. They can be used as levers against him, blackmail and more importantly as targets to get to him and get him to go where the like. Secret (History): John was part of the Apartheid Super Hero program, was a Bounty Hunter called Rooivalk for a number of years and a general bad guy for a long time till the 1990's. Akhona, the ex-White Lion and people in South Africa aend Dakana are aware but it is now something that people are aware of in Freedom City (Might be an idea for this to be a Bad reputation instead?) Injury (Missing Left Eye): An Omegadrone took out his left eye, left him with some rather nasty looking scars, makes him look more like the bad guy he is trying not to be. Means that he misses from time to time as his depth perception is missing. Every now and then, particularly when not in his battlesuit, he gets surprised when people move up on his left side and he tends to get angry when people want to talk about how he was injured reminding him of how helpless he can be without his armor. Enemy(Dakani Warrior - Lungile Masikani 😞 Akhona was betrothed before she left Dakana with John. Her intended holds a grudge and aspires to harm John, Akhona and possibly their children as well. He will do anything to hurt or dishonour John. He still has some feelings for Akhona but wishes to humiliate her if he can, would rather not hurt her. As a member of the Red Hyena he has political power within Dakana as well as acces to technology and equipment that allow him to operate on the superhuman level. Injury (Broken Back): In his battle with the White Lion he broke his back, Akhona's cybernetics returned his ability to walk and move normally but they are still vulnerable to certain frequencies of electrical charge and interference from specifically targeted jammers. If someone found out they could target it to make him unable to walk. Abilities: 4 + 0 + 8 + 4 + 4 + 0 = 20PP Strength: 30/14 (+10/+2) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 16 +4 = 20 PP Initiative: +0 Attack: +8 Base, +10 Weapons Array Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +10, +18 Battlesuit, +23 full Super-Strength Knockback: -2, -12 Battlesuit Saving Throws: 5 + 3 + 7 = 15PP Toughness: +15/+4 (+4 Con, +11 Protection) [10 Impervious] Fortitude: +9 (+4 Con, +5) Reflex: +3 (+0 Dex, +3) Will: +9 (+2 Wis, +7) Skills: 84R = 21PP Acrobatics 8 (+8) Computers 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Technology) 8 (+10) Knowledge (Tactics) 8 *(+10) Language 4 (English, Afrikaans, Dakani, Spanish, Zulu) Profession (Bounty Hunter) 8 (+10) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+8) Survival 8 (+10) Feats: 12PP Attack Specialization (Weapon Systems) Dodge Focus 3 Power Attack Minion 7 (Akhona) Powers: 62PP = 62PP Immunity 1 (Failed Super Soldier Serum: Immunity Aging) [1PP] Healing 8 (Failed Super Soldier Regen Flaws: Personal, Tiring Drawback: Action -3; 20 minutes) [1PP] Device 15 (Battlesuit, 75PP Container, Flaw: Hard to Lose) [60PP] (technology) Immunity 9 (Life Support) [9DP] Might Array 6 (12PP Array, Feats: Alternate Power 1, Dynamic 2) [15DP] DBE: Flight 0-5 (0 - 250 MPH / 2500' per Move Action, Power Feat: Manuverable 2) {0-12} DAP: Super-Strength 5 (Effective Strength 30-55, Heavy Load: 1600 lbs - ~26 tons, Power Feats: Groundstrike, Shockwave) {0-12} Protection 11 (Extra: Impervious [10]) [21DP] Super-Senses 8 (Danger Sense [Radio], Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [7DP] Super-Senses 1 Communication Link (Akhona's Communicator) [1DP] Weapons Array 10 (20PP, Feats: Alternate Power 2) [22DP] BE: Enhanced Strength 16 (to Strength 30 [+10]) Improved Grab, Improved Grapple, Improved Pin, Stunning Attack {20/20} AP: Snare 10 (Energy Constrictor) {20/20} AP: Dazzle 10 (Flash Bang; Extras: Area [General, Shapeable], Flaw: Limited [5 Uses A Day]) {20/20} 9 + 15 + 21 + 7 + 1 + 22 = 75 DP Drawbacks: (0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 17 Toughness Damage [Physical] Armed w/Strength Touch DC 27 Toughness Damage [Physical] Blast Ranged DC 25 Toughness Damage [Energy] Damage Touch DC 25 Toughness Damage [Physical] Abilities (20) + Combat (20) + Saving Throws (15) + Skills (21) + Feats (12) + Powers (62) - Drawbacks (00) = 150/154 Power Points
  20. Mr. Worldwide Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness In Brief: World weary celebrity finds solace in heroics. Catchphrase: JC bringing you what hot from... Theme: Alternate Identity: Jordan Carver (public) Birthplace: Manchester, England. Residence: None. Base of Operations: Everywhere. Occupation: Social Media. Affiliations: Family: Children (Samara, 6. Day, 4.) Description: Age: 24 (DoB: 25 December 1993) Apparent Age: twenties Gender: Male Ethnicity: Jamaican British Height: 2 m Weight: 118 kg Eyes: Brown Hair: Black A tall, hard lad with quite a bit of muscle. Thick arms and legs, washboard abs. Wears his hair in short dreads. Will spare no expense on clothes to look proper. Wears a different pair of kicks and a different watch each day. His style of clothing depends on where he is. But he'll always fit in with the scene. Loves tattoos, his left arm has several. A lion's face, a rose bush with a rose