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  1. Hi folks, New on here (well not that new but this is my first post). I'm not 100% familiar with M&M - I have the PDF (and HeroLab) but having moved to China I find myself without a gaming group these days. Anyway, my own problems aside I was hoping you lovely chaps and ladies would take a quick glance through the character sheet below and let me know if I've made any ghastly newbie type errors either in my maths or in my power selections and whatnot. Thanks in advance, everyone! Players Name: Simplex409 Character's Name: Jake Power Level: 10 Power Points: 150/150 In Brief: Free floating ghost of a hanged man Alternate Identities: None Identity: Secret Birthplace: London Occupation: Indentured Haunter Affiliations: Hereafter Scare Inc. Family: None living Age: DoB 1560, DoD around 1590 Apparent Age: About 40. Not really sure because of the bag Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: looks about 180 lbs, actually weightless Eyes: Yellowish green fire can be seen through holes burnt in the sack. Hair: Unknown; he wears the burlap sack on his head - it doesn't come off (he's tried). Description: When visible Jake is a human male floating in the air. He wears old style pants long since frayed and torn with patches here and there and a burlap sack covers his head. His only other clothing is a hangman's noose that is still tight around his neck, the long rope floating around him as though underwater. His skin is pale white mottled with grey, and there are numerous cuts and gashes covering his torso. From his hands and feet strange glyphs have been carved into his flesh and they trail snakelike up his arms and legs respectively, glowing with the faintest of green lights. The burlap sack covers his head entirely and it is matted with dirt and dried blood. There are a few burn marks on the material and two holes have been scorched through the material where eye slits would be and from within all that can be seen is a burning yellow green light that flickers with a hateful intensity. His posture is wracked and tortured, writhing slowly with crooked arms and bent legs as though in perpetual pain on some sort of rack. This doesn't seem to be particularly bothersome to him however as he's usually chipper even while curled back against his own spine in seeming agony. Power Descriptions: Jake is a ghost, with all the powers and complications which come with that particular state; insubstantial, floating, hard to kill, and mindless of most things the living find important such as breathable air. He has a selection of supernatural abilities at his disposal for terrifying and combating the forces of darkness. Well hte forces of darker-than-him-ness. These are again the pretty basic suite of ghostly abilities; possession of the living, poltergeist activity, draining away live forces, and projecting his suffocating noose around the necks of those who are particularly troublesome. History: Jake was born "James Marcus Wilson" in the London borough of Whitechapel in 1560. His parents were not particularly well off nor were they living on the street but rather that happy middle ground so admired by the middle classes. His childhood was one of much excitement and adventure as a small boy - since small boys find excitement and adventure in the simplest of places, and while he was perhaps a little unruly it was nothing out of the ordinary for the time - playing games of pirates and sailors, skipping school, and coming home covered in mud being the usual causes of a hiding. As he grew into adolescence he took work as a carpenter and studied hard at architecture - most decidedly the construction of wooden homes in the form of cabins, and how they may be easily erected with the minimum of effort. Everyone knew of the magical new land discovered far to the west and already there was talk of settlements to be founded and brave adventurers needed to face the perils of the untamed frontiers. Raleigh, the famous seaman, declared his plans to found a settlement across the sea in the early part of 1585 and though he submitted himself for the voyage he was deemed too inexperienced for the trials ahead. Downcast he watched the hulking ship leave the London docks and swore he would be a part of the next ship to leave. He continued working and studying for several more years - long enough to see the return of the failed expedition funded by Raleigh - and took himself a young wife who shared his dream of the far frontier. When Raleigh announced another attempt - better supplied and funded - to be departing in the spring of 1587 Jake again applied with his wife's full approval and they were overjoyed to be accepted. They packed, bid their families a tearful farewell, and boarded the ship heading west. The journey wasn't pleasant for anyone, especially the untraveled pair, but they made it to the shores of American still in fine spirits and the whole of the expedition worked well together to unload the ship and begin making a base camp. The captain of the ship, John White, stayed on for some weeks as he and the crew assisted the settlers in founding the new colony before they boarded their ship and, with cheerful farewells to the new settlers, set off back for England where they would retrieve more supplies for the colony they had helped found. The trip should have taken less than a year. But it didn't. War broke out between England and Spain and in the midst of the bloody conflict no ship was to set sail for the west when the Spanish galleons were so close to England's border. The war was, for the time, short - finishing by 1590 and John White wasted no time in loading up the ship to return to the colony. He wasn't worried about the long absence - the colonists were well supplied, they had already begun tilling the land, houses and shacks had already been springing up, and the natives of the land were on friendly terms. It was late in the year of 1590 when John White set foot once more into the settlement of Roanoke. Nobody was there. Not a living soul and no sign of any disturbance. Everyone had just... gone. Everyone, that is, except for Jack, whose body swung quietly in the breeze from the town hall beam. (This is a basically true story, look it up! Although Jack wasn't there) Jack has no real memories of the Roanoke colony after John White's departure - a few fragments of working hard and forming a town but no indication of what happened or why his was the only body left. And certainly not the faintest idea of what all the strange glyphs are about. A few years after his death is when he was recruited into Hereafter Scare Inc. They told him that he wasn't able to move on into the great hereafter until he'd worked as a Haunter long enough to clear his karmic debt. It sounded like nonsense to Jake but since he was unable to move on anywhere and sitting around doing nothing for eternity didn't seem like much fun he agreed to do as he was told. Since then he has been a rather pathetic excuse for a ghost - he doesn't like scaring people and he's more likely to fetch a sleepy child a glass of water than to leap out from under their bed shouting Boo. He's been a haunted for hundreds of years and he hasn't any idea how much longer he has to keep doing it - maybe forever for all he knows, especially with his poor track record for frightening people. Still, he gets on with it and occasionally meets someone who isn't terrified of him so he has a friend for a few years. Personality & Motivation: Jake looks like he should probably be a particularly creepy villain or at least a brooding anti-hero. The actual fact is that he's really quite happy go lucky and upbeat about most situations. After all - he's dead - how much worse can his day get? The other proverbial shoe has already dropped and he's glad to be still around. He understands that his appearance is quite awful and is usually shy and invisible around new people, apologizing and trying to be nice to them in order to lesson the impact of his popping into being and making them shriek. His job isn't rewarding for him in the least - having to go house to house scaring people in the dead of night by shouting "Boo!" in their closet isn't what he signed up for when he entered the afterlife, so through the night when he's working he can be a little disconsolate, but this fades as soon as he starts chatting and being friendly with people. His motivation primarily stems from the fact that he's quite a nice guy who has a lot of power and likes people. When his nightly hauntings take him through the darker portions of the city he makes sure to go to each job the long way around and ensure that nobody is being unpleasant to someone else for the sake of a few dollar bills. Powers & Tactics: Usually, Jake finds that a good scare is all it takes to make most villains forget what they were doing and search quite urgently for a public restroom where they can sit and rethink their life choices. If that fails, he uses his suite of ghostly powers to combat his enemies in whatever way seems most effective or amusing at the time - he relies on the fact that he's already dead and can't strictly be killed again to ignore attacks coming his way (perhaps unwisely, but he's still around so it's not that bad). COMPLICATIONS Working Stiff: While not a day job as such, Jake is still indentured to the company and has to go about his hauntings. If he starts falling behind, he is quickly teleported to The Office and given a dressing down for some time before being released again. This can take anywhere from a few minutes to an hour, and he has no control or say in when he is returned to the living world. Working for "The Man": Some spirits and ghosts see Hereafter Scare Inc. as an evil corporation bent on taking over the afterlife (which may be true, but it's not polite to point it out) and thus Jake is just a tool of 'The Man', man! Some spirits may react negatively to him or actively try to undermine whatever he's doing just to stick it to the corporate scum! AAAIIIIEEEEEE!: Jake is pretty gruesome to look at and many people seeing him for the first time (or the second time. Maybe a third time. Probably not more than the fourth time.) may react in the only sensible way they know how and run screaming from the building. We ain't afraid of no Ghost: Sure the grey jumpsuits are stylish and the backpacks look great, but these guys need to understand that running around shooting lights at every ghost in the world is just plain judgmental. They seem to have more franchises opening up all over the country these days, and it's a lucky night when one of their white hearses doesn't try to chase Jake down. Mysterious Past: Not really a complication I guess, but we'll pop it here anyway. Jake doesn't know why he was hung nor why his body has all the strange glowing glyphs carved into it. Somebody does though and whether they're alive or dead it probably won't stop them showing up at some point with presumably nefarious intent. Consecrated Ground: Jack can't enter consecrated ground and, if forced to do so, loses access to all his Haunting powers and his Protection. Additionally he whimpers and cries and can't do much of anything. ABILITIES: (-10) + 4 + (-10) + 2 + 4 + 0 = -10PP Strength: --- Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 10PP Initiative: +2 Attack Bonus: +0 Attack: +6 Ranged, +0 Melee Grapple: +0 Defense: +10 (+5 Base, +5 Dodge Focus) Knockback: -10 SAVING THROWS: 0 + 5 + 8 = 8PP Toughness: +10 (Impervious 10) / +0 Vs Consecrated/Holy (Pretty much a sitting duck if you have a holy sword/gun/pointy stick - intentionally as I thought it fitted thematically) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +7 (+2 Wis, +5) SKILLS: 44R = 11PP Diplomacy 4 (+4) Intimidate 15 (+15) Investigate 5 (+4) Medicine 6 (+4) Notice 7 (+5) Search 5 (+4) Sense Motive 10 (+8) FEATS: 7PP Dodge Focus 5 Fearless Startle Enhanced Feats Fearsome Presence 15 (From Horrify) POWERS: 8 + 31 + 21 + 8 + 10 + 4 + 2 + 35 = 118PP All powers have the supernatural, and undead descriptors. Flight 4 (100 mph, 880ft/rnd) [8] Immunity 30 (Fortitude Saves, Innate) [31] Insubstantial 4 (Incorporeal, Permanent, Innate) [21] Invisibility 4 (Total concealment from all visual senses) [8] Protection 10 (+10 Toughness, Impervious, Limited(weakness to Consecrated/Holy) [10] Regeneration 4 (Resurrection 1/hour) [4] Super Senses 2 (Darkvision) [2] Haunting (34PP Array) Possession 7 ("Puppeteer" DC WILL 17, range 100', Continuous) [28pp] Confuse 10 ("Jacks Madness", DC Will 20, Perception Ranged, Crit 20) [20pp] Drain 10 ("Weakness", Drains Strength, DC FORT/Staged 20, 100' range, Crit 20) [20pp] Enhanced Trait 15 ("Horrify", Fearsome Presence 15) [15pp] Obscure 5 ("Darkness of the Grave", Affects Visual Senses, Range 50', Radius 100') [10pp] Suffocate 9 ("Hangman's Noose", DC FORT 19, Range 100', Crit 20) [27pp] Telekinesis 7 ("Poltergeist", Strength 35, Carry 1.1k, 2.1k, 3.2k, 3.2tons, Damaging, Perception Ranged, DC 22, Crit 20) [28pp] TOTALS Abilities (-10) + Combat (10) + Saving Throws (8) + Skills (11) + Feats (13) + Powers (118) - Drawbacks (0) = 150/150 Power Points
  2. Archer II Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness  In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Comeback - Redlight King Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement that makes him difficult to hit, bobbing and weaving around attacks, rarely being in the exact spot that an opponent would suspect. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 3 + 5 + 3 = 11PP Toughness: +6 (+3 Con, +3 Protection [Costume]) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +6 (+3 Wis, +3) Skills: 68R = 17PP Acrobatics 10 (+15) Bluff 10 (+12) Concentration 2 (+5) Craft [Mechanical] 8 (+9) Knowledge [Streetwise] 6 (+7) Knowledge [Tactics] 4 (+5) Notice 9 (+12) Search 8 (+9) Sense Motive 5 (+8) Stealth 6 (+11) Feats: 34PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Benefit 1 [Mentor - Archer I] Defensive Attack Dodge Focus 5 Eagle Eyes Equipment 1 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 1 Improved Ranged Disarm Luck Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 1PP = 5EP Costume (Protection 3) [3EP] Commlink [1EP] Signal Flare [1EP] Powers: 4 + 12 = 16PP Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Training) Device 4 ("Bow and Arrows"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Technology) Arrows 7 (14PP Array; Feats: Alternate Power 6) [20PP] (All Technology with additional descriptors) BP: Blast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14PP} (Variable Damage Type) AP: Blast 3 ("Piercing Arrow"; Extras: Penetrating 6, Feats: Improved Range 2, Mighty 3) {14/14PP} (Piercing Damage Type,) AP: Blast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14PP} (Piercing Damage Type) AP: Damage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Mighty) [9PP] + Enhanced Trait 5 (Improved Critical [Bow Smack] 2, Improved Pin, Improved Trip, Stunning Attack) [5PP] {14/14PP} (Bludgeoning Damage Type,) AP: Obscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14PP} (Smoke) AP: Snare 6 ("Net Arrow"; Feats: Improved Range 2) {14/14PP} AP: Super-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4PP] + Speed 2 (Flaws: Limited [Only Swinging]) [1PP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1PP] {6/14PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10, Crit 18-20 Standard Arrow 150 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Piercing Arrow 150 ft. DC21 TOU (staged) Damage, Penetrating 6 +14, Penetrating 6, Crit 18-20 Hail of Arrows 60 ft., Targeted Cone Area [60 ft. at end] DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Net Arrow 300 ft. DC16 REF (staged) Entangled -> Bound/Helpless +14, Crit 18-20 Totals: Abilities (34) + Combat (38) + Saving Throws (11) + Skills (17) + Feats (34) + Powers (16) - Drawbacks (0) = 150/150 Power Points