for each of his daughters, a celtic knot cross, at the top is one that looks like the skin is ripped showing robot gear. His daughters' names and birthdates are listed over the right of his chest. His right arm is a sleeve pattern, mix of tribal and celtic. On his back, down the middle and outwards, is a tattoo of an evolving zerg pod. History: After the Terminus Invasion of 1993, there was a baby boom across the world. Some of those babies were inherent to power. Not all of them where Terminus infected. Jordan was born across the pond, but somehow, he got super powers. As soon as he could walk, he and his family found out he could 'blink'. Small distances at first. Enough to give his mum and dad waking nightmares. Though he was a resilient kid and always seemed to bounce back from things. Though the real 'problem' is when he learned to talk. Anyone that would listen to him he would chatter to. He used his gift of talk to start filming a vlog. When that took off he would follow the current trend. He reacted. He pranked. He collaborated with other for goofy sketches. From the time he was 14 he was some kind of social media wunderkind. And then the years passed along. He got complacent. As his power grew he could go further and further. He could show up anywhere. Four years later he was one of the leaders of the social scene. Giving the people what they wanted. Then it finally hit him. He was living an empty life. For the next few years he laid low as he could for a while. Still keeping his accounts up and rarely posting. He looked to the distinctly American superhero scene, watching it play out. It made him think about what he was doing with himself. Taking some sword fighting lessons for a bit, he trained to protect himself and others. Now he travels the world taking care of business and getting it all on camera. Personality & Motivation: Jordan is a larger than life character. And that's just it. A character. For all the brash bravado he puts on screen, he's just one to kick back and chill. He's a loving parent to his daughters. He's a workout fanatic. And in his private time, he's just a quiet dude. But 'Jordan' is a loud happy fellow, one to get up in your area and make you enjoy the moment! Powers & Tactics: He's learned a lot of languages over the past 10 years and can grok a language through others. He's pretty smart when it comes to languages. His katana is made of a sturdy magical metal called orichalcium, thought to be unbreakable. It was a gift from the woman who trained him. He can 'blink'. He has no other word for it. Some people fancy-worded it to 'teleporting', but he still calls it blinking. He will blink into combat, aggressively combating his foe. He catches his foe off guard by browbeating them and then swings hard. All the while moving around the area with his blinking. Power Descriptions: He can Comprehend languages, as said, due to training himself in base languages and rooting out from there. When he first uses a language, it sounds pidgin, but quickly sounds more fluent. His Device, is a katana, forged by the Atlantean metal. His teleports are due to him being tied to the space-time continuum. He technically is not human. Complications: Celebrity: Sometimes it's good, sometimes, not so much. Jaded: The reason he's doing this whole superhero thing is because he's bored, having seen so much in 10 years time. Kids: He has two baby girls across the world. He supports and is protective of each of them. No Secret Identity: While he keeps his personal life private, he only has a hero name for show. Regimen: He may have a heroic build, but he has to keep it up himself. The Show: Whether it be Youtube, Instagram, Facebook, or whichever new media, he has to keep it up. So Many Languages: While he is a student of the spoken and written language, he does some time slip. Weakness: Pretty women. Women who pay attention to him. Abilities: 6 + 4 + 4 + 2 + 4 + 6 = 26PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +6 Attack: +4 base, +8 melee, +12 swords Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +11 Knockback: -3, -1 flat-footed Saving Throws: 6 + 9 + 3 = 18PP Toughness: +6 (+2 Con, +4 defensive roll) Fortitude: +8 (+2 Con, +6) Reflex: +11 (+2 Dex, +9) Will: +5 (+2 Wis, +3) Skills: 68R = 17PP Acrobatics 4 (+6) Bluff 4 (+7) Diplomacy 12 (+15) Knowledge (popular culture) 4 (+5) Knowledge (streetwise) 4 (+5) Gather Information 12 (+15) Intimidate 12 (+15) Notice 8 (+10) Sense Motive 8 (+10) Feats: 36PP All-Out Attack Assessment Attack Focus (melee) 4 Attack Specialization (swords) 2 Benefit (Wealth) Challenge (Fast Distract) Challenge (Fast Startle) Connected Contacts Cult Hero (Social Media Followers) Defensive Roll 2 Distract (Intimidate) Dodge Focus 9 Improved Disarm Improved Initiative Power Attack Quick Change Quick Draw Sneak Attack Startle Takedown Attack Uncanny Dodge (hearing) Well-Informed Powers: 6 + 7 + 22 = 35PP Comprehend 3 (polyglot; read all languages, speak all languages, understand all languages; Feats: Innate; Drawbacks: Limited [Earth languages]) [6PP] Device 2 (katana; 10PP Container; Flaws: Easy-To-Lose; Feats: Indestructible) [7PP] Damage 3 (orichalcium blade; Extras: Penetrating [4 ranks]; Feats: Improved Critical 2, Mighty) [10PP] Teleport 9 (anywhere on Earth; Feats: Change Direction, Change Velocity, Easy, Turnabout) [22PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Orichalcium Blade Touch DC 21 Toughness Damage Totals: Abilities (26) + Combat (18) + Saving Throws (18) + Skills (17) + Feats (36) + Powers (35) - Drawbacks (0) = 150/150 Power Points
  21. Reputation Chart 20 Q Hell Q
  22. Hypno-Hippie PL 10 (150/150) In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW. Catchphrase: None Theme Song: "Lucy in the Sky with Diamonds" by The Beatles Alternate Identity: Lucy Smith Dawnes Birthplace: San Francisco, California, United States of America Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Occupation: Associate Art Director (Civilian Identity), Hero Affiliation: Super Freaks Family: Thomas and Sybil Dawnes (Father and Mother) Description: Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 135 lbs. Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae Hair: Dirty Blonde The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypno spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond. Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself. History: Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little creepy because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers. Yet. It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else. Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any. A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie. Personality & Motivation: Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover. Powers and Tactics: An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal. Complications: The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts. Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner. Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism. Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage. Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization. Abilities: -2 + 2 + 2 + 4 + 6 + 10 = 22 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 18 = 24 PP Initiative: +5 Attack: +4 Base Defense: +10 (+8 Base, +2 Dodge Focus) Grapple: +3 Knockback: -2/-5 Saving Throws: 6 + 6 + 7 = 19 PP Toughness: +4/+10 (+1 Constitution, +3 Protection, +6 Defensive Roll) Fortitude: +7 (6) Reflex: +7 (6) Will: +10 (7) Skills: 56 R = 14 PP Bluff 4 (+9) Diplomacy 8 (+13) Disguise 4 (+9) Knowledge: Art 8 (+10) Knowledge: History 4 (+6) Knowledge: Pop Culture 8 (+10) Knowledge: Theology and Philosophy 4 (+6) Notice 4 (+7) Perform: Sing 8 (+13) Sense Motive 4 (+7) Feats: 17 PP Cult Hero (Super Freaks) Defensive Roll 3 Dodge Focus 2 Equipment 4 (Minibus) Fascinate (Diplomacy) Fascinate (Perform) Improved Initiative 1 Luck 1 Set-Up Taunt Uncanny Dodge (Auditory) Equipment: 4 PP = 16 EP The Hypnobus (Vehicle; Van) [16 EP] Powers: 3 + 3 + 48 = 54 PP Immunity 5 (Resistance to Sensory Damage; Dazzle effects; Flaw: Limited to Half Effect) (3 PP) (Chemical, Psionic) Protection 3 (Slightly Tougher than She Was Before) (3 PP) Psychedelic Sense Manipulation Array 22 (44 PP Array; Feat: Alternate Power 4) [48 PP] (Chemical, Psionic) Base Power: Illusion 10 (Trippy Illusions; All Senses; Extra: Selective Attack; Flaw: Phantasms; Feats: Precise, Progression Area 3 [50 ft. radius]) [44/44 PP] (Psionic) Alternate Power: Dazzle 8 (Overwhelming Hallucination; All Senses; Range: 40 ft.; Extra: Selective Attack) [40/44 PP] (Psionic) Alternate Power: Mental Blast 10 (Hallucinatory Attack; Extra: Mental) [40/44 PP] (Psionic) Alternate Power: Mind Control 10 (Psychedelic Hypnotism; Extras: Instant Command, Sensory Link; Flaw: Sense-Dependent (Visual); Feats: Mental Link, Subtle) [32/44 PP] (Psionic) Alternate Power: Paralyze 10 (Alter Perception of Time; Range: 100 ft.; Extra: Range 1 (Ranged); Flaw: Slow; Feat: Subtle) [21/44 PP] (Psionic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 14 Toughness Damage Alter Perception of Time Ranged DC 20 Will Attack Hallucinatory Attack Perception DC 25 Will Damage Overwhelming Hallucination Ranged DC 18 Fortitude/Reflex Sensory Psychedelic Hypnotism Perception DC 20 Will Mental Totals: 22 PP on Abilities + 24 PP on Combat + 19 PP on Saving Throws + 14 PP on Skills + 17 PP on Feats + 54 PP on Powers = 150/150 PP
  23. Sīxiǎng Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Fun-seeking psychic with dreams of being a superhero Catchphrase: Feelin it? Theme: DMX, Party Up Alternate Identity: Cherish Michaels (Secret) Birthplace: Austin, Texas Residence: Freedom City, New Jersey Base of Operations: E'erywhere she can fit in Occupation: Rich Parents Affiliations: Brothers. Family: Mom (Tina Michaels), Dad (David Michaels), Bros (Jason and Tommy Michaels) Description: Age: 23 (DoB: 3 July 1994) Apparent Age: 23 Gender: Female Ethnicity: Black/Asian Height: 5'3" Weight: 115 Eyes: Brown Hair: Black Good genes have blessed Cherish with a curved hourglass frame. She has long hair which she loves to keep little trinkets, like beads and strings and clamps. There's a lot of stuff in there. Her clothing style is urban, formfitting jeans, shirts, and sneakers with logos noticeable