  3. Cuttlefish Powerlevel: 10 (150/150) Unspent Power Points: 0. Trade-Offs: None. (Character is built wide) Complications: Addiction: Ketamine, A neural blocker used to manage pain from nerve damage. Both the pain from not having it and the withdraw can be very troubling. Identity: Secret, While most people wouldn't know who she was, her role as a gadget maker for heroes is a big issue for some. Motivation: Doing Good: She would never admit it, but the whole hero thing really gets to her, truth and justice and all that. Motivation: Responsibility: When your this smart if you don't help people with it, what are you really? Relationship: Both her family and her former boyfriend can be quite a issue for her at times. In Brief: Multi-Armed Aquatic Battle suit with Stealth Powers. Comic Examples: I mean basically doc-oc/Ironman. Alternate Identity: Birthplace: Burlington, Vermont. Residence: Freedom City Occupation: "Appliance Repair" Affiliations: Family: Family back in Vermont. Mother: Hellan Wilson-Callas. (Professor of Political Science; University of Vermont) Father: Mark Callas. (Deceased; Detective Burlington Police Department) Sister: Mary Callas-Taylor. (Professor of Political Science; University of Vermont) Description: Name: Oliva Callas. Identity: Secret.Age: 26.Gender: Female.Ethnicity: Caucasian. (Ethnically Greek)Height: 5'2"Weight: 108lbs.Eyes: BlueHair: Platinum Blonde (Dye) History: Oliva was born and largely raised in and around the University of Vermont, her mother being a professor of Political Science and her father being on of the Burlington Police Departments lead Detectives, the balance of small town life and academia being a rather pleasant upbringing for her. Both she and her sister proved to be very gifted student even from a young age getting along with most everyone around her with only a few snags grow and the two of them Graduating high school a few years ahead of time. Indeed her life was more or less ideal until a cold January day, her father take time to drop his two daughters off at the university for orientation in the morning before heading into work. The three where just pulling out of the drive way when one car cut them off almost hitting them. Another pulling up besides them gunfire erupting from inside the car and showering there fathers police cruiser with a hail of bullets before the two vehicles pulled away. The next thing that Olivia knew she woke up in a hospital undergoing severed for a severed Vina Cava, perforated bowl and damage to the spinal column. She was soon put under as the doctors finished up a extensive seventeen our battery of medical procedures. Finally when she did come back around she was informed that her father had been pronounced dead on the scene. Most of the gunfire being directed at him through the drivers side window, the bullets hitting her lower on the body. And her older sister who had been sitting in the back seat was at the very least physically unhurt. The community was shocked by the act of violence in the normally placid city. And Olivia got to watch the cities sorrow quickly turn into a media circus as first investigators and then the media started to uncover extensive evidence that members of the cities police department including her father where taking extensive brides and where themselves involved in a myriad of criminal activities. And indeed when one and then two of the men involved in the shooting where captures they testified that the shooting had been ordered by high ups in a criminal gang involved in the smuggling of narcotics from ports in New York and up across the boarder into Canada. Her father having taken a large set of brides the prior year to insure that a member of the gang got off on charges being filed against him, but he has either through inability or unwillingness to break rules and laws to the extent needed failed. The combination of the physical trauma, exhaustion from physical rehabilitation and the constant media attention start to take its toll on Olivia and on being released from the Hospital, now mostly confined to a wheel chair only able to stand with assistance and a great deal of pain she chose to alter her plan of attending university in state. She after all could get a scholarship almost anywhere with her academic performance. Instead choosing to attend University in upstate New York at Cornell University. While her Grade where still exemplary her relationship with her mother and sister started to become strained the two of them standing by her deceased father even as the evidence against him became damning. Olivia coped by throwing herself into her studies while simultaneously starting to drink. A behavior that almost lead to her being expelled from the university and a charge of drinking while under-aged. Most likely costing her the position on the deans list. She graduated three years later withe a degree in Mechanical Engineering before heading strait into a graduate program. By this point the trail and media attention had died off and her mother and sisters relationship with her had largely recovered. This was also the time in her life where she had her first romantic involvement starting to date one of her fellow graduate students. One William Howard Sherman, heir to Sherman-Day industries. While some of the relationship could be written down to her being eighteen and Sherman being attractive, rich and charismatic, the fact of the matter was that Sherman was a caring, affectionate and almost doting partner, and the relationship also lead into her first job. So at the age of twenty fresh out of university with a degree in Mechanical Engineering she started to work at the Freedom city research and development branch of Sherman-Day Industries. Quickly becoming a important lead in the companies robotics department and becoming the lead contributor to a program who's stated aim was for a search and rescue. The program nicknamed "Cuttlefish" was for a underwater diving suite capable of both enhanced mobility and extracting oxygen from the water itself. Olivia being brought into the program to 'fix' a number of issues already built into the suit. That coupled with the well known information that she was dating the CEO's son didn't make her many friends, getting her the reputation as "teachers pet" in the often cut throat field of research and development. But her progress on the project was undeniable. Both her and Sherman's professional careers taking off quickly as he started to take on more and more of his fathers duties becoming CEO in all but name in a matter of months. However there relationship also stared to strain as time went on, he was never abusive, either physical or emotionally. But now that they where both in Freedom city be did become more and more domineering, and demanding both professional and personally. Her position as the girlfriend of a billionaire philanthropist clearly came with obligations that she wasn't always comfortable or physically able to easily keep. And the companies direction under William's leadership started to cause friction as first parts and then entire projects started to be redirected to military and weapons applications. The Cuddlefish suit clearly being reworked for at the very last military use was bad enough. And when she was instructed to out and out weaponize the suit she had finally drawn the line. Refusing to work on the suit and finally quieting her job and breaking off her relationship with William. And she left with a good amount of the programs data and work as well as some rather expensive mechanical and robotic pieces of the prototype, intent on not giving over her work with full knowledge that she was legal liable for taking it. She wasn't totally surprised however when no legal action was taken. After all "Billionaire has wheel chaired bound ex-girlfriend thrown in jail" Would be a hard RP sell to say the least. She was however surprised when she found that William was still paying for her living expenses. She at one point thought about filing for a restraining order, but she both knew that Sheman had a lot of political pull and that it would likely only escalate a otherwise awkward but not currently hostile situation. But a few months later she moved to a cheaper part of town, setting up shop making a modest living repairing appliances and mechanical equipment. And starting to prolonged program of tinkering with and altering the few pieces of the prototype that she had 'taken with her' The intent being to try and develop some sort of mobility assistant system for herself. Which she as rather successful with, The only issue being the size of the system. Simply not having the monetary of scientific support that she had at Sherman-Day. While in her new location in the city she did start to make new business connections and even friends. Her next door neighbor being rather helpful from time to time and even starting to associate as friends. The women having first met Olivia when she came into have repairs made to a piece of equipment. Her neighbor Christine was about her age and at first told her that she worked in Private Investigation after having been a deputy police officer in her home down in Pennsylvania for two years. But the extensive collection of devices that Olivia found herself fixing and then altering for Christine made it clear that the women was involved something else. When finally pressed on the matter almost three yeas later. Christine having asked Olivia to combine a number of optical devices into a helmet for her, Christine admitted that her work was far more extensive then 'detective work' Olivia had been both directly and indirectly fixing and making equipment for a small group of costumed crime fighters. Indeed to equipment was being used both directly and indirectly by a number of heroes. This knowledge however seamed to rekindle a spark of creativity for her. Her work on both her own project and her friends improving greatly. And a few months later she unveiled to Christine fully working if not rather rough looking mechanical suit that amount more or less to five hundred pounds of metal and Kevlar along with the power system to run it for about three hours, the system was put to good use by her friend in short order. And this too led into improvement on her own project the three or four pieces of the cuddlefish suit she had taken with her starting to look more and more like the prototype back at Sherman-day's labs. With improvements and alternations. Olivia had made up her mind, this was going to be her suit and she was going to follow her friends example. She was going to be a hero. With equipment as well as money "Gathered from Criminals" The suit quickly started to take shape. The heavy armored frame of Sherman-Days suit being rebuilt as a lighter armored suit. With the life support system beefed up and the propulsion system a kind of helical propeller slowly developing into a collection of mechanical tentacles protruding from a back unit. She also started to incorporate some of the technology she was being asked to fix and make for other heroes. Adding a optical cloaking system to the suit late in its development. Ironically she had to shave out the exoskeleton supports for the legs in the suit. meaning that the only way for her to actually move herself while in the suit was with the Tentacles. All the while still helping with other heroes devices as well as improving the suit of her friend. Personality & Motivation: Olivia is argumentative and can be quite confrontational, but is also rather playful and friendly, it would be easier and more polite to say that she simply doesn't suffer fools well. Her motivations are a complicated matter, she has a strong sense of right and wrong, but also a rather cynical outlook on justice. She respects the law but doesn't really trust the system. And it would not be totally incorrect to say that she wants to be a hero because of her fathers likely involvement in criminal activities and corruption. Powers & Tactics: A powerful intellect is Olivia's real power. But the suit helps. Powerful Mechanical tentacles. Armored frame. Sensors. Life Support and Optical Camo making the suit a very versatile system. Power Descriptions: Technological. Complications: Disability: Olivia is more or less incapable of walking without assistance. Normal Identity. Complicated Relationship: Olivia's relationship with her former boyfriend is complicated to say the very least. Not quite antagonistic but clearly not a friendly one. He has legal dirt on her and very clearly still feels like she is his to some extent. Not even considering the information that he himself has access to much of her work. Abilities: 0 + 0 + 2 + 16 + 4 + 2 = 24. Strength: 10/24 (+0/+7) Dexterity: 10. (+0) Constitution: 12. (+1) Intelligence: 26. (+8) Wisdom: 14. (+2) Charisma: 12. (+1) Combat: 10 + 10 = 20. Initiative: +0 Attack: +5, +10 melee while in suit. +12 Unarmed. Grapple: +7 Grapple, +18 Grapple with Mechanical Arms. Defense: +9 (+5 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -1, -4 while in suit. Saving throws: 7 + 9 + 8 = 24. Toughness: +9/+1. (+1 Con, +6 Protection, +2 Defensive Roll) Fortitude: +8. (+1 Con, +7) Reflex: +9. (+0 Dex, +9) Will: +10. (+2 Wis, +8) Skills: 28R = 7PP. Computer: 2 (+10) Preform: Saxophone: 3 (+4) Disable Device: 1 (+9) Drive: 1 (+1) Investigate: 1 (+9) Knowledge: technology: 8 (+16) Language: 2 Notice: 4 (+6) Stealth: 6 (+6) Feats: 21pp. Attack Focus (Melee) 3. Attack Specialization. (Unarmed Attack) Attractive. Benefit 1 (Wealth 1) Defensive Roll 2. Dodge Focus 2. Eidetic Memory. Evasion 1. Inventor. Jack of all trades. Uncanny Dodge. (Sight) Equipment 6. Equipment 5PP = 30/30EP. Junkyard Headquarters - Size: Medium; Toughness: 10, Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Laboratory, Library, Living Space, Power System, Secuirty System, Workshop. [13EP] Mobility Fiat 500 - Strength:30, Speed:4, Defense:-1, Toughness:7, Size:Large. (Alarm, Navigation System, Remote Control) [10EP] Equipment: Cell Phone, Commlink, GPS Receiver, Laptop Computer, Medkit, Multi-Tool, Toolkit [7EP] Powers: 58pp = 58pp. Device 14 (Battlesuit, 70PP Container, Flaw: Hard to lose, Only you can use) [58PP] (Technology) Super-Senses 8 (Dark Vision, Infravision, [Tremorsense] Radius (Sight: Cameras on ends of arms) [8dp] Immunity 9 (Life Support) [9dp] Protection 6 [6dp] Concealment 4 (Concealment All Visual Senses, Feats: Hide in plain sight [Flaw: Blending]) [5dp] Linked Powers: Mechanical "Squid" Arms (42pp) [42dp LP: Elongation 3. (25ft, Range incr 30ft. +3 Escape & Grapple) Linked: Additional Limbs. [3dp] LP: Swimming 3. (10 pmh, 88ft/rd: linked: Additional Limbs, Alternate Power: Speed) [4dp] AP: Speed 3. (50mph, 440ft/rnd: Alternate Power:Swimming) LP: Super-Strength 1. (+5 STR capacity, heavy load 1.4klbs; +1 STR to some checks. [Linked: Additional Limbs]) [2dp] LP: Super-Movement 4. (Sure-Footed 1 [25% Penalty Reduction] Swinging, Wall-Crawling 1, Slow Fall [Half Speed]) Linked: Additional Limbs. [8dp] LP: Shield 2: Arms always in the way. (+2 Dodge bonus) Linked: Additional Limbs. [2dp] LP: Leaping 3. (Jumping Distance x2) Linked: Additional Limbs) [3dp] LP: Enhanced Traits 20. [20dp] (stealth +4, Notice +4, Intimidate +4, Climb +4, Acrobatics +8) (Strength +8, Improved Disarm, Improved Grab, Improved Pin, Improved Throw, Improved Trip, Move by actions) 8 + 9 + 6 + 5 + 42 = 70/70DP Drawbacks: (-4) = -4PP paraplegic (common, major, 4 points), DC Blocks: ATTACK RANGE Save Effect Unarmed out of suit: Touch DC 15 Toughness Damage (Physical) Unarmed in Suit: Touch DC 22 Toughness Damage (Physical) Totals: Abilities (24) + Combat (20) + Saving Throws (24) + Skills (7) + Feats (21) + Powers (58) - Drawbacks (-4) = 150/150 Power Points
  4. Corona Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 Damage In Brief: Ex-teen supervillain trying hard to set a good example for her teenage daughter. Theme: Black Sheep - Metric Alternate Identity: Serena Mustafic (Secret) Birthplace: Newark, New Jersey Residence: Freedom City Occupation: Deliverywoman Family: Mia Markov (daughter), Pete Markov (ex-husband), Ahmed Mustafic (Father) Description: Age: 40 (DoB: August 17, 1978) Apparent Age: Mid-20s Gender: Female Ethnicity: Bosnian-American Height: 5’04” Weight: 155 lbs Eyes: Grey Hair: Black Serena is not a large woman, standing only 5’04”, but she manages to stand out anyway. Her heart-shaped face is surrounded by lengths of wavy black hair that falls down just below her shoulders, and is marked by almond-shaped grey eyes and a slightly crooked nose. Her eyebrows are thin and arched, with the left having a noticeable split from a scar, while her ears are dappled with earring holes running up and down the lobes. Her skin is olive-coloured, occasionally broken up by colourful tattoos, like the full sleeves on her muscular arms. She looks younger than she is, appearing to be a woman in her mid-20s rather than someone in her 40s, though most just assume she has aged very well. In her day to day, Serena tends to go for jeans and button-up shirts, favouring flannel. She sometimes gives in and wears band-shirts, but is worried they make her look young and not likely to be taken seriously. Her choice of footwear are a well-worn pair of Doc Martens with smiley-face laces. As Corona, she wears a grey set of tights with black trunks, fingerless gloves and combat boots. On her chest is the symbol of a three-pointed star, also in black. She accessorizes this relatively drab costume with a beat-up leather motorcycle jacket that is covered in old pins on the lapels and the faded remnants of a “KORN” patch that can still barely be made out on the shoulderblades area of the back despite the clear attempts to remove it, with the same three-pointed star in white stitched in on back. She also has a pair of acetylene welding goggles to help with the brightness of her powers. History: Serena’s life got off to a rough start. When she was only 5 years old, her mother passed away from meningitis, and her dad did not feel remotely equipped to raise a child on his own, and so gave her up to the foster system. She bounced from home to home, never quite fitting in or finding her own place. She fell into illegal activity at a young age, starting with shoplifting and petty vandalism. By the time she reached her teens in the early 1990s, no one really expected much of her. She was disinterested in school, increasingly anti-social and a habitual runaway. Combined with her criminal activities, this made her the ideal target for an organization that was looking for pliable candidates they could mould to their whims. One day, while tagging