logos on them. She wears sunglasses everywhere, every time a different color lens. Her hero costume is a dark leather body suit. It's a loner until she can get something less dark and drab. History: Mom and Dad are semi-new money venture capitalists. But they had all that money and no family. That's where I come in. The first born. Hit the scene like a a dark hot bundle of joy. Yeah, I was pretty awesome as a kid, always into something. Mom and dad were there for me and I didn't shy away from them either, but I liked hanging out with friends. Parties were the BEST. Ever since I was a little nibbler I got my groove on. When Mom and Dad decided to have more kids, I was blessed with my brothers. They are the best, and we flow like a mutually synced crew. Finished each other's sentences, knew what each other was feeling. Instinctively. It was creepy at first, but we just figured it was just sibling love. And then it hit. Mind reading. We could do it. Like to each other. Like some weird psychic deal. And it was AWESOME! Well kind of. Slowly we found out we could do other things. Jason could project light and make illusions. Tommy could imitate any sound, music! Me? I have the best part of the deal. I can mess with people's heads. Not like that, well, maybe like that. I can push feelings around. I can also keep people going or tire them out. See, they may be the show, but I AM THE HYPE. It's been a while. We've been doing this for a few years now. I've been looking to the superhero scene. Not that I want to stop the party, but I think there's more I can do to help people out. A little spider told me about responsibility or something like that. And he's right. Not that I want to push my bros into it. I mean, maybe they want to do their own thing. I've started going out during the day. Nights we still get blasted, but I do my best during the day. Personality & Motivation: Cherish can be a bit persistent, but she means well. She's getting burnt out on the night life. Not that she doesn't enjoy it anymore, she just feels like stepping into the arena and helping out. She looks after her brothers constantly. If they were to join her she'd be ecstatic. Seeing as they can already each other's minds, they haven't commented on it yet. Jason worries, Tommy does but not as much. Her motivation is to prove to herself that she can act a little bit grown up and responsible. Powers & Tactics: I can make your mind explode, man! Well, not literally. With my psych powers i can light up a room with Love or a whole bunch of different emotions. I can also get you worked up! Like you'll be feeling like Superman and then just pass out. Or the other way, I can make you feel tired. So tired you fall asleep. Icanalsopossesspeopleyouheardnothing. But how I fight? Yeah, just start shooting brains with my psychic stuff. Make them fall down by hook or crook! Power Descriptions: Cherish's psychic powers are not visible by eye, but those who can 'see' psychic powers will notice swirling patterns around her head every time she uses one. Her Aura is much more visible, if someone hits her a color pops up. that too is psychic. Also, her mental senses are strong, but not all that worked out. Complications: Bruh: She loves her brothers so much and will protect them over all others. Hey, You're One Who Did That Thing: Yes, the party girl is known for partying. In Your Head: Tommy and Jason are there. She's in theirs too. Its impossible to avoid sibling thoughts. Except when they're asleep. And even then a wayward dream might creep in. It's Not A Phase, Mom!: Her parents, specifically her mother, does not approve of her heroic gallivanting. While she doesn't stop Cherish, she will put obstacles in her way. 'Responsibility': Her nights are busy most of the time. Hanging with her brothers, making a name for themselves. Abilities: 4 + 6 + 4 + 2 + 4 + 10 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +7 Attack: +4 Base, +10 Psychic Powers Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +5 Knockback: -5, -1 without aura Saving Throws: 4 + 4 + 4 = 12PP Toughness: +10 (+3 Con, +7 aura) Fortitude: +7 (+2 Con, 4) Reflex: +8 (+3 Dex, +4) Will: +7 (+2 Wis, +4) Skills: 76R = 19PP Acrobatics 4 (+7) Bluff 8 (+13, +17 with Attractive) Concentration 8 (+10) Diplomacy 8 (+13, +17 with Attractive) Gather Information 12 (+17) Knowledge (business) 4 (+5) Knowledge (popular culture) 4 (+5) Knowledge (streetwise) 4 (+5) Language 4 (English; French, Korean, Mandarin, Spanish) Notice 8 (+10) Perform (dance) 8 (+13) Sleight of Hand 4 (+7) Feats: 22PP Attack Specialization (Psychic Powers) 3 Attractive Benefit 2 (Fame, Wealth 1) Challenge (Fast Taunt) Challedge (Fast Distract) Connected Contacts Distract (Bluff) Dodge Focus 5 Improved Initiative Redirect Quick Change Taunt Uncanny Dodge (mental) Well Informed Powers: 1 + 7 + 36 + 5 = 49PP All powers are psychic Feature 1 (can speak to and read brothers' mind, and they can do the same) [1PP] (telepathy) Force Field 7 (aura) [7PP] (healing) Psychic Powers (30PP Array; Power Feats: Alternate Power 5, Subtle) [36PP] (telepathic) Base Power: Emotion Control 10 (Extras: Burst Area) [30/30] Alternate Power: Damage 10 (psyblade; Extras: Linked Drain, Will Save), Drain Wisdom 10 (Extras: Linked Damage, Will Save) [30/30] Alternate Power: Fatigue 10 (tire out; Extras: Ranged) [30/30] Alternate Power: Mind Control 10 (possess; Extras: Conscious, Sensory Link, Flaws: Ranged) [30/30] Alternate Power: Stun 10 (hype up; Extras: Ranged) [30/30] Alternate Power: Telepathy 10 (Extras: Sustained Duration) [30/30] Super-Senses 5 (Mental [accurate, acute, radius, ranged]) [5PP] (telepathy) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Emotion Control Perception DC 20 Will (Staged) Emotion Control Psyblade Touch DC 25 Will (Staged) Damage DC 20 Will Drain Wisdom Tire Out Range DC 20 Fortitude (Staged) Fatigue Possess Range DC 20 Will Mind Control/Sensory Link Hype Up Range DC 20 Fortitude (Staged) Stun Telepathy Perception DC 20 Will Mind Reading Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (19) + Feats (22) + Powers (49) - Drawbacks (0) = 150/150 Power Points
  24. Here's my second attempt at creating a character. This build is loosely based off of AvengerAssembled's heroic hippie build, but with some differences. Some things may need tweaking. Hypno-Hippie PL 10 (150/150) In Brief: A hippie illusionist hero, fresh out of a Super Freaks commune. Got her powers from being experimented upon by SHADOW. Catchphrase: None Theme Song: "Lucy in the Sky with Diamonds" by The Beatles Alternate Identity: Lucy Smith Dawnes Birthplace: San Francisco, California, United States of America Residence: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Base of Operations: San Francisco Super Freaks Commune (Formerly), Freedom City (Current) Occupation: Associate Art Director (Civilian Identity), Hero Affiliation: Super Freaks Family: Thomas and Sybil Dawnes (Father and Mother) Description: Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 120 lbs. Eyes: Constantly shifting colors in a hypnotic rainbow pattern, with black sclerae Hair: Dirty Blonde The Hypno-Hippie usually wears what can best be described as a slightly super heroic take on stereotypical hippie clothing. The bodysuit is a loud neon green, with the leggings forming into bell-bottoms. Over the bodysuit, she wears a large, loosely-fitting vest with holes in the shoulder areas, with nothing but two buttons, both with H-shapes with designs resembling binaural hypno spirals emblazoned on them, connecting the collar and the rest of the vest. While the buttons, the interior of the vest, her domino mask, her boots, her earrings (whose interiors also have a binaural hypo spiral pattern) as well as her fingerless gloves have a dull leathery brown to them, the vest's exterior, her headband, and her waistband all have a multicolored, psychedelic pattern to them. She also wears a black necklace adorned with only a single diamond. Her eyes are by far her most distinguishing feature, as the sclerae are black, while the irises are constantly shifting colors in a hypnotic, circular manner. While she is very much capable of handling her powers, her eye structure has been permanently changed. In her civilian identity as Lucy Smith Dawnes, she gets around this by wearing sunglasses pretty much constantly, even at night, not to mention how she dresses casually, but conventionally to avoid drawing undue attention to herself. History: Born on a Super Freaks commune outside San Francisco, California, the closest thing Lucy Smith Dawnes (deliberately named so her initials would spell the acronym LSD by her hippie parents) to a typical childhood she had growing up was that she regularly attended to public school. Her grandparents, who met while attending Woodstock, were enthusiastic supporters of the hippie counterculture movement of the late 1960s, and it's been a family tradition to keep to the ideals of peace, love, and understanding since. She never really fit in at school, due to other kids finding her weird or even a little because of her upbringing, and her New Age-esque beliefs, oftentimes being accused of being in a cult. Even so, she tried to get by, as she felt she couldn't prevent others from feeling the way they do about her, and went by a "live and let live" code, not to mention the fact that she didn't even have any powers. Yet. It wouldn't be until after she graduated from college that she wound up with powers, but through unfortunate circumstances. A major pharmaceutical company, in truth a front for SHADOW, was developing a weaponized hallucinogenic several times more powerful than LSD, peyote, and psilocybin. This drug was meant to be distributed in the form of a gas, wreaking havoc on enemies' senses and perhaps permanently damaging them, making it easier for SHADOW soldiers to move on for the kill. However, before this mind-pummeling drug could be sent to the organization, the company needed test subjects, so the board of directors ordered for its agents to start kidnapping people they figured nobody would miss (homeless people, residents of communes, reformed criminals, among others) off the streets to run their drugs through. She was placed in a room, like many other test subjects were, and exposed to the gas. While most of the other test subjects had their minds