a random alley in Jersey and having run away from her foster home for about 3 days, Serena was surrounded by men who wrestled her into a van and blindfolded her. When the blindfold was removed, she found herself in the laboratory of Dr. Will Wu, who made her an offer - he would give her superpowers, as long as she did a few minor errands to pay him back. He told her he knew she had a hard life, and that he wanted to help her. Being a dumb teenager offered superpowers, and getting the distinct sense refusal would be bad for her health, Serena agreed. The young woman found herself strapped down to a table, injected with all sorts of serums, bombarded with rays and run through a battery of tests. She didn’t understand most of it, but what she gathered was that her skin had been made tougher and fire-resistant, and more amazingly, crystals in her blood allowed her to create blasts of superheated plasma. After confirming her powers weren’t going to kill her - something Serena only found was a possibility after the procedure - Dr. Wu and his men introduced her to the rest of her team. It turned out Serena was not the only teenager that Wu’s men had swept up off the street. There were four in total: l Lucas Morgan, codename Heathen. Granted super-intelligence through neural implants and given an array of cyborg bits. l Heather Romano, codename Tantrum. Natural psychic and empath, given cybernetics to help control her powers. l Lester Donahue, codename Beastfreak. Infused with animal DNA to make him fuzzy and give him claws, along with super strength. l Adrian Pike, codename Kombat. Exposed to an alien combat-training AI and given super-soldier serum. Serena, taking the name Revolt, completed the team. Together, Wu informed them, they would perform missions for him to help recoup his losses on empowering them. For a brief moment, they all thought they were going to be superheroes. Then, he told them that their first mission was to rob the lair of a tech-based superhero, which was now ‘abandoned’ after the Terminus Invasion. A few tried to back out, but Dr. Wu made it clear that he had employed fail-safes in case they didn’t comply. So they complied. Serena wasn’t particularly bothered by the illegality of what they were doing. In fact, she found her first outing exciting. She blasted open doors, melted steel and caused havoc. Her confidence emboldened her team-mates, and they were laughing by the time they were out the door, riding away in an armoured van from the police. When they got back to Wu’s compound, they were treated to pizza and shown to their special living space, which was stocked with all the latest consoles, a big tv and all sorts of goodies. It was clear that Wu was buttering them up, but none of them, least of all Serena, minded. Over the coming months, the team performed more and more missions for Dr. Wu, and became more infamous. One media outlet started calling them “delinquents” to disparage them, and the team ended up liking it enough to take it as their own. They also became closer, becoming a sort of family that looked out for one another. When they weren’t on missions, they’d gorge on junk food and play video-games, like normal teens would. Serena finally felt like she had a home. The Delinquents had more than a few run-ins with superheroes once they got some notoriety, though with the aftermath of the Terminus Invasion, there weren’t many. The most common were naturally the Freedom League, to whom the Delinquents maintained a policy of avoiding pitched battle with, but occasionally they ended up in small skirmishes. Infamously, there is a photo of an incident in which Serena punched Lady Liberty in the face. 2 years into her career as a supercriminal, things were looking good for Serena. There had been close calls, especially when they started getting the notice of superheroes, but the Delinquents were doing well. Sure, it seemed like they had to have paid Dr. Wu back for their powers by then and he still kept them working, but at this point they all enjoyed it. Serena’s luck finally ran out one late November in 1995, when she and her team were sent to acquire an alien power crystal from some labs in Freedom City. There was no crystal. It had been a set-up planted in the media explicitly to catch Serena and the rest of the Delinquents. The moment the team entered the laboratory, the building went into lockdown and the superheroes inside went to work to capture them. Desperately, Serena managed to blast a hole in one of the shutters, but only after a lot of effort. The others were able to get out in time, but the heroes caught up with them before Serena could escape. She attempted to hold them off, but even Revolt could not stand against multiple adult superheroes. Unfortunately for her, her efforts were spoiled somewhat when Beastfreak and Heathen stayed behind to ensure she was safe. Still, Kombat and Tantrum managed to get away. Serena was taken in, charged and sentenced to 5 years in prison, the first of which was to be spent in juvie. Thanks to being a minor, her real name wasn’t released to the public. The experience in prison was humiliating, terrifying and sobering for Serena, who decided to make a clean break after her sentence was up. Released to the public, she entered into the public sphere, got married to a man named Pete Markov, and had a daughter named Mia. Four years later, she divorced her husband. From there, she lived a relatively normal life. Being a high-school dropout limited her options, but she got by doing odd jobs. Waitressing, delivering pizzas, the like. She wasn’t rich, and sometimes she missed the old days, but she figured she was doing pretty well. She managed to reconnect with her father after the birth of her daughter, and got back into contact with Beastfreak and Heathen, who similarly pledged to leave the criminal life. She never did find out what happened with Kombat, Tantrum or Will Wu, but she did her best to set those questions aside. Life threw another wrench when her Mia starting developing powers at the age of 10. At first, Serena thought she could handle it by encouraging her daughter to keep her powers quiet, but that didn’t work out too well for either of them. Being strained in that way made Mia start to act out in subtle ways. Serena didn’t really notice that until she got a call from the local mall letting her know that Mia had been shoplifting from the stores there. Realizing her grave mistake and terrified that she was sending her daughter down the same path she went through, Serena sent Mia to Claremont so she could explore her powers in a safe environment. That wasn’t enough, though. She decided that Mia needed a good example of how someone uses their powers, and thus decided to take up the superhero mantle of “Corona”, taking to the streets to help keep the city safe. Personality & Motivation: It’s safe to say that Serena has made some fairly severe mistakes in her life, something that she is all too aware of. But ever since she got out of prison, she has been doing what she can to grow past those mistakes. She is also determined to see that her own daughter doesn’t mess up her own life in the same way her mother did, which is why the girl’s shoplifting has rattled her so much. Serena was a punk teenager and she’s now a punk adult. She still pretty heavily identifies with the subculture, and carries a lot of its values and attitudes. Even as a superhero, she is pretty contemptuous of authority and still doesn’t fully trust the police to do the right thing. She’s also not fond of rich people and has trouble getting along even with the well-intentioned ones. She’s also a bit of a bleeding heart and works with charity when she can find free time from her job, parenting and superheroics. Being a mother has rubbed off on some of Serena’s behaviour and when around young people, the mom in her sometimes comes out. She tries to look out for people finding their way, even to the point of fussing over them. A massive audiophile, Serena loves listening to and making music. She can bond easily with anyone similarly inclined, though her tastes skew to music from the time she was a teenager. As far as her superheroics go, she is motivated to be a good example to her community, especially her daughter. While still a bit crass and aggressive, she takes steps to not emulate the worst excesses of the era she grew up in. She’s painfully aware many criminals come from similar backgrounds to hers, and does what she can to try and steer the milder ones onto the path of good. On the other hand, her dislike of the rich also means that when they turn to supercrime, she really, really hates them. Powers & Tactics: Corona is generally a distance fighter, preferring to use her leaps to keep herself mobile and away from her enemies as she lets loose a barrage of superheated plasma. Yet she’s more than capable of holding her own should someone close the distance, enveloping her fists in plasma and wailing on anyone dumb enough to get up in her face, usually knocking them back with a detonation and allowing her to resume blasting people from afar. Should her enemies have weapons or other gadgets, she is likely to try and disintegrate them from afar to deny them an advantage. For more conventional fire-arms, she can usually tank the bullets, but she is not willing to risk her enemies shooting anyone else. She'll also make use of terror tactics when she can, trying to frighten her enemies into surrender with displays of her power. Power Descriptions: Corona's powers originate from the alterations done to her biology by Dr. Wu. Her plasma control descends from specialized alien crystals that had been bonded to her red blood cells that allow her to exude a gas that she bombards with an ionizing field, converting it to super-hot plasma. Her body's cells have been modified to compensate for this, bombarded with rays and injected with chemicals to drastically reinforce her cell walls, protecting her against direct heat , plasma and even many forms of conventional damage while also slowing her aging exponentially. When Corona uses her powers, the veins and arteries beneath wherever her plasma is being summoned glow for a split second before a blazing white gas flares to life, rippling and coiling around her. While usually localized to her lower arms, when she is especially mad the plasma can envelop her hole body for a brief moment. Even her leaping ability is an extension of her control of plasma, performed by generating a small explosion of plasma beneath her feet to send herself rocketing through the air. A second, smaller explosion helps reduce the impact of the landing, though her unnaturally durable body also helps reduce much of the damage. Complications: Mommy Duty: Serena is the mother of a teenage daughter, and is prone to worry. Occasionally, her daughter Mia will call or text, and Serena feels compelled to answer. The GM can have her daughter call, and Serena has to answer or check her phone or she will be distracted until she can. Bad Reputation: While people may not know her secret identity of Serena Mustafic, most have figured out that Corona is formerly Revolt. Many in the law enforcement and hero community still distrust her for her crimes, giving her difficulties in social interactions with them. Enemies: The Delinquents managed to anger a lot of people, including other supervillains. There are those more than willing to come after Serena to exact their revenge. Semi-Secret Identity: While the general public does not know Corona is Serena Mustafic, the information is out there in government databases and can theoretically be accessed by those with the resources to do so. What they do with the information probably isn’t good. Abilities: 4 + 4 + 6 + 2 + 2 + 4 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+4) Combat: 16 (Attack) + 14 (Defence) = 30PP Initiative: +2 Attack: +8 Melee, +8 Ranged Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 attack bonus, +2 Str bonus) Knockback: -10 Saving Throws: 5 + 5 + 4 = 14PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +8 (+3 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +5 (+1 Wis, +4) Skills: 88R = 22PP Bluff 10 (+12/16) Concentration 4 (+7) Diplomacy 8 (+10/14) Drive 4 (+6) Gather Information 4 (+6) Intimidate 10 (+12) Knowledge (Arts) 8 (+9) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 4 (+5) Perform (Singing) 10 (+12) Perform (Strings) 6 (+8) Sense Motive 8 (+9) Feats: 10PP Attractive Assessment Dodge Focus 3 Equipment 3 Power Attack Improved Sunder Equipment: 3PP = 15EP · Cellphone [1 EP] · Compact Car [9 EP] · Flash Goggles [1 EP] · Flashlight [1 EP] · Handcuffs [1 EP] · Laptop [1 EP] · Lock Release Gun [1 EP] Powers: 8 + 3 + 5 + 28 + 8 = 52PP Immunity 8 (Ultra-Reinforced Cell Walls; Ageing, Plasma, Fire Damage) [8PP] (mutation) Impervious Toughness 3 (Ultra-Reinforced Cell Walls) [3PP] (mutation) Leaping 5 (Plasmatic Rocket Jump; 600 ft running long jump, 300 feet long jump, 150 feet high jump) [5PP] (plasma, mutation) Plasma Control 12 (24PP Array; Feats: Alternate Power 3, Precise) [28PP] (plasma, heat, mutation) · Base Power: Blast 12 (Coronal Mass Ejection) {24/24} · Alternate Power: Disintegrate 6 (Melting Beam) {24/24} · Alternate Power: Strike 12 (Supernova Goes Bop; Extras: Penetrating 6, Feats: Improved Critical, Knockback 4 ) {24/24} · Alternate Power: Dazzle 12 {Solar Flare; Visual) {24/24} Protection 7 (Roughneck; Feats: Impervious) [8PP] (mutation) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Coronal Mass Ejection Ranged DC 27 Toughness Damage Melting Beam Ranged DC 16 Fortitude Damage, Drain, Affects Objects Supernova Goes Bop Touch DC 25 Toughness Damage, Knockback, Penetrate 6, Improved Crit Solar Flare Ranged DC 22 Reflex/Fort Sensory Totals: Abilities (22) + Combat (30) + Saving Throws (14) + Skills (22) + Feats (10) + Powers (52) = 150/150 Power Points
  5. Dust Devil II Power Level: 12 (185/188PP) Unspent Power Points: 3 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa. Theme: Shakedown - The Score Alternate Identity: Cassidy Collins (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Freedom City & Magic Mesa Occupation: Grocery store stocker Affiliations: Magic Mesa Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed) Description: Age: 26 (DoB: June 5th, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 175 lbs. Eyes: Blue Hair: Black Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors. As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face. History: Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers. Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else. Personality & Motivation: Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone. After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa. Powers & Tactics: Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them. Power Descriptions: All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt. *All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. Complications: Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact. Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness. Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction. Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP Strength: 18 (+4) / 34 (+12) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 16 + 14 = 30 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack) Defense: +7 (+7 Base), +4 Flat-Footed Grapple: +12 (+8 Attack, +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength) Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2) Saving Throws: 4 + 6 + 9 = 19PP Toughness: +17 (+7 Con, +10 [Protection]) Fortitude: +11 (+7 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Concentration 8 (+10) Gather Information 8 (+8) Intimidate 4 (+4) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 13PP All-Out Attack Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Interpose Luck 2 Move-by Action Skill Mastery Takedown Attack Enhanced Feats Accurate Attack Improved Critical 2 [Unarmed Attack] Instant Up Power Attack Powers: 33 + 12 + 10 + 2 + 14 + 5 = 76 All have the Magic and Sand descriptor unless otherwise noted. Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] BP: Guardian's Strength (Linked) {28/28} Enhanced Strength 16 [16PP] (Rock) Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock) AP: Blast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type) AP: Blast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type) AP: Damage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP] + Elongation 6 [6PP] {28/28} AP: Drain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal) AP: Environmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.) Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP] Protection 10 [10PP] Regeneration 2 (Resurrection 1/day) [2PP] Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] BP: Impervious Toughness 12 ("Solid Rock Form") {12/12} (Rock) AP: Insubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12} AP: Teleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} AP: Super Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4} DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC19/27 Tou (staged) Damage +12, Crit 18-20 Sand Blast 120 ft. DC27 Tou (staged) Damage, Incurable, +12, Precise Sand Weapons Touch (10 ft.) DC27 Tou (staged) Damage, Penetrating 9 +12 Devil’s Storm Cone Area 120 ft. DC27 Ref Reduce Damage effect to DC21 Tou Area DC27 Tou (staged) Damage, Knockback 4 Dehydration Area 120 ft. radius DC22 Ref Reduce Drain effect to DC16 Fort Area DC22 Fort (staged) Toughness Drain Shockwave Cone Area 40/120 ft. DC14/22 Ref Reduce Damage effect to DC16/21 Tou Area DC19/27 Tou (staged) Damage Super-Breath Cone Area 40/120 ft. DC14/22 Ref Reduce trip effect to +2/+6 Area Opposed Trip save vs. +4/+12 Trip Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/188
  6. Rossignol III Comic Examples: Artemis with a super sense? Power Level: 7. (150/105 PP) Trade-Offs: +2 Attack / -2 Damage. Description: Super hero? I mean I don't know that what I do counts as "super." I'm just out here punching people in the face and shooting people in the but with arrows. Actually it's all rather comical if you think about it like that. Complications: A healthy amount of teenage angst in the form of a temper. And secret identity. Other then that, maybe matters of social equality. I don't think there are really that many people who make a big deal out of a accent or a female superhero. I would however hate for her dating habits to come up in a tabloid. People can still be jerks after all. Unspent Power Points: 0 In Brief: Legacy Vigilante. Catchphrase: "bonne nuit" Themesong: Paint it black... In the "Original French." Alternate Identity: Sophie Glayds Leclerc. Birthplace: Bastia, France. Residence: House in Lantern Hill. Base of Operations: House in Lantern Hill. Occupation: "Independently Wealthy" Affiliations: -WIP- Family: Mother: Marie Sophie Leclerc. "Rossignol III" (Whereabouts unknown, Presumed dead) : Father: Bill ""Mountain Man" Thornton. (Deceased) : Grandmother: Charlotte Marie Leclerc. "Rossignol" (Deceased) Identity: Secret. Legal Status: Duel - French / United States Citizen. Age: 17. (Date of Birth: Satuerday December 21st, 2001) Gender: Female. Species: Human. Height: 5'1" (154cm) Weight: 108lbs. (49kg) Skin: Fair. Hair: Brown. Eyes: Green. Character History -Sophie was born in Bastia France on the island of Corsica. Born to the at that point newly 'retired' masked hero Rossignol. And the at that point missing and presummed dead American hero "Mountain Man" She was raised for a time there at her families home in France before her mother moved back to the United States and started to undertake limited work as a Masked hero again. As Sophie grew she would spend time in both of her parents nations. She grew up in a happy if not strange home. She knew form a young age of her mothers "Work" And grew up with family friends in the hero community. It was never really a question to her if she was going to be a Hero. It was always a forgone conclusion and one of the only subjects that her and her mother ever argued over was the need for her to be educated in any traditional sense. Despite her view that a traditional education was largely useless for her she did well in school when she went, and excelled in her home schooling. Eventually skipping and then testing out of the American Educational system a few years before most high school graduates. Despite the nature of her mothers work and the overall lifestyle that many heroes chose to live. It was none the less hard on Sophie when her mother along with a small group of heroes simple failed to return from Mission. It wasn't so much the knowledge they might be dead, but rather the total lack of any information on what they had been involved in. So at the age of fifteen the girl put on the ill fitting costume of her grandmother and went out with the intent to find information about what had happened. The experience was a painful and eye opening one. She got little done other then almost getting herself killed a few times, while finding no useful information. It did teach her a great deal however. She learned that she needed time, the lessons and training she had gotten up until that point would be enough. And over the next two years she refined her ability and her equipment. Adopting much of the same gear that both her Mother and Grandmother had used. And starting by focusing on the lower end crimes in her local area. Physical Description Sophie is short and a little on the light side. But none the less in good physical shape showing a lot of strength for her size. And focusing mostly on endurance and Stamina, giving her a bit of a swimmers physique. Brown hair and green eyes as well as a soft face makes her pleasant enough to look at. And she can when the mood or need strikes her clean up rather well. Powers and Tactics: The only power that Sophie has to speak of is a hold over from her fathers powers, the ability to sense vibrations in the earth around her. Mostly relying on equipment she makes herself or re-purposes from off the shelf equipment. She mostly uses a bow and a number of Specialized arrows. As well as a sword and Armored gloves. Using a great deal of stealth and cunning in her crime fighting. Complications: Secret: A secret identity comes with the package for most Masked Heroes. Temper: Calling Sophie Irritable would be kind. Hot headed and reckless would be must more accurate. She's not hard to goad into doing something less then reasonable. ------------------stats-------------- Abilities: 4 + 2 + 6 +8 + 2 + 2 = 24PP. Strength:14. (+2) Dexterity:12. (+1) Constitution:16. (+3) Intelligence:18. (+4) Wisdom:12. (+1) Charisma:12. (+1) Combat: 14 + 10 = 24PP. Initiative: +1. Attack +7. Grapple: +9. Defense: +7. (+5 Base, +2 Dodge Focus) +2 Flat-Footed. Knockback Resist: -3. Saving Throws: 1 + 5 + 3 = 9PP. Toughness: +3/+3/+1. (+3 Con, +3 Equipment, +1 Feat) Fortitude: +4. (+3 Con, +1) Reflex: +6. (+1 Dex, +5) Will: +4. (+1 Wisdom. +3) Skills: 40R = 10PP. Acrobatics +5. (6) Climb +4. (6) Computer +4. (6) Concentration +2. (4) Craft: Chemical +1. (5) Disable Device +2. (6) Drive +1. (2) Investigate +2. (6) Language +2. [(French: Native.) [Hebrew: Fluent With French Accent.] (English: Fluent with French Accent.)] Medicine +1. (2) Notice +4. (5) Pilot +1. (2) Ride +1. (2) Search +2. (6) Stealth +7. (8) Survival +1. (2) Swim +1. (3) Perform: Sing +2. (2) Feats: 24PP. Ambidexterity. Attack Specialization: (Unarmed) Attractive. Benefit (Wealth 3) Defensive Roll 1. Dodge Focus 2. Evasion 1. Jack of all trades. Move-By Actions. Precise Shot 1. Uncanny Dodge: 1. (Tremorsense) Quick Draw 2. (Draw and Load weapons as free action) Equipment 8. Equipment. Powers: 14 PP. Super-Senses 3 (Tremorsense [Accurate Ranged Touch; Drawback: Not Usable in Water]) [2PP] (Mutant Descriptor) Device: 12PP. (Easy to Lose, Gives 20 device pp) [12pp] (All powers have the technological descriptor) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +9 Melee DC 17 Toughness (staged) Damage Armored Gloves +9 Melee DC 18 Toughness (staged) Damage Sword +8 Melee DC 20 Toughness (staged) Damage Bow +9 "Trick Arrow" Ranged DC 20 Toughness (staged) Damage Frag Arrow Ranged DC 20 Reflex:Area Damage DC 20 Toughenss:Staged Flash Bang Arrow Ranged DC 14 Reflex+Fortitute:Area Blinded + Deafened Gas Arrow Ranged DC 19 Fortitue:Area Nauseate Abilities 24 + Combat 24 + Saving Throws 9 + Skills 10 + Feats 24 + Powers 14 + Drawbacks 0 = 105.
  7. Hyperslice Power Level: 12 (180/187PP) Unspent Power Points: 7 Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness In Brief: A serpentine star-soaring aristocrat. Catchphrase: "Have a slice!" Theme: Garbage: When I Grow Up Alternate Identity: Skirris Sandwinder of the Silver Shadow Birthplace: Haasaa Prime, The Nest Residence: Coalition Victory Station Base of Operations: Coalition Victory Station Occupation: Aristocrat, Praetorian, Affiliations: Praetorians, Lor Republic, Queenmother Neshath Family: Nasselth Sandwinder (mother), Ashmet Scourtail (father), several dozen sisters and brothers, Description: Age: 18 ( calendar) Apparent Age: N/A Gender: Female Ethnicity: Northern Dune Height: 7' Weight: 250lbs Eyes: Green Hair: None Resembling the naga from Hindu legend, Skirris is a brawny brown and black reptilian alien with a humanoid upper body and snake's lower body. While her head is blunter and more ape-like than a snake or Lemurian's, she is covered in golden-brown scales patterned with red, lacks ears and hair, and has a mouth full of curving fangs and a forked tongue. Like most adolescents of her species she hasn't fully developed the complex network of facial scales that give the haasaan their identification. On duty she wears a silvery costume from head to tip that doubles as a space-suit and armor, off duty she wears all the frills, bands, bangles and bizarre mixes of galactic fashion she can get her hands on. History: Two thousand years ago, in service of the now-vanished Delaztri Empire, there was an army of specially-gifted citizens called the Praetorians. Among their number was the Silver Shadow, a serpentine ghost who could pass through light-years as easily as millimetres and fell a hundred enemies on a hundred worlds before the first could fall. She was a conduit for that mysterious region known as hyperspace, able to bridge material gulfs through a benign mutation. She is thought to have died in the war against the Communion and was lost to history on all worlds but her home, Haasaa Prime, home of the haasaan, a golden-green jewel of deserts and luscious jungles. On that same world two millenia later was born Skirris Sandwinder, who quickly showed signs of having the same talent for manipulating hyperspace. Unfortunately, growing up in the royal estates, surrounded by the wealth and privilege of her rank and with the power to escape any situation she didn't want to be in, the kind of nobility and courage that marked her predecessor evaded her. Quickly boring of her home, by the age of seven she began wandering off to find trouble. By the age of ten she had graduated to petty mischief and the Queenmother of the haasaan knew that only worse was to come. She ordered the secret construction of a device to restrict Skirris's powers, and call her back to the Nest if she strayed. To the young girl, who all her life had been placated and coaxed with the awesome destiny that was her birthright, it was a sign that all along everyone had been lying and just wanted to control her. No longer able to simply leave her classes, the young aristocrat sullenly got back into studies and attending court lessons like all her noble siblings. It was in her thirteenth year that she figured out how to channel hyperspacial energy to empower her strikes, forcing a hasty refit of the Dam. By seventeen however, Skirris had seemed to calm and mellow, showing real interest in the wider world, especially the exotic cultures of other species. The Dam was relaxed, on the condition that she not do anything that had necessitated its existence. The rule proved depressingly easy to break, as every other month the teenaged noblewoman would systematically empty every bar on Haasaa Prime of its liquor and any local alpha female who figured they stood a chance in a fight with her. There was never death or permanent injury, but the constant reports of their misbehaving super-being and the seeming impossibility of correcting Skirris's behaviour outside of force made up for that. Even her parents were at a loss of how to deal with her. The outbreak of the Incursion War, and the desperate struggle for survival in the early days of the Communion attack, proved to be the solution. Despite her lack of experience Skirris was packed off to help haasaan colonies evacuate and get valuables and artifacts out of the growing warspace. Torn from the stifling confines of one planet, one people, and flung into a myriad others, the novice Silver Shadow saw for the first time how small and petty her lifelong-tantrum had been, the wonders and adventure that lay beyond her familiar star. Rushing through the shifting silence of hyperspace, saving innocent lives and priceless treasures from destruction, Skirris found her true calling. However, the war ended, she was recalled to Haasaa Prime, and though the Queenmother formally deactivated the Dam in light of her efforts and unexpected valour, she was forbidden from wandering outside the system until a Republic scientific study could be done on her unusual genetics and she had selected suitable mates. Realizing the years that now stood between her and any chance of getting to live like she had during the war, Skirris sank back into her old ways of boozing and barfights, enlivened wih the occasional scandalous dalliance with some obviously unsuitable male. At last, her parents and the Queenmother had had enough. With the opening of the ranks of the reestablished Praetorians, Skirris was promptly offered as a potential member, nobody more surprised than her when she was accepted. Presented with a specially-crafted Silver Shadow suit she was quickly packed off to the Praetorian base at CoVic Station, cut off from her family, her parents' wealth and prestige, everything she had known since childhood, out into the wild black yonder of infinite terrors and evils. Her life had begun at last. Personality & Motivation: Skirris is an unsophisticated party girl, a thuggish and loud-mouthed extract of a rigidly hierarchal and class-based society. While her name has no weight outside the Haas system, she's never short of confidence or expectation of obedience, especially from men, who she still has trouble taking seriously as leaders or fighters. Her naive ignorance about the world is compounded by an overweening self-regard for herself and her abilities, to the point where she all but reflexively challenges the decisions of anyone she sees as a rival. Lacking in social skills besides a well-honed ability to lie with a straight face, Skirris is largely concerned with getting what she wants when she wants it. Having lacked true peers for most of her life, she has trouble emphathizing with others' problems, though she does have a fierce sense of loyalty to anyone who treats her even a little like she sees as her due. Preferring bars to battlefields and roaming to reconnaissance, as Hyperslice she nontheless puts herself aside, plunging into battles and contests of power she has no chance of winning, both to avoid the nagging doubt of "Could I?" and to make herself into what she knows she was born to be: the greatest hero in all space. Powers & Tactics: Able to dart in and out of battlefields on multiple planets, when fighting alone Skirris prefers to rush in, get her punches into the enemy, and rush out before they can retaliate. When with allies, she constantly looks for ways to tilt the odds in their favour, though her inexperience limits what she can really do even with all her power. Power Descriptions: Hyperslice channels the forces underlying hyperspace, the intersitial dimension commonly used for travel by space-faring species. With it she can hurl herself across the cosmos by opening gaps or lanes to her destination, redirect energy and impacts directed at her into hyperspace, or just turn herself into a cosmically-fast brawler. Whenever she uses her powers, her body is suffused with a shifting silver aura, and in flight she leaves a trail of exotic particles that in some atmospheres create dazzling auroras. Complications: Amazing Traffic Hazard: Sending dangerous things into the most-used transit dimension in the known omniverse is hardly an infallible or safe strategy. Bar Boa: Local watering holes are good places for information and fun, but also good places to get into needless trouble or attract unwanted attention. Skirris doesn't care about that last, yet. Blowing through life: If it even kind of sounds like a good time, Skirris is there. Challenger: Hyperslice must prove equal or superior in all challenges or contests, no matter how improbable. Got Dam: The device created to nullify her powers and transport her back to Haasaa Prime is currently deactivated and partially disassembled. With the right know-how, that can easily change. Easy Mark: Skirris is horrifyingly easy to mislead. Got Something Ancient On My Scales: In the course of ferrying prehistoric artifacts and heirlooms, Skirris could have exposed herself to any number of things, from Preserver nanites to Hierarchy biomoulds, Delaztri energy reformers or the mystic crystal Siphons of Sirrion. Motivation: Living up to her and others' expectations of herself. Responsibility: Helping other Praetorians. Rivals with her boss: Hyperslice has an irrational and utterly pointless combatative relationship with Paradigm, leader of the Praetorians. Rivals with ANY boss: That extends to almost anyone in authority, no matter how earned it is or how good the authority figure. The Replacement: There's more going on with the first Silver Shadow's disappearance than anyone knows. Sucker for a good tail: Surrounded by exotic, fascinating aliens, Skirris is willing to overlook a LOT in someone if she thinks he's pretty. Abilities: 8 + 10 + 10 + 0 - 2 + 0 = 26PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +10 Melee, +6 Ranged Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +15 Knockback: -4/-2 Saving Throws: 3 + 7 + 8 = 18PP Toughness: +7 (+5 Con, +2 Protection, +5/+0 Impervious) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +7) Will: +7 (-1 Wis, +8) Skills: 44R = 11PP Bluff 12 (+12) Escape Artist 5 (+10) Knowledge(Current Events) 10 (+10) Knowledge(Galactic Lore) 5 (+5) Knowledge(Pop Culture) 10 (+10) Languages 2(Galactic Standard, Haasri(Native), Jerreid) Feats: 22PP Attack Focus 4 (Melee) Dodge Bonus 11 Grappling Finesse Improved Initiative 2 Improved Trip Interpose Luck Move-by-Action Equipment 0 = 0EP Praetorian Personal Communicator(Communication: Flaw: to/from other PPCs only)[0EP] Powers: 17 + 6 + 32 + 27 + 2 = 84PP Device 4(20PP Device; Hard to Lose; Feats: Restricted 1(haasaan)[17PP] hypersuit Technology Immunity 9(Life Support) Impervious TOU 5 Protection 2 Super-Senses 4(Direction Sense(oriented towards Haasaa Prime), Distance Sense, Time Sense, Tracking(Infravision)) Haasaan Physiology(5PP Passive Container; Feats: Innate)[6PP] Elongation 1(5'; tail)[1PP] Super-Movement 1(Slithering)[2PP] Super-Senses 2(Acute Normal Olfactory; Infravision)[2PP] Hyper Array 15(30PP array; Feats: Alternate Power 2)[32PP] Mutant/Cosmic Base Power: Flight 12(50,000MPH, 500,000FPR)[24] + Super-Movement 3(Space-Travel 3)[6PP] = 30PP AP: Immunity 20(All Lethal Physical Damage; Extras: Linked(Immunity(Lethal Energy Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 20(Lethal Energy Damage; Extras: Linked(Lethal Physical Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 10(Heat/Radiation Effects; Extras: Linked(Lethal Energy/Physical Damage))[10PP] = 30PP AP: Teleport 15(anywhere in same solar system.; Extras: Accurate; Flaws: Long-Range Only)[30PP] Slice Array 12.5(25PP; Feats: Alternate power 2)[27PP] Mutant/training Base Power: Damage 10(Extras: Penetration 7; Feats: Mighty[DMG 14], Knockback 7[DMG 21])[25PP] AP: Damage 10(Extras: Area(Burst, 100ft), Selective Attack; Flaws: Action(Full-Round); Feats: Mighty[DMG 14], Progression 4(Area Radius))[25PP] AP: Damage 10(Extras: Autofire [DMG 14]; Feats: Mighty)[25PP] Super-Movement 1(Dimensional Movement 1 (to/from Hyperspace))[2PP] Mutant Drawbacks: (-3) + (-2 = -5PP Vulnerability(Cold Effects; Moderate(x1.5 DC), Common)[-3] Vulnerability(Gravity Effects; Moderate(x1.5 DC), Uncommon[-2] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) Damage Touch DC 29 Toughness Damage(Physical) Damage(Area) Area(100') DC 29 Toughness Damage(Physical) Totals: Abilities (26) + Combat (24) + Saving Throws (18) + Skills (11) + Feats (22) + Powers (84) - Drawbacks (5) = 180/187 Power Points