virtually destroyed, Lucy, through sheer force of will and a little luck, kept her sanity, and it also had an unprecedented mutagenic effect on her nervous system. She developed the ability to mentally alter the perceptions of those around her, to a small effect at first, but such abilities grew increasingly stronger. Fearing that she would become a superhero and blow the whistle on their illicit activities, the board of directors ordered her termination. However, she was able to quickly master her abilities to get away while she still could. She managed to get away, retrieved her confiscated phone, took some photos, and informed the police about what happened. Lucy testified against the company, and soon, the dispute saw the courtroom. After a long and fierce legal battle, Lucy eventually won. The members of the board of directors were found guilty for kidnapping, assault, and conspiracy charges. As for the company, it was swiftly shut down. Businesspeople who discovered that the company was a front for a SHADOW operation couldn't make an effort to remove every one of their business ties with them fast enough. And as for the company's SHADOW masters, they declared Lucy an element too dangerous to be allowed to roam free or live. Correctly suspecting that the remaining SHADOW operatives who managed to evade arrest in San Francisco would soon target her, Lucy decided to skip town and start again somewhere else. Now that she was a bona fide super being, the Super Freaks commune welcome her back with open arms, but she didn't want to be worshipped as a god, and instead "merely" wanted to operate as a kind of priestess for the Super Freaks ideology. She felt she had a duty as someone with powers to use them to fight crime and oppression. That, and she wanted to start fresh after everything she'd been through in her hometown. So she packed her belongings into her restored VW Microbus and moved out of the city where she was born in. The goodbyes were hard of course, but she knew she had to fly the coop eventually, and figured now was as good a time as any. A recent arrival in Freedom City, she has only recently gotten a job as an assistant art director at a local museum, and gotten herself an apartment. She now moonlights as the new counterculture heroine Hypno-Hippie. Personality & Motivation: Lucy is more or less a stereotypical hippie, though with the twist of hailing from a Super Freaks commune. She believes there's a kind of arrogance with seeing oneself as a god, more befitting of super villains, and instead "merely" sees herself as a priestess of the Super Freaks ideology, one that advocates super humans as being the ones that will solve all the world's problems, and she's quick to preach such an ideology, and also quick to point out how "the man" is terrible, though she understands that there are some people who need structure in there lives, so she tries not to overdo it. At most other times, she's a very relaxed and pleasantly-mannered individual, not at all aggressive, and an artsy-fartsy type at that. Indeed, she has a working knowledge of fine art. However, since she developed her powers, she has been practicing asserting her will in battle, and if pushed too far, like, say, targeting marginalized groups or at least people few, if any, care about (which tends to set her off, which is understandable, considering what she went through), an enemy may find his or her sense of reality completely shattered, never to recover. Powers and Tactics: An extremely powerful illusionist whose abilities are both mental and sensory in nature, Lucy can make people see, hear, touch, and smell things that aren't really there, so fighting her will mean coping with a lot of misdirection and questioning one's own sense of reality. If she wanted to, she could turn a person's own five senses against them. Though a powerful battlefield manipulator, she has engaged in relatively little combat practice compared to many other heroes, and as such, she is a far better asset at a ranged position than up close and personal. Complications: The Girl with Kaleidoscope Eyes - The exotic eye pattern is a natural part of her powers. She can't "turn them off," and that means she could risk discovery if she's not careful. As such, she usually appears in public wearing sunglasses to conceal her identity, or, if that fails, she has contacts. Pacifist - Doesn't like fighting, and will try to avoid it whenever possible. She's a very mellow person and wants you to be too. Even if she recognizes that a situation could make a peaceful solution all but impossible, her fighting style isn't overtly aggressive, and falls along the lines of a "take them as they come" manner. Stick It To The Man! - A bit on the free-spirited side, she might not get along with some military or otherwise government-affiliated characters. She may even wax philosophical about how "the man" is terrible, but even she understands that some people need structure in their lives. Besides, she's of the opinion that there's a world of difference between resisting "the man's" darker aspects and tearing the system apart, calling it freedom when it looks and feels more like