  8. Player Name: Arichamus Character Name: Red Moon Power Level: 11 (168/174PP) Trade-Offs: None Unspent Power Points: 6 In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire. Alternate Identity: Atraxia Falkaet Identity: Secret, her history and nature are anything but obvious or common knowledge. Birthplace: Farside City, the Moon Occupation: Preserver technology researcher, superheroine, Affiliations: Farsiders, Truth, Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers. Description: Age: 67 (DoB: 1929 ) Apparent Age: 20, age at transformation. Gender: Female Ethnicity: Farsider Height: 6ft. 2in. Weight: 80Lbs., 120lbs. with the terrasuit Device. Eyes: Icy blue Hair: Black Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect. The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things. Power Descriptions: (Descriptors: Psionic, Mutation) After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby. Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The program gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood. History: One of the rare children of Farside City to take an active interest in their austere metropolis, Atraxia developed at a young age into a remarkably adept physicist and engineer, particularly intrigued by the Moonstone, the Preserver artifact(or discovery) that maintained their quiet, peaceful world. In this time of the former king and queen of Farside City, such experimentation was welcomed and the woman was given all the help and equipment she could need. Attempting to discover more about the energy radiating from the chunk of crystal, the Farsider attempted to re-create the object using Lunar science, deciphering the long-lost language of the Preservers in the course of her research. When the replica was complete, Atraxia activated it, triggering a devastating reaction. She, somehow, survived the surge of power but was horribly twisted by exposure to the radiation, transformed into a pseudo-energy being shackled to a bloodthirsty, monstrous corpse. After years of experimentation and failure to return herself to normal, Atraxia exiled herself from Farside City, unwilling to live as she was. On her lonely trek to the near side of the Moon, hoping to burn herself in the sunlight, she stumbled upon a cave system on the lip of the Farside crater. Within she found elaborate pictograms and carvings detailing the miseries of what she realized were creatures just like herself. In ages past, others had attempted to unlock the secrets of the Moonstone, all either killed or hideously changed. Even while reeling from the shock, Atraxia was puzzled: why had she never heard about this? Why hadn't the king and queen known or warned her? But that was brushed aside. She wasn't a freak but the logical conclusion of interacting forces, and it was her duty to find out as much as she could about this new state, for the good of all who might suffer like her! Pushing to the limits her new powers, she spent months testing her body, her new senses and all the ways they intersected. At last, sure she had gotten as far as she could without the right tools, she returned to Farside City. She found it under the reign of the maddened Princess Selene. While immune to the princess' new powers and more than a match for her army, Atraxia's transformation was still her weakness. Selene offered her a cure that the royal physicians had been working on in exchange for her service and loyalty. The sensation of normalcy after years of being a monster was more than enough to sway the scientist. But the 'cure' was only temporary, and as her body began to dessicate again the promise of more doses and Selene's harping on the violent and rapacious nature of the humans was enough to win over Atraxia, every inch the respectable, peaceable Farsider. Throughout the 1970's and 80's, the lunar vampire was kept busy spying on humanity's movements, slipping through walls to read plans, listening invisibly to conversations and gathering reams of data. However, she was forbidden to attack anyone both as a means of control over where she got her vital blood and to keep her tracks clean. Thus, when Prince Mentac returned with his Atom Family and defeated his sister and her followers, the harmless record and pitiable story of the vampire was enough to get her a royal (if grudging) pardon. After doing her part to repair Farside City and even improve some parts of it, Atraxia struggled with conflicting desires as she moved to the caves outside her old home. She longed to get away from her past and explore the universe, especially given her natural ability to move faster-than-light, but the lingering homebody tendencies of Preserver conditioning and the pull of her duty to future scientists risking their lives to explore the Moonstone won out. Earth's vampire menace and and wealth of weirdness, her constant work improving her Moon base and work (via correspondence) with Farside scientists keeps her busy as her long unlife plays out, searching tirelessly for answers. Personality & Motivation: Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious, complicated place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them. Powers & Tactics: Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that. Complications: Enemy: Lady Lunar Habit: Needs blood plasmas to keep at the level of health she considers normal. As well, suffers cravings for it. Myth...busted?: Driven to try and disprove magic and magic-related phenomena as anything but entirely misunderstood 'normal' forces. Reputation: Willing collaborator with the Moon's despot. Secret: Vampire Secret: Identity Abilities: 2 + 6 -10 + 12 + 2 + 0 = 12PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: - Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 10 Combat: 10 + 8 = 18PP Initiative: +3 Attack: +10 Melee, +5 Ranged Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: - + 6 + 8 = 14PP Toughness: +11 (- Con, +10 Protection (Hardened Skin), +1 Protection (terrasuit)) Fortitude: Immune Reflex: +9 (+3 Dex, +6) Will: +9 (+1 Wis, +8) Skills: 40R = 10PP Computers 5 (+11) SM Craft(Electronic) 4 (+10) SM Disable Device 6 (+12) Knowledge(Galactic Lore) 4 (+10) Knowledge(Physical Sciences) 6 (+12) SM Knowledge(Technology) 6 (+12) SM Language 2(Galactic Standard, Farsider(Native), Preserver) Stealth 7 (+10) Feats: 20PP Attack Focus(Melee) 5 Dodge Focus 6 Eidetic Memory Equipment 5(25EP) Improvised Tools Inventor Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology)) Powers: 12 + 40 + 2 + 24 + 10 + 2 + 2 + 11 = 103PP Device 3(Hard to Lose, 15PP Device)[12PP] Terrasuit Comprehend 3(Languages; Read, Speak & Understand all)[6PP] Feature 1(Buys off the No Sense of Touch Disability)[1PP] Feature 6(Buys off the Sunlight Weakness)[6PP] Protection 1[1PP] Super-Senses 1(Tracking(Infravision)[1PP] Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP] Flight 1(10 MPH)[2PP] Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP] Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw) AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step) AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Blood-Drain) AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP] AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration) Protection 10[10PP](Hardened Skin) Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP] Super-Movement 1(Space Travel 1: Local System)[2PP](Mass-Energy Transfer) Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP] Drawbacks: (-1) + (-6) + (-2) = -9PP Disability(No sense of Touch)[-1PP] Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP] Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness(Staged) Damage(Physical) Drain Touch DC19 Fortitude Constitution(Drained) Mental Transform Perception DC20 Will Transform Paralyze Touch DC20 Fortitude Slowed Strike Touch DC25 Will(Staged) Damage(Physical) Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (10) + Feats (20) + Powers (103) - Drawbacks (9) = 168/174 Power Points
  9. The Eel Power Level: 7 (105/108PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 3 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's something very bad, and must attone for it; to this end, she will help those she encounters in any way she can. And apparently she has superpowers? Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Dont Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. You're A Bloody Ghost!: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult. Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 Saves: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) Skills: 40R = 10PP Acrobatics 4 (+10) Bluff 1 (+5) Diplomacy 1 (+5) Disable Device 4 (+5) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Notice 6 (+8) Sense Motive 6 (+8) Sleight of Hand 2 (+8) Stealth 4 (+10) Swim 11 (+12) Feats: 4 + 1 + 6 + 1 + 1 + 1 = 14PP Attack Focus (Melee) 4 Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP 'Eelskin' protective suit 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers have the Mutant descriptor) Additional Limbs 2 (Both Legs) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mp) [5PP] Drawbacks: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain Abilities 34 + Skills 10 (40 ranks) + Feats 14 + Powers 30 + Combat 14 + Saves 9 + Drawbacks 6 = 105/108 points
  10. The Eel Power Level: 7 (105/105PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 0 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but it responds to her chameleonic coloration, as well as offering others some protection from her secreted toxin. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns. History: Personality & Motivation: Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and the befuddling toxin she secretes can't be turned off. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Dont Recall: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. You're A Bloody Ghost: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult. Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: +6 (+6 Dex) Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+3 Base, +10 Dodge Focus) Knockback: Saves: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) Skills: 40R = 10PP Acrobatics 2 (+8) Bluff 1 (+5) Diplomacy 1 (+5) Disable Device 4 (+5) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Knowledge (Streetwise) 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 4 (+10) Swim 11 (+12) Feats: 4 + 1 + 7 + 1 + 1 + 1 + 1 = 16PP Attack Focus (Melee) 4 Benefit: Ambidexterity (Hands and feet) Dodge Focus 7 Equipment 1 Grappling Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Pin Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP 'Eelskin' protective suit 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers have the Mutant descriptor) Additional Limbs 2 (Both Legs) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Drain Wisdom 7 (Extras: Poison, Flaws: Permanent) [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing)[Sonar] Swimming 5 (Speed: 50 mp) [5PP] Drawbacks: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain Abilities 34 + Skills 10 (40 ranks) + Feats 16 + Powers 30 + Combat 12 + Saves 9 + Drawbacks 6 = 105 points
  11. Rebellion Power Level: 10 (180/186PP) Unspent Power Points: 6 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 16 (+3) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 4 + 4 + 7 = 15PP Toughness: +8 (+3 Con, +3 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +9 (+5 Dex, +4) Will: +10 (+3 Wis, +7) Skills: 72R = 18PP Disguise 5 (+10, +15 with Morph)Skill Mastery Gather Information 10 (+15)Skill Mastery Intimidate 15 (+20)Skill Mastery Investigate 4 (+11) Knowledge [Popular Culture] 3 (+10) Knowledge [Streetwise] 8 (+15) Notice 9 (+12) Search 3 (+10) Stealth 15 (+20)Skill Mastery Feats: 19PP Attack Specialization [Batons] 3 Challenge - Improved Feint Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Fascinate [Intimidate] Hide In Plain Sight Jack-of-All-Trades Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 6 + 32 + 4 + 17 + 29 = 88PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 2 ("Batons"; 10PP Container; Flaws: Easy-To-Lose) [6PP] (Weapon) Baton Attack Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] BP: Damage 7 ("Baton Smack"; Feats: Mighty) [8PP] + Enhanced Feat 1 (Stunning Attack) [1PP] {9/9} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Throw"; Extras: Range 1 [Ranged], Feats: Accurate 2, Mighty 3, Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {9/9} (Bludgeoning Damage Type, Training) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action 1 [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; Broad Group: Humanoid) [2PP] Uncanny Mind 3.4 (17PP Container) [17PP] (Physical Mutation) Enhanced Ability 16 (Intelligence+8, Charisma+8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Uncanny Physique 5.8 (29PP Container) [29PP] (Mutation) Enhanced Ability 16 (Strength+4, Dexterity+8, Constitution+4) [16PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 625 ft., stand 325 ft., high 162 ft.) [4PP] (Mask, Psionic) Protection 3 [3PP] (Physical Mutation) Super-Movement 3 (Slow Fall, Trackless, Wall-Crawling at ½ Movement Speed) [6PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Baton Smack Touch DC25 Tou (staged) Damage +10 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (19) + Powers (88) - Drawbacks (0) = 180/186 Power Points
  12. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 200/202PP Unspent Points: 2 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 ATTACK RANGE SAVING THROWS EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Blood Divination Touch/Grapple DC18 Will (Staged) Sickened/Nauseated/Incapacitated Opposed Will vs +8 Mind Reading Blood Drain Touch/Grapple DC18 Will (Staged) Sickened/Nauseated/Incapacitated DC18 Fortitude (Staged) Drain Constitution Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal) Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes (Mind Control) Perception (Visual Sense-Dependent) DC18 Reflex Avoided Opposed Will vs +8 Mind Control Hypnotic Eyes (Transform) Perception (Visual Sense-Dependent) DC18 Reflex Avoided DC18 Will Transform (Memory Alteration) Psychic Invisibility Personal DC18 Will Total Concealment from all non-Mental senses SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 24R = 6PP Craft (Cooking) 1 (+5) Handle Animal 0 (-) Intimidation 6/0 (+10/+4, +12 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 4 (+8) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 7/0 (+10/+3) Ride 0 (-) Search 6/0 (+10/+4) Sense Motive 7/0 (+10/+3) Stealth 7/1 (+15/+3) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 1 (5EP) EQUIPMENT 1PP = 5EP Heavy-Duty Zip-Ties [1EP] Stainless-Steel Casket (Masterwork) [2EP] Abandoned House (PL13 Headquarters) [2EP] A small two-story house on Ash Street in Bedlam City. Size: Small [0EP] Toughness: 5 [0EP] Features: [2EP] Concealed (There are no visible signs of habitation) Sealed (All entrances are boarded up, and heavy debris blocks entry to the basement) Notes: He has no legal claim or ownership over the property. The house stood abandoned for several years before he moved his casket into the basement. The house is not fit for human habitation. It has been years since the house had any maintenance or active utilities. All of the old plants on the lot died within days of him taking residence, and no new ones have grown since he arrived. 1 + 2 + 2 = 5EP POWERS 164PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 32 (Intimidation 6, Notice 7, Search 6, Sense Motive 7, Stealth 6, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common])[6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Flaws: Limited [Objects], Personal, Source [Blood]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 9 (Acute Analytical Extended Tracking Smell/Taste, Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Drawbacks:Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Powers 7 (14PP Array, Feats: Alternate Power 6) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [14PP] Drain Constitution 8 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] (Additional Descriptors: Blood Drain) Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [8PP] (Additional Descriptors: Euphoria) Alternate Power: [9 + 2 = 11PP] Mind Reading 8 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats:Insidious, Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim, and he will not gain any knowledge from their blood; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [1PP] (Additional Descriptors: Blood Divination) Nauseate 8 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [8PP] (Additional Descriptors: Euphoria) Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss 2 [Will not gain any knowledge from blood while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Blood Divination) Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Superhuman Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs, Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [6 + 2 = 8PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [6PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [13PP] Flight 2 (25MPH / 250ft per Move Action, Extras: Linked [Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency:Common]) [3PP] Insubstantial 2 (Gas, Extras: Linked [Flight]) [10PP] (Additional Descriptors: Mist Form) Alternate Power: [14PP] Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks:Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Alternate Power: [14PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [14PP] (Additional Descriptors: Hypnotic Eyes, Mind Control, Psychic) DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (6) + Feats (2) + Powers (164) – Drawbacks (13) = 200/202 Power Points
  13. Character Name: The Seeker Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Daredevil if he randomly saw glimpses of the future Alternate Identity: Sam Stewart (Secret) Birthplace: Freedom City, South Freedom Residence: Freedom City, Parkside Occupation: Retired police detective Affiliations: None yet Family: Alexander Stewart (Father), Marie Stewart (Mother), Steven Stewart (Brother), Allison Stewart (Niece) Description: Age: 29 Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: 200 lbs Eyes: Blue Hair: Black The trademark piece of The Seeker's attire is a dark mask that wraps completely around his head. The mask features two highly reflective eyes, which appear to glow when light strikes them in the right way. The rest of his outfit consists of the shirt, slacks, tie, and trenchcoat that one might associated with a pulp detective. While his build is more imposing than an average Joe but more slender than the average super, the trenchcoat is designed to give the impression of a broader build. When in his civilian identity, Sam tends towards an "office casual" appearance. Polo shirts or button-downs in inoffensive neutral colors, matched with simple slacks. He adopts the dark glasses and cane widely associated with blindness as part of maintaining his secret identity. History: A Freedom City native, Sam Stewart learned a deep love of his hometown from his mother and father, a police officer and journalist respectively. After passing FCU's criminal justice program, he eagerly joined the city's police force. He pushed himself to his limits and excelled in his work, rising quickly to the rank of Detective. He worked for years in his position, dedicated to handling the "mundane" crime of the city, diligently working to catch the worst offenders so that, in his words, the "real heroes" remained free to handle the larger threats. Eventually, Sam became involved in larger cases, including helping to bust larger operations and chipping away at the city's crime rings. Eventually, he became involved in the round-up of a smuggling ring that only seemed to grow larger and larger as they took away the pieces. Emboldened by the results, Sam began treating the case as his sole focus, spurred on by the idea of taking down what had to be one of Freedom City's largest criminal undertakings. Unbeknownst to Sam, the crime ring he was working so hard to destroy was an asset of The Labyrinth. One that they would not allow themselves to lose. As Sam and a squadron of police officers prepared to raid another smuggling compound, they were ambushed by Labyrinth operatives led by Ms. Scarlet. Scarlet and her men took down the police squadron with only a token effort. Sam lost several brothers and sisters in arms that day, and he suffered a near-fatal blow from Scarlet herself. He survived within an inch of his life, and spent several weeks in a coma. When he awoke, he quickly realized that he had lost his sense of sight. During his recovery from his injuries he accepted an early retirement and began learning how to live with his blindness. As he started becoming mobile again, he realized over time that he was receiving sensations that he couldn't explain. Flashes of insight as to his surrounding. It came and went, but he simply knew what surrounded him. He kept this information to himself so as not to worry his loved ones. These insights came more and more frequently as time went on. With practice, he reached a point where he felt he had almost recaptured his old life. However, having been listless and without purpose since his injury, he took the opportunity to pick up where he left off. These new abilities represented the perfect opportunity to continue his work taking down Freedom City's criminal element. Adopting his new identity as The Seeker, he continued to hone his physical abilities and his newfound second sight. As he became more sure of himself, his visions reached new heights. He found hismelf not only sensing what was happening around him, but catching brief glimpses of possible futures. Sam has taken this as confimration that he is moving in the right direction. He now has two goals to accomplish; figure out exactly what caused him to develop these abilties, and track down the figures at the center of the conspiracy that attempted to silence him in the first place. Personality & Motivation: At his core, Sam is spurred by his desire to bring down the organized crime in Freedom City. In particular, he desires to learn more about The Labyrinth and, if it is at all possible, put a stop to them as well. He also has a need to understand the origin of his powers, which are currently a mystery to him. He is deeply driven, and tends to laser focus on whatever task he currently has at hand. He carries a no-nonsense attitude, which he doubles down on when in his Seeker identity. In contrast, he downplays it in his civilian identity as part of an effort to appear harmless and content. Despite the hardboiled exterior, he is a genuinely idealistic person at heart. He does what he does out of a love from Freedom City and its people. Powers & Tactics: Seeker's sixth sense, including his mental sense and enhanced abilities, manifests as a sort of inherent knowledge. There is no component that he could explain to another person. The exception to this would be his premonitions. He observes these visions as though he were watching the events as a spectator. He prefers a tactical approach to any situation. While confident in his combat abilities in a melee situation, he cateogrically refuses to put others at risk on his orders again. Power Descriptions: Unbeknownst to him, Sam's powers are the result of his status as a mutant. Seeker's Device takes the form of a utility belt which includes an array of weapons and a grappling hook. Complications: I Want Answers: Seeker tends to tunnel vision on his goals, and can be blind to all else when he's on the trail. (Gain a HP when Seeker's focus on following the next lead causes him to walk into a trap or overlook important information.) Unfeeling Exterior: In his Seeker persona, Sam deliberately plays up a hard, brooding persona, hoping to avoid dragging others into hurt. (Gain a HP when Seeker chooses to distance himself from a potential ally.) Only Mostly Blind: Sam's mental awareness does not operate as true sight. He is aware of his surrounding in a way perhaps similar to sonar, meaning it lacks in certain areas where true sight helps, such as reading text on a paper or a display on a screen. Don't Get Caught Flat: Sam almost always prefers the cautious, analytical approach. (Gain a HP when Seeker's caution loses him a meaningful opportunity.) Abilities: 8 + 16 + 8 + 2 + 14 + 0 = 48 pp STR 18 (+4) DEX 26 (+8) CON 18 (+4) INT 12 (+1) WIS 24 (+7) CHA 10 (+0) Combat: 16 + 16 = 32 pp ATK: +8 (+14 melee) DEF: +14 (+6 Dodge Focus, +8 Base, +4 Flat-Footed) Init: +12 Grapple: +22 Knockback: -3/-2 Saves: 2 + 4 + 0 = 6 pp TOU +6 (+4 Con, +2 Defensive Roll) FORT +6 (+4 Con, +2) REF +12 (+8 Dex, +4) WILL +7 (+7 Wis) Skills: 8 pp=32 r Acrobatics 12 (+20) [Enhanced] Climb 1 (+5) Escape Artist 2 (+10) Gather Info 4 (+5) Intimidate 5 (+5) Investigate 9 (+10) Languages 1 (Braille) (Base: English) Medicine 1 (+2) Notice 12 (+20) [Enhanced] Search 9 (+10) Sense Motive 12 (+20) [Enhanced] Stealth 12 (+20) [Enhanced] Feats: 5 pp Blind-Fight Defensive Roll Grappling Finesse Improved Initiative Quick Draw -Enhanced Feats: Acrobatic Bluff Attack Focus: Melee 6 Challenge (Fast Acrobatic Bluff) Defensive Attack Dodge Focus 6 Evasion 2 Hide In Plain Sight Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Mental) Powers: 7 + 23 + 12 + 9 = 51 pp Device 2 (Baton, Flaw: Easy to Lose, PF: Subtle [collapsible]) [7PP] [Technology] Damage 2 (PFs: Extended Reach 1 [10 ft], Improved Crit, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [6DP] Super-Movement 2 (Swinging, Wall-Crawling) [4DP] Enhanced Feats 23 (Acrobatic Bluff, Attack Focus: Melee (6), Challenge (Fast Acrobatic Bluff), Defensive Attack, Dodge Focus (6), Evasion (2), Hide in Plain Sight, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack (2), Uncanny Dodge (mental)) [23PP] [Mind, Mutant] Enhanced Skills 12 (Acrobatics 12, Notice 12, Sense Motive 12, Stealth 12) [12PP] [Mind, Mutant] Super-Senses 11 (Accurate Acute Analytical Radius Ranged [6] Mental Sense, Danger Sense (Tied to Mental Sense), Precognition (Flaw: Uncontrolled)) [9PP] [Mind, Mutant] Abilities 48 + Combat 32 + Saves 6 + Skills 8 + Feats 5 + Powers 51 = 150/151 PP
  14. Captain Cosmos Power Level: 11 (194/201 PP) Unspent Power Points: 7 Trade-Offs: -4 Attack / +4 DC, -4 Defence / +4 Toughness In Brief: Multidimensional Paragon Alternate Identity: Buddy Brand Birthplace: San Franisco Residence: Freedom City Occupation: Newsreader Affiliations: None Family: Bernard Brand (Estranged Father, Businessman), Violet Brand (Lawyer Sister) Description: Age: 44 Apparent Age: 44 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 85 Kgs Eyes: Blue Hair: Brown / White Buddy is a fairly tall, broad man, with a physique representative of regular but not extreme exercise. He looks fairly close to his age, with silver flecked white hair and a few wrinkles. He has what many call a “trustworthy” face. When dressed as Captain Cosmos he has a black and grey spandex costume and mask, complete with cape. His chest has a golden “X” shaped cross on it. Captain Cosmos can change his dimensions. As a one-dimensional being he is essentially an imperceptible line. As a two dimensional being he will be completely flat. As a four dimensional being, he looks slightly faint, as if out of synch with the universe. As a five dimensional being, he appears to move with a faint blur. As a hyperdimensional being he gives an almost indescribable appearance of being “hyper-real” – even to those with normal senses there is an impression that he exists in countless incomprehensible dimensions. History: Buddy had an undesirable upbringing with a father who simply pushed him too hard to succeed at everything, wanting him to be a lawyer or politician. In university, Buddy rebelled, and ended up working in media, which ended up enjoying – and being promoted to newsreader for WCZA Channel 7 News. His flagship show is "the Brand Report", where he grills famous persons of Freedom City on a Thurdsay Evening. Buddy’s life changed when he ran into an alternate version of himself late on evening, driving home from an out of town party. The mysterious figure was “Captain Cosmos” and lay dying on the road. As Buddy comforted the dying man, he heard his dying words “Beware…the Collapse!” and was then infused with a hyperdimensional energy source, granting him extraordinary powers. For the first few days Buddy was wracked with nausea and disorientation. His physician, Doctor Linda LaBelle, ran some tests and came up with some extraordinary results. To this day, only she knows of his secret identity. Buddy felt both a duty to carry on the mantle of Captain Cosmos, and a duty to address some of the terrible things he had reported on in the world. Thus, Captain Cosmos roamed the skies once more… Personality & Motivation: Captain Cosmos is a friendly guy who is generally well liked. Having seen much of the darker side of the world as a newsman, he has a cynical streak, although he is generally an optimistic sort. In other words, he sees a lot of problems in the world, but also feels that they can be sorted out. His relationship with his father growing up was pretty awful, and whilst he has internalised some of that inner drive to succeed, he doesn’t like that. He is left with a chronic feeling of not being “good enough”, which drives his career and his personal life. Powers & Tactics: Captain Cosmos draws on the power of all the alternate versions of Buddy Brand throughout the multiverse (although only one has this power). This grants him amazing strength and resilience, and as he can sustain himself from the life force of all his alternate versions, immunity to any biological attack. In addition he can fly, and can alter his dimensions, either lowering them (one or two dimensional) or raising them (and thus being able to bypass normal space and time considerations) He will reduce his dimensions primarily for stealth, although sometimes fights two dimensionally if he is tired, weakened, and feels justified in using his dangerous “slicing” ability. He is more cautious about gaining extra dimensions due to the effect it has on his mental health – particularly for extended periods of time. But, if under pressure, he will use them. Power Descriptions: Captain Cosmos’ dimensional changes appear as above (Appearance). His flight causes a rumbling sound, and ripple in space behind him. Complications: Possibly Psychotic: Gaining more than three dimensions tends to scramble his brain if sustained for long. He will become increasingly paranoid, hallucinate, and display thought disorder. This does not make him violent (as he is not a violent man), but it is disabling and frightening. Even seconds will start to make him slightly suspicious, a few minutes will make him symptomatic, whilst a few hours could drive him to life threatening catatonia As he starts to become paranoid, the GM can start to give false information or present hallucinations as real. At the more severe end of these symptoms, his speech will start to disintegrate and make communication jumbled or garbled. These effects are sped up in high gravity (his descent to psychosis taking seconds) and slowed down in low gravity. Zero gravity (such as space) hugely slows down these effects, so he could operate in hyperdimensional forms for days with minimal effect. Buddy takes a few days to improve from these side effects (Depending on severity, it may take a shorter time or longer time). Those skilled in Behavioural Sciences might help him cope with these symptoms via psychological techniques, whilst those skills in medicine might rapidly speed his recovery (to hours) with antipsychotic drugs. Seizures, including ECT, will cause extremely rapid improvement (possibly instant). Busy Body: Buddy’s Secret ID is both busy and famous, and he lives in the competitive, stressful world of Media. Whilst able and reasonably popular, he is not so skilled that he is irreplaceable. Chronic Consciousness: Whilst Captain Cosmos can time travel, it is not easy for him. He will black out (fall unconscious) with either voluntary