chaos. And that doing the latter would make her just like them. Hence, her pacifism. Squishy Wizard - Physically weak and not good in a straight fight, she prefers to manipulate the battlefield to her allies' advantage. Looming SHADOWs - Because of her actions in bringing down a SHADOW operation, she has made herself an enemy of the organization. Abilities: -2 + 2 + 2 + 4 + 6 + 20 = 32 PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 30 (+10) Combat: 0 PP Initiative: +1 Grapple: -1 Defense: +1 Saving Throws: 4 + 12 = 16 PP Toughness: +1 Fortitude: +1 Reflex: +5 (4) Will: +15 (12) Skills: 14 PP Bluff +8 (+18) Diplomacy 8 (+18) Disguise 4 (+14) Knowledge Art 12 (+14) Knowledge History 4 (+6) Knowledge Pop Culture 8 (+10) Notice 6 (+9) Perform Sing 4 (+14) Feats: 7 PP Luck 1 Trance Move-By Action Set-Up Taunt Dodge Focus 1 Fascinate (Perform) Powers: 81 PP Dazzle 5 (All Senses, 50 feet, DC 15) Illusion 10 (All Senses, Phantasms, Progression, Area 5/250 ft., Sedation) Alternate Power Stun 10 (Daze, DC 20) Immunity 5 (Half Effect, Limited to Dazzled) Mind Control 10 (Mental Link, DC 20) DC Block: Totals: 32 PP on Abilities + 14 PP on Skills + 7 PP on Feats + 81 PP on Powers + 16 PP on Saves = 150/150 PP (PL 10)
  25. Corporis Power Level: 8/10 (151/151) Unspent Power Points: 0 Trade-Offs: None In Brief: A vampire given a second life as a hero Catchphrase: "Come stai?" Theme: "Blood" by Jim Johnston Alternate Identity: Jennifer James, Secret. Birthplace: New Orleans, Louisiana. Residence: Freedom City, New Jersey. Base of Operations: None. Occupation: Errand Runner. Affiliations: Good, Supernaturals, Heroes. Family: None. Age: 135 (born 1883) Apparent Age: early twenties Gender: Female Ethnicity: Italian-American Height: 5'7" (1.7 m) Weight: 140lb (64 kg) Hair: Black Eyes: Golden Her skin is darker, but still noticeably white. Her hair is long enough to reach her mid back, and is always straight. She has an hourglass figure. While she is not 'thick', her curves definitely show. She wears darker colors. Black mostly. Leather pants, boots, and coat. Black tshirt, and shades. This doubles as her costume. She carries a falchion at her side, sheathed, to protect herself. History: Back in the late 1800s/early 1900s, there was a place called Storyville in New Orleans. It was seedier than a pack of seeds! Prostitution was what brought in the main money, brothels everywhere. though some tried to cover it up under 'fine establishments' and 'house shows'. Dracula's Sin Den was one of the unlisted types. You had to know someone who knew someone to get in. You were basically lost to the city once you found it. The owner and proprietor, one Miss Dark, hand selected every 'performer' that crossed there. Jennifer - as she's known now, she doesn't remember her birth name - was one of those. Miss Dark found the girl struggling. Jennifer was an Italian, and homeless. Miss Dark picked her up. Jennifer cleaned up nicely. Miss Dark had mercy on her and gave her a job. Jennifer could carry a tune and could move well enough to 'dance'. Miss Dark gave Jennifer her second lease on life by turning the girl into a vampire. Vampire politics were 'simpler' at that time in history. Stay on your turf, do what your master told you, and don't make any messes you couldn't clean up. Jennifer took to the nightlife better than she did when she was 'alive'. Miss Dark was a good master who only asked of her girls to clean things up. Jennifer was part of the 'Brides of Dracula' comp. Anyone who got that got it for free, but they didn't come out. The end of Storyville came with the loss of Miss Dark and Dracula's Sin Den, but Jennifer had to move on. A while later there was an explosion of people in funny costumes who fought crime for truth, justice, and yadda yadda. Jennifer played it no mind until it was up in her turf. There were two full on invasions from other dimensions in the 60s. By the 80s, vampire politics were at an all time high. Freedom City was the safest unsafe place by then. Jennifer had a hunting ground there, but she couldn't stay there. Stuck in New Orleans She wasn't a pawn, but she was no where near the damn king or queen. By the mid 2010s, she found an out of the vampire life. A very unfortunate way too. The villain known as Mastermind was collecting things to experiment on as he was wont to do. He captured her and a few other vampires (Jennifer only remembers seeing a twelve containers, but their were other rooms) and tweaked and combined them with other things. For all the things he did to the other, Mastermind seemingly made Jennifer his pet. He said he'd cure her, which he did. He said he'd let her keep her powers, which he did. But there was always an underlying sinister tone to it that Jennifer didn't get. Luckily(?) she didn't find out what his end goal was. She, and what was left of the things Mastermind collected, was rescued by a group a superheroes. Jennifer showed them that she had bloody superpowers. She didn't tell them that she was formerly a vampire. They set her up with a place to stay in Freedom City. Unknown to Jennifer, there was another problem on her tail. You just don't leave vampire society. Her having