or involuntary time travel (or possibly, even temporal effects). Dread of Drowning: As a child, Buddy nearly drowned in a white-water rafting expedition – and his Father remonstrated him badly. He has a lingering fear of being submerged (although he no longer has any danger of drowning). Whilst actually underwater he is only slightly anxious, it is the process of actually submerging that is dreadful to him. If he voluntary submerges himself he would need at least a moment to steel himself (causing delay), whilst an involuntary submerging (from knockback or telekinesis or the like) would send him into a paralytic panic. Zero: Captain Cosmos could plausibly eliminate all his dimensions; essentially a zero-dimensional form, thus ceasing (temporarily) to exist at all. Whilst he would never voluntarily do this (arguably he could not voluntary force his own non-existence) massive exotic dimensional effects or super high gravity might cause this state – as might a malignant mind controller. Abilities: 4 + 0 + 2 + 4 + 4 + 4 = 18 Strength: 14/40 (+2/+15) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 14 = 24 Initiative: +4 (w/ Improved Initiative) Attack: +7 Defense: +7 (+4 Flat Footed) Grapple: +24 Knockback: -7 (-15 in hyperdimensional form) Saving Throws: 0 + 5 + 8 = 13 Toughness: +15 (+1 Con, +14) (6 impervious in hyperdimensional form) Fortitude: Immune Reflex: +5 (+5 in 5 dimensional form) Will: +10 (+2 Wis, +8) Skills: 15 PP = 60 R Bluff 4 (+6) Concentration 12 (+14) Diplomacy 8 (+10) Intimidate 4 (+6) Knowledge (Current Events) 14 (+16) Language 2 (Englishbase, French, Spanish) Notice 4 (+6) Perform [Oratory] 4 (+6) Sense Motive 8 (+10) Feats: 7 PP All-Out Attack Connected Benefit 1 (Wealth) Environmental Adaptation 2 (Low and Zero Gravity) Improved Initiative Move-by Action Powers: 29 + 26 + 1 + 12 + 30 + 14 + 5 = 117 Alt Form 5 Dimensional Array (25 PP Alt Forms, Duration: Sustained [+0], Feats: 4 Extra Alt Forms) [29 PP] “Dimensional Control” [Dimensional] Base Form: 1 Dimensional (Becomes a mathematical line) Concealment 4 (All Visual Senses, Flaws: Permanent [+0], Feat: Close Range) Insubstantial 4 (Incorporeal, affected by dimensional affects, Flaws: Permanent [+0], Limited to openings and spaces) [9 = 16 = 25 PP] Alt Form: 2 Dimensional (Becomes completely flat) Concealment 4 (All Visual Senses: Flaws: Permanent [+0], Limited to those facing side-on) [4 PP] Insubstantial 1 (Flaws: Permanent [+0], Limited to passing through gaps equal to or wider than width) [4 PP] Strike 15 (Drawbacks: Lethal Damage Only, Feats: Improved Critical 1) [15 PP] Alt Form: 4 Dimensional (Bypass normal spatial constraints) Supermovement 3 (Permeate 3) [6 PP] Supersenses 8 (Auditory and Visual Penetrates Concealment) [8 PP] Super Strength 11 (+55 Lifting Capacity, Flaws: Limited to lifting only) [11 PP] Alt Form 5 Dimensional (Bypass normal temporal constraints) Supermovement 6 (Temporal 3 [Any time], Space 3 [Intergalactic]) [12 PP] Quickness 6 (X100 speed) [6 PP] Enhanced Traits 7 (Reflex +5, Feats: Evasion 2) [7 PP] Alt Form: 6+ Dimensional – Hyperdimensional (Exist in countless dimensions simultaneously!) Supermovement 2 (Dimensional Travel 2: Any alternate reality) [4 PP] Super Senses 0 (Feats: Dimensional 2, any alternate reality) [2 PP] Strength Bonus 0 (Feats: Affects Insubstantial 2) [2 PP] Impervious Toughness 6 [6 PP] Immovable 5 (+20 to resist movement, -5 Knockback, Extras: Unstoppable, Feats: Second chance [Tough Save vs Impact damage]) [11PP] Enhanced Strength 26 [26 PP] [Dimensional] Feature: Temporal Anchor [1 PP] [Dimensional / Temporal] Flight 5 (250mph, Feats: Subtle, Instant Up) [12 PP] [Dimensional] Immunity 30 (Fort Saves) [30 PP] [Dimensional] Protection 14 [14 PP] [Dimensional] Super Strength 2 [Total Effective STR 50, Feats: Shockwave) [5 PP] [Dimensional] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Totals: Abilities 18 + Combat 24 + Saving Throws 13 + Skills 15 + Feats 7 + Powers 117 = 194/201 Power Points
  15. In Brief: Jason Chorde + Non-Snarky Harry Dresden + Gender-flipped Witch-skin Mercy with Winston's barrier projector Character: Hex Power Level: 12 (Built as PL9) Tradeoffs: None Power Points: 182/185 Unspent Points: 3 Alternate Identity: Leonard "Len" Kepler Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: By the side of a county road in rural Oregon, USA Base of Operations: Emerald City, Oregon/Washington, USA Residence: A small house-barge moored on the Southern Shore Occupation: Wizard Affiliations: Briana Whitethorne (Mentor), Mr. Hewitt (Ghost Butler), Various Elemental Spirits who maintain and defend his headquarters Family: Mother, Father, Two Younger Siblings (A set of fraternal twins, Brother and Sister), Various extended family members DESCRIPTION Age: 24 (Date of Birth: 1995) Apparent Age: 24 Gender: Male Ethnicity: Caucasian American mutt of mixed ancestry, including, but not limited to, Anglo-Saxon, Germanic, and Scandinavian Height: 6’4" Weight: 285 lbs. Hair: Blond Eyes: Green (Gold when using magic) Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. HISTORY Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, an old-school broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling ("Hey, grasp my rod! Hah!") witch. Briana intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. PERSONALITY & MOTIVATION In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. When he's not saving the world, or researching new ways to save the world, he likes to curl up with a cup of coffee and a good book, or sing and play on his guitar (at which he's middling, at best). He's a regular at one of the rare local coffee houses that doesn't have wi-fi, for obvious reasons. POWERS & TACTICS Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. COMPLICATIONS Disruption: There is no such thing as perfect order. Some chaos always slips out. Every system, no matter how efficient, wastes some energy. If Hex fails a Concentration check to maintain a power, then in addition to letting the power switch off, the GM can give him a Hero Point in exchange for declaring that he has lost control of his magic; it "misfires" in some way that causes something bad to happen. (Based on the drawback introduced in The Book of Magic.) Enemy (Eris): Eris still hasn't forgotten the boy who spurned her. Her minions clashed with Briana and Len several times during Len's apprenticeship. And now that the boy is a man, Briana isn't around to protect him anymore. The GM can give him a Hero Point in exchange for Eris or her minions or pawns attacking or otherwise disrupting him at the worst possible times. Honor: Some villains are going to escape or gain some sort of advantage because Hex will be too busy helping an innocent bystander to stop them. Other villains are going to get surprise attacks on Hex because they offered a phony surrender or begged for mercy and he relented. Obligations (Family, Mentor): If Briana or his family call for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Prejudice: While out on the town, Len disguises himself as just another hipster, and for better or for worse, a lot of people are going to treat him as such. The GM can give him a Hero Point in exchange for a penalty or automatic failure on a Diplomacy check if the NPC hates what they think Len represents. Rivalry (Siblings): Len's siblings have been justifiably jealous of his awesome magical life at several points during their emotional development, and others could potentially play on that jealousy, either to gain information about him, or even to enlist direct aid in harming him. Even if one of them had to be mind-controlled into betraying him, they would suffer a penalty to resist that mind control effect, since it would play on their existing darkest desires. Secret (Identity): Len has a loving local family, and any adversaries who learned about his double life could threaten or harm them. Walking Techbane: The type of magic Hex uses is fundamentally incompatible with technology. His magic comes from Chaos, and Technology is an application of Order. Technology uses the existing laws of physics to perform tasks, while his magic changes and distorts the local laws of physics. The use of his magic, and sometimes merely his presence, causes Reality to fight with itself, and the outcome is never certain. For Hex, using magic in the vicinity of machines is like shoving his hand into the innards of an active engine. It's possible that his hand will be fine, but that the engine parts will break or slip out of place, bringing the whole thing grinding to a halt. It's also possible that his hand will be shredded but the engine will go on running without noticing. Or it's possible that his hand will be shredded and the engine will break. Any time Hex uses his magic near a machine (the GM can decide what "near" means), the GM can give him a Hero Point in exchange for inflicting one or more of the following consequences: Hex's effective power rank is reduced. Hex's power effect just fails. Hex suffers Damage, or some other Attack power effect. One or more nearby machines malfunctions, shuts off, surges, shorts out, and/or breaks. Hex hits one or more nearby machines with an Uncontrolled Nullify effect, and/or an Uncontrolled Damage or Disintegrate effect, effectively Linked to whatever power he was using, possibly with the Side-Effect flaw (so that he will suffer Damage or some other Attack power effect if the machines make their saving throws). ABILITIES 36PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +0 (+0 Dex) Attack: +4, +8 Magic Staff Grapple: +8 (+4 Melee Attack, +4 Str) Defense: +8/+4 (+4 Base, +4 Magic Robes), +4/+2 Flat-Footed Toughness: +10/+4 (+4 Con, +6 Force Field) Knockback Resistance: 5/2 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Staff Strike Touch +5ft DC21 Toughness (Staged) Damage (Physical) Staff Strike (Blue Aura) Touch +5ft DC19 Fortitude (Harmless) Healing + Boost Staff Strike (Gold Aura) Touch +5ft Opposed Trip vs +10 Prone + Knockback DC25 Toughness (Staged) Damage (Energy) Staff Strike (Red Aura) Touch +5ft DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Staff Strike (Violet Aura) Touch +5ft DC20 Will (Staged) Drain Wisdom DC25 Will (Staged) Damage (Energy) Force Construct (Dropped) Touch* DC19 Reflex Avoided DC24 Toughness (Staged) Damage (Energy) Force Construct (Trap) Touch DC19 Reflex Trapped inside object Finding Spell 200 miles DC19 Will Limited ESP Element/Energy Spells Perception DC11 Fortitude (Staged) Drain Toughness DC16 Toughness (Staged) Damage (Any “Magic”) Telekinesis Perception/Area Opposed Grapple vs +1 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Dimensional Pocket Touch/Grapple DC16 Reflex Trapped inside pocket dimension *The force constructs can only be created at Touch-range, but if he were flying or otherwise elevated, he could potentially create one in mid-air and then drop it onto one or more enemies. SAVING THROWS 15PP Fortitude: +8 (+4 Con, +4PP) Reflex: +8/+4 (+0 Dex, +4 Magic Robes, +4PP) Will: +10 (+3 Wis, +7PP) SKILLS 96R = 24PP Concentration 7 (+10) Craft (Artistic) 12 (+15) Craft (Structural) 12 (+15) Diplomacy 6 (+10) Knowledge (Arcane Lore) 13 (+16) Knowledge (Cosmology) 7 (+10) Knowledge (History) 7 (+10) Knowledge (Theology/Philosophy) 7 (+10) Languages 2 (Atlantean, English [Native], Lemurian) Notice 7 (+10) Perform (Singing) 1 (+5) Perform (Stringed Instruments) 1 (+5) Search 7 (+10) Sense Motive 7 (+10) FEATS 5PP Artificer Attack Specialization (Magic Staff) Equipment 8 (40EP)Veteran Reward Interpose Ritualist Trance EQUIPMENT 8PP = 38/40EP Acoustic Guitar [1EP] Masterwork Chalk & Rune Stones [1EP] Masterwork Compass [1EP] Fixed-Gear Bicycle (Vehicle) [6EP] Size: Medium [0EP] Defense: 0 (DC10) [0EP] Toughness: 6 [1EP] Strength: 20 (Medium Load: 266 lbs.) [2EP] Powers: [3EP] Features 1 (Marked with a magic rune) [1EP] Speed 2 (25MPH) [2EP] Pocket Dimension Inside A Barge House (PL12 HQ) [29EP] On the outside, a small trailer home sitting on a flat-bottom boat, little more than a raft with a motor attached. On the inside, a mansion. The interior structure is maintained and defended by a few dozen elemental spirits, organized by Mr. Hewitt, the ghost butler who served Briana Whitethorne and decided to remain with the estate when it changed hands. One room contains a standing portal to the Elemental Realms. The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a person. Most of them take the forms of animals, such as dogs and birds. The spirits can use that portal freely to return to their home dimension at any time; they are not slaves. However, in order to enter the estate from the Elemental Realms, they must accept a voluntary geas which imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse for as long as they choose to occupy it, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the water spirits are usually provided with fire for them to quench. Mr. Hewitt is the ghost of an Englishman. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Size: Diminutive Exterior / Large Interior [2EP] Toughness: 10 [1EP] Features: [26EP] Defense System 4 (Damage, Snare, Suffocate, Trip) (Spirits) Dimensional Portal (Elemental Realms of Air, Earth, Fire, & Water) Dual Size Fire Prevention System (Spirits) Greenhouse Holding Cells 2 (Toughness 15, Nullify) Library 2 (Masterwork) Living Space Personnel (Spirits) Pool Powers 2 (36/48PP) Comprehend 3 (Languages 2 [Speak Any/All Simultaneously], Spirits, Extras: Affects Others, Area [General, Stationary, Burst], Flaws: Limited [Others], Feats: Progression [Area Size] 4 [100ft/rank = 300ft radius]) [13PP] (Translation Runes) Communication 7 (Range: 200 miles, Sense Type: Mental, Extras: Area, Linked [ESP], Flaws: Limited [One-Way], Medium [Reflective Surfaces], Feats: Dimensional [Earth-Prime], Selective) [6PP] (Scrying Mirror) ESP 7 (Range: 200 miles, Sense Types: Auditory + Visual, Extras: Duration [Sustained], Simultaneous, Flaws: Action 2 [Full], Medium [Reflective Surfaces]) [14PP] When Hex uses the mirror, every reflective surface within the area becomes a potential window through which he can see and hear. If an intelligent creature is near one of those surfaces, Hex can communicate with them telepathically. They will see his image in the mirror, and hear his voice as if he were speaking to them, but it's all in their mind. They will have to speak or write to reply, so any other observers will see or hear them normally, but those other observers will only catch a glimpse of Hex in the mirror and hear his voice if they make a DC17 Notice check. Features 1 (Temporal Inertia) [1PP] (Pocket Dimension Outside of Space and Time) Swimming 2 (5MPH) [2EP] The physical motor attached to the rear of the barge doesn't work. It's just for show. When Hex needs to move the barge, he activates runes etched into the underside to summon a water elemental. Sealed (Defensive Runes) Security System 2 (DC25) (Defensive Runes) Self-Repairing (Spirits) Think-Tank (Spirits) Workshop 4 (Mundane Crafts, Magical Inventions, Both Masterwork) 1 + 1 + 1 + 6 + 29 = 38EP POWERS 86PP Devices 11 (55PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Quick Change [Transforms into normal clothes and accessories as a Free Action], Restricted [Magic users]) [46PP] Magic Robes: [28PP] (Transforms into normal clothing) Enhanced Defense 4 (Extras: Linked [Enhanced Reflex, Force Field, Immunity]) [8PP] ("Abbridon’s Aegis") Enhanced Reflex 4 (Extras: Linked [Enhanced Defense, Force Field, Immunity]) [4PP] Force Field 6 (Extras: Linked [Enhanced Defense, Enhanced Reflex, Immunity], Feats: Selective) [7PP] Immunity 2 (Critical Hits, Extras: Force Field [Free Action, Sustained Duration], Linked [Enhanced Defense, Enhanced Reflex, Force Field], Flaws: Unreliable [50%]) [1PP] Flight 3 (50MPH / 500ft per Move Action) [6PP] ("Abbridon’s Wings") Immunity 2 (Environmental Cold, Environmental Heat) [2PP] ("Abbridon's Succor") Magic Bracer: [14PP] (Transforms into a wristwatch) Create Object 9 (Max Volume: 9 cubes, Max Toughness: 9, Lifting Strength: 45 [Heavy Load: 6 tons], Extras: Linked [Environment Control], Flaws: Range [Touch], Feats: Progression [Max Volume] 1 [10ft cubes], Selective, Stationary, Tether) [13PP] (Force Constructs, "Abbridon’s Aegis") Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Linked [Create Object], Flaws: Range [Touch]) [1PP] (Glowing Force Constructs, "Abbridon's Lantern") Magic Goggles: [13PP] (Transforms into a pair of glasses) Comprehend 1 (Languages 1 [Read Any]) [2PP] ("Eyes of Ios") Super-Senses 4 (All Visual-type senses, Extras: Counters Concealment, Counters Illusion) [4PP] ("Eyes of Ios") Super-Senses 10 (Magic Awareness, Descriptor Frequency: Very Common, Sense Type: Visual [Default: Accurate, Acute, Ranged], Extras: Counters Obscure ["Darkness" Descriptor], Penetrates Concealment, Tracking, Flaws: Limited [Counters Obscure only works for an individual sense, the Magic Awareness, not the entire Visual sense type], Drawbacks: Power Loss [Penetrates Concealment cannot penetrate Lead, Frequency: Uncommon]) [8PP] (Magic Aura Vision, "Eyes of Ios") Vulnerability (Visual Sensory effects, while Super-Senses are active, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Device 7 (35PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Restricted [All