over a hundred years of 'debt' made her a target. Freedom City was safe, but she wasn't. Personality and Motivation: Jennifer is finally happy. Finally free from all that oppressive undead responsibility. She has a wicked, dark sense of humor. Beyond that she's a very sensual type, the type that seems to not know what personal space is. A very hands on type. It's somewhat built into her nature over time. Jennifer wants to help people. Even as a vampire she wasn't a killer (unless she needed to be). She's very caring of the living. Vampires, werewolves, demons, and other supernatural folks, she regards on a case by case basis. She's dealt with all types. Some evil types were the nicest people she knew. Some good folks were absolute sadists. She fights for everyone to have a chance at a good life. Power Descriptions: Jennifer is greatly gifted from her years as a vampire and Mastermind's experiments on her. She's quicker and more hearty. She can take harder hits. She'll live forever. She can use her blood others to do various fair and foul things to their bodies. Though she relies on her falchion more often than not. She's not the world's best swordsman, but she's learning! Her fighting style is powerful and graceful swings of her sword. She'll incapacitate her opponent with her sword alone. But if the danger rises, she'll use her blood manipulation in a retreating effort. Complications: Hee Hee... Oh, Sorry!: Jennifer's sense of humor is macabre. It might offend the squeamish. Hunted: Vampires are after her. You just don't leave the vampire after 100 years of 'service'. Smoke Break: Tobacco was one of those things she never gave up from her former life. She carried it into death and now into life again. What's Happening?: Every so often, Jennifer's body will betray her. It's something that Mastermind put in for all his escapees. At least she's still alive. What's That Smell?: Not needing blood to survive anymore, she does get the weird craving for it every once in a while. The smell of it is enough to distract her from her current situation. Abilities: 4 + 6 + 2 + 4 + 4 + 8 = 28PP Strength: 14 (+2) Dexterity: 22/16 (+6/+3) Constitution: 18/12 (+4/+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 14 = 30PP Initiative: +10/+7 Attack: +8 Melee, +8 Ranged, +10 Swords Defense: +8 (+7 Base, +1 Dodge Focus), +4 Flat-Footed Grapple: +10 Knockback: -4, -2 without Protection, -1 without Protection and Enhanced Constitution Saving Throws: 4 + 4 + 4 = 12PP Toughness: +8/+5 (+4/+1 Con, +4) Fortitude: +8/+5 (+4/+1 Con, +4) Reflex: +10/+7 (+6/+3 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 40R = 10PP Acrobatics 9 (+15/+12) SM Concentration 3 (+5) Diplomacy 6 (+10, 14 attractive) Intimidate 6 (+10) SM Knowledge (arcane lore) 8 (+10) SM Knowledge (history) 3 (+5) Language 1 (English, Italian [native]) Notice 3 (+5) Perform (dance) 1 (+5) SM Feats: 13PP Attack Specialization (swords) 1 Attractive Distract (Intimidate) Dodge Focus 1 Improved Block 2 Improved Disarm 2 Improved Initiative Precise Shot Quick Draw Skill Mastery (Acrobatics, Intimidate, Knowledge [arcane lore], Perform [dance]) Weapon Bind Powers: 30 + 6 + 6 + 6 + 5 + 4 + 1 = 58PP Blood Manipulation Array 12 (24PP Array; Feats: Alternate Power 6) [30PP] (vampirism, biological manipulation) Base Power: Healing 8 (Tincture; Extras: Restoration, Total; Flaws: Source [Blood]) {24/24} Alternate Power: Damage 8 (Exsanguinate; Extras: Alternate Save [Fortitude], Duration [Concentration]) {24/24} Alternate Power: Drain Ability Scores 8 (Dilute Blood) {24/24} Alternate Power: Mind Control 8 (Body Control; Extras: Alternate Save [Fortitude], Conscious) {24/24} Alternate Power: Move Object 8 (Blood Control; Extras: Area [Burst], Selective Attack; Flaws: Limited [Blood]) {24/24} Alternate Power: Nauseate 8 (Retch; Extras: Duration [Concentration]) {24/24} Alternate Power: Teleport 9 (Bloody Path; Extras: Accurate; Flaws: Limited [Blood]; Feats: Change Direction, Change Velocity, Easy, Progression 2 [weight, x500], Turnabout) {24/24} Device 2 (sword; 10PP Container; Flaws: Easy To Lose) [6PP] (weapon, steel) Damage 4 (Extras: Penetrating [2 ranks]; Feats: Improved Critical 2, Mighty, Precise) [10PP] (masterwork blade) Enhanced Constitution 6 [6PP] (biological manipulation) Enhanced Dexterity 6 [6PP] (biological manipulation) Immortality 1 (5PP Container) [5PP] (vampirism) Immunity 3 (aging, disease, poison) [3PP] Regeneration 2 (Resurrection 2 [1/day, unless beheaded]) [2PP] Protection 4 [4PP] (vampirism, biological manipulation) Super-Senses 1 (low-light vision) [1PP] (vampirism, biological manipulation) DC Block Unarmed Touch +8 DC 17 Toughness Damage Body Control Perception DC 20 Fortitude Mind Control, Conscious Exsanguinate Touch +8 DC 23 Fortitude Damage, Concentration Dilute Blood Touch +8 DC 18 Fortitude Drain Ability Scores Retch Touch +8 DC 18 Fortitude Nauseate, Concentration Sword Touch +10 DC 21 Toughness Damage, Improved Critical 2 [18-20], Penetrating [2 ranks], Precise Totals: Abilities (28) + Combat (30) + Saving Throws (12) + Skills (10) + Feats (13) + Powers (58) = 151/151 Power Points
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