powers except the Staff Strike are restricted to Magic users]) [22PP] (Magic Staff) Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [3PP] ("Abbridon's Lantern") Magic Staff 14 (28PP Array, Feats: Alternate Power 4) [32PP] Base Power: [5PP] (Staff Strike) Damage 2 (Feats: Accurate, Extended Reach [10ft], Mighty) [5PP] Alternate Power: [28PP] (Azure Aura, "Abbridon’s Healing Touch") Healing 9 (Extras: Action [Standard], Restorative, Flaws: Limited [Others], Feats: Extended Reach [10ft]) [28PP] Alternate Power: [28PP] (Golden Aura, "Abbridon's Rebuke") Damage 6 (Extras: Linked [Trip], Feats: Accurate, Extended Reach [10ft], Knockback 8 [Effective Damage 18], Mighty) [17PP] Trip 10 (Extras: Knockback, Linked [Damage], Flaws: Range [Touch], Feats: Improved Throw) [11PP] Alternate Power: [28PP] (Violet Aura, "Ghost Strike," "Soul Strike," "Abbridon’s Judgement") Drain Wisdom 10 (Extras: Alternate Save [Will], Linked [Damage], Feats: Accurate, Extended Reach [10ft], Drawbacks: Full Power) [11PP] Damage 6 (Extras: Alternate Save [Will, 10 ranks], Linked [Drain], Feats: Mighty) [17PP] Alternate Power: [28PP] (Crimson Aura, "Jaws of Vhoka The Devourer") Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Feats: Accurate, Extended Reach [10ft], Incurable, Drawbacks: Full Power) [22PP] Damage 6 (Extras: Linked [Drain], Feats: Mighty, Drawbacks: Lethal) [6PP] Magic 5 (10PP Array, Feats: Alternate Power 8) [18PP] Base Power: [10PP] (Channeling Raw Magical Energy, Chaos Magic, "Flames of Phoros") Drain Toughness 9 (Extras: Affects Objects, Area [General, Burst, 45ft radius], Linked [Damage, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage], Drawbacks: Full Power) [2PP] Damage 9 (Extras: Area [General, Burst, 45ft radius], Linked [Drain, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage]) [3PP] Nullify 9 (All “Technology” effects, Extras: Area [General, Burst, 45ft radius], Linked [Damage, Drain], Flaws: Distracting, Range [Touch], Side-Effect [Damage]) [5PP] Alternate Power: [10PP] (Conjuring Spells, "Weyan’s Wheel of Workings") Create Object 1 (Max Volume: 1 5ft cube, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Range [Perception], Feats: Innate, Precise, Progression [Object Toughness] 5 [Max Toughness: 6], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Element/Energy Control Spells) Drain Toughness 1 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception], Feats: Precise, Subtle, Variable Descriptor 2 [Any "Magic"], Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [6PP] Damage 1 (Extras: Linked [Drain], Range 2 [Perception]) [3PP] Alternate Power: [10PP] (Dimensional Magic, "Ahgrazul’s Vault") Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Flaws: Medium [Existing pockets and containers], Requires Grapple, Feats: Progression [Cargo] 8 [25 tons], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Force Magic, Telekinesis, "Hands of Lamal") Move Object 1 (Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Area [General, Burst], Damaging, Range [Perception], Selective, Feats: Precise, Progression [Area Size] 4 [100ft/rank = 100ft radius], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Divination Magic, Rune-Casting Ritual) Super-Senses 8 (Postcognition, Precognition, Extras: Simultaneous, Drawbacks: Action 4 [1 minute], Noticeable, Power Loss 2 [When unable to conduct ritual, draw an elaborate circle on the ground, and/or when deprived of specially prepared rune stones, Frequency: Common]) [9PP] Alternate Power: [10PP] (Divination Magic, Finding Spell) Telelocation 7 (Range: 200 miles, Extras: Duration [Sustained, Lasting], Flaws: Limited [Only learns the target's direction relative to him, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance], Feats: Progression [Counter Rank / Saving Throw] 2 [Rank 9 / DC19], Rapid 8 [x100,000,000, Take 20 to Search maximum area in less than a second as a Free Action], Drawbacks: Action [1 minute], Noticeable, Power Loss 2 [When target is hidden behind a lead barrier, or when deprived of specially prepared compass, Frequency: Common]) [10PP] Alternate Power: [10PP] (Dimensional Magic, Folding Space, Teleportation, "Gates of Ios") Teleport 4 (Range: 1 mile, Extras: Accurate, Portal [Duration: Concentration], Flaws: Action [Move Action to open portal], Distracting [Flat-Footed on any round when he opens or maintains a portal], Medium [Existing Doors], Feats: Change Direction, Dimensional [Between Earth-Prime and Pocket Dimension HQ], Progression [Portal Size] 1 [10ft x 10ft], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Transmutation Spells) Transform 1 (Any Inanimate Object Into Any Other Inanimate Object, Extras: Duration [Continuous, Lasting], Range [Perception], Feats: Progression [Mass] 3 [10 lbs.], Precise, Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Examples of "Minor Transmutation Spells": Transform locked objects into unlocked objects. Transform broken/torn objects into repaired/mended objects. Transform dirty objects into clean objects. Transform wet objects into dry objects. Change the temperature of an object, to hot, cold, or lukewarm. Heat up food. Chill a drink. Change the taste of food or drink by transforming it into a differently-seasoned version of itself. Change the color of an object. Inscribe text onto an object, or erase text from an object. Abilities (36) + Combat (16) + Saving Throws (15) + Skills (24) + Feats (5) + Powers (86) - Drawbacks (0) = 182/185 Power Points
  16. Talon Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: Blast (+4 Attack/-4 Damage) In Brief: Slightly psionic cowl from Anti-Earth Alternate Identity: Tyler Lee (Secret), Samuel Amber (Alias), Magpie (Former Superheroic Name), Yamanu (Former Superheroic Name) Birthplace: Empire City Residence: West Freedom, Freedom City Base of Operations: The Nest (A hidden bunker beneath West Freedom) Occupation: Network Penetration Specialist Affiliations: None, yet Family: Tyler “the Magpie” Lee, alternate Earth Prime self Description: Age: 23 (DoB: 1995) Apparent Age: Early Twenties Gender: Male Ethnicity: Middle-Eastern Height: 5’9” (175 cm) Weight: 159 lb. (72 kg) Eyes: Brown Hair: Black In civilian garb, Tyler is a man that easily blends into a crowd. Without many distinguishing features, he often does just that. He wears simple, casual clothes that fit the environment, with a slight favoring of the color green. Neither tall nor short, broad nor slender, Ty’s most distinguishing features are the scars that are mostly covered by his clothing. As Talon, he wears a grey, brown, and green costume that breaks up his outline, along with a cowl-mask that strongly resembles a stylized owl. Across his chest in an X shape, he wears a set of pouches that form his utility belt, with a buckle bearing the symbol of an owl flying directly at the viewer. He also wears a grey cape that reaches to the back of his knees, allowing him to glide from high perches. History: On Anti-Earth, in Empire City, there was once an orphan who was named Tyler Lee. A member of the Red Fangs, one of Empire City’s many minor criminal gangs practically from birth, Ty, as he preferred to be called, was trained by his superiors as a pickpocket and roof-climber, for very few places were made secure enough that a small child could not slip through their protections. By twelve, Ty had become something of an expert thief, breaking into lower middle-class homes to loot their treasures. Nevertheless, something seemed to be missing in this life – he saw how the violence of his superiors often effected the families he was stealing from, and felt something odd when he did so – a thing that he would later learn to call guilt. Ty was thirteen when he found his life turned on its head. The boss of the Red Fangs got too big for his boots, and sent Ty after some more lucrative scores, in wealthier districts. It was easily the most risky endeavor that Ty had undertaken, and it proved that he was not so skilled as he (and his boss) had thought he was, as the owner of the house, a woman called Saturnalia Roman, caught him in the act of stealing some of her jewels. A mixture of terror, guilt, and shame consumed Ty, and he quickly began babbling apologies in both an attempt to avoid punishment and out of genuine regret. The fact that she was easily the most beautiful woman he’d ever seen may also have influenced his regret. Luckily for Ty, Saturnalia was more amused than offended, and was intrigued by both his skill at getting into her home and his sincere apologies, and offered him a chance to work for her rather than for the Red Fangs. Confused and conflicted, Ty fled the home, whose owner made no attempt to stop him. Harrowed by the experience, Ty made a resolution – he wasn’t going to steal from anyone ever again. Being thirteen, he didn’t really consider what implications this decision might have on his relationship with his gang, and so he returned to the base… just in time to discover that those unforeseen consequences had no real meaning anymore, as all the Red Fangs were either dead or vanished. The base that they had been using was the site of a massacre – Black Bowman had taken offense to an attack on one of his businesses by the Red Fangs, and had taken matters into his own hands. Left alone on the streets of Empire City, Ty had few options, and fewer chances to pursue them. With no other choice, he broke into the Roman home once more and found that Saturnalia was waiting for him – after swallowing what little pride he had remaining, he begged her to hire him, on the condition that he not need to steal. After much (mock) deliberation, Saturnalia accepted his offer, and declared that he needed training to be useful to her. She sent him to the Maximus Ring, where Ty was educated in all manner of subjects, from history to close and ranged combat, from calculus to acrobatics. Taking to these studies like a fish to water, Ty gradually discovered that the faculty of the Maximus Ring was staunchly opposed to the Tyranny Syndicate, and by the time he was sixteen, his suspicions were confirmed. The Courage Foundation, the great foe of the Tyranny Syndicate, sponsored the Maximus Ring as a training ground for their operatives. Two years later, Ty’s training was complete, and the class with which he was graduating was prepared to begin their activities against the Tyranny Syndicate. However, agents of the Syndicate – mostly law enforcement officers led by Master Metropolis, crashed the day of their graduation ceremony. In the ensuing chaos, most of Ty’s new friends and allies died, and he was forced to flee. He fled to Saturnalia’s home, where he discovered his patroness had already been captured by the League’s cronies. Burdened by guilt and a deep well of anger, Ty adopted the name “Magpie” as a nod to his past, and began a solo war against the operations of the Syndicate. It didn’t last too long – four months after beginning his operations, the Syndicate discovered his hideout and captured him, imprisoning him in the Fortress, their base in Empire City. There, their scientists analyzed him intensively, looking to discover how he’d managed to survive. For three years he was tormented and experimented upon, but they did not execute him. By the time he was twenty, though, he discovered that their experiments were unlocking some sort of potential in him – he no longer fell into exhausted sleep after their experiments, or… very often at all, for that matter. Ghosting through the halls reminded Ty of his earliest memories, but the stakes were much higher. He managed to evade or take down patrols until he finally found himself in a room where the scientists had created a device… a portal of some sort. Any thoughts of testing where it might go or how safe it was to use were banished as the alarm went off, and he threw himself into the portal. Ty awoke to find himself, burned and badly damaged, awakening in a hospital in someplace called “Freedom City,” though no one seemed to know who he was, or what the Tyranny Syndicate was. Escaping from the hospital, Ty hid in an abandoned building and began to research where he was. After getting over small facts like the sun rising in the wrong directionand the fact that the Syndicate here was called the Freedom League, Ty concluded that he was in an alternate reality, where things seemed to be the total opposite of his home. Investigating his other self, Ty discovered that he was a wealthy (and deeply immoral) head of a crime syndicate based mostly in Freedom City. Disgusted with his other self, he decided to “re-appropriate” some of his own funds, and took on the name Yamanu – the original Egyptian form of Amon, which translates to “the Hidden One,” and began working in secret to support the superheroes of this new world, whilst researching where he had come from. For two years, Yamanu stayed off the field, functioning as an information broker for the superheroic community, but usually staying under the radar, and began working as a Network Penetration Specialist at a local company under the assumed name of “Samuel Amber.” Now, in 2019, at 23, Ty is finally (more) used to Earth Prime and Freedom City, and has begun to consider making his next move to reintegrate himself in the field. Donning a costume, cape, and mask that he’d been working on building during his nights for the past two years, he took the name Talon - focusing on the clawed and powerful feet of owls. Silent and powerful, these winged predators were the ones from which he took his costume’s inspiration. Personality & Motivation: Tyler is driven by many things – he wishes to make up for his past as part of the Red Fangs, where he enriched petty criminals at the cost of tormenting the poor innocents of Empire City. He is driven by his perceived failures to save his classmates from the Maximus Ring, who were killed and arrested by the Syndicate when he survived, and by the fact that his one-man heroics in Empire City were such a dismal failure. To Ty, Earth Prime represents a second chance, where he’ll be able to redeem his past failures. It also is something of a training ground, for he hopes to one day return to Empire City and break the back of the Syndicate. So far, no one on Earth Prime truly knowsTy, and he somewhat prefers it that way – trust does not come easily to someone born on Anti-Earth, especially in its capital. Nevertheless, some part of Ty wishes to share the burden with other heroes, comrades of the sort that he had during the years of his training. Ty holds himself to a high standard, both in terms of morals and in terms of excellence, though he acknowledges somewhat bitterly that he often fails in both accounts. He deals in very strict absolutes, at least when it comes to himself, regarding failure and success, though even he is forced to acknowledge that sometimes you have to acknowledge that a victory is a victory, even when it feels like a defeat. Nevertheless, he tries hard not to take himself too seriously – you have to laugh at the world, or you’ll end up crying. Besides, Earth Prime is so much betterthan Anti-Earth that it seems to practically be a paradise. Powers & Tactics: Unbeknownst to Talon, he has latent psionic powers invested in him (or catalyzed by) the scientists’ experiments back in the Fortress in Empire City. While thus far he has only found these manifested in his ability to go totally without sleep, it is possible that he will develop further powers as he grows into them. Left without any offensive superhuman abilities, Talon investigates his targets with utmost care, sometimes shadowing them, and other times thoroughly researching them online, but always learning about their weaknesses and fears. After doing so, he will strike from the shadows, relying on surprise and stealth to win the day. He also is quite skilled in martial arts, wielding his battle staff expertly and his body only just below that. Power Descriptions: The most notable of Talon's abilities are not powers, but can seem that way to an uninformed observer – indeed, most are functions of devices that he built into his costume. He can hack into computer systems using his onboard datalink, and has a wide variety of onboard sensor systems that allow him to perceive threats and obstacles even in the dark. Complications: Am I Enough?: Talon is plagued with self-doubt and low self-esteem, as a result of perceived failures in his past. Anyone challenging him in this particular way is likely to cast him off balance. Bird of the Night: Due to the legacy of die Eule, an infamous Nazi supervillain, virtually no heroes have adopted owls as their iconic animal. All unknowing, Talon has done just that, and may be faced with stigmatization from those aware of the associations. Identity Struggles: The Tyler Lee of Earth Prime is a fairly low-level crimelord of Freedom City, and anyone tying him to his Anti-Earth counterpart would have a decent chance at causing trouble for said counterpart. While Talon has hacked into databanks to create the identity of Samuel Amber, any DNA test or even a fingerprint might connect him to his criminal counterpart. I will not be Contained!: Thanks to his long-term confinement in the Fortress wherein he was experimented upon, Talon has a deep, visceral reaction to being imprisoned or confined in any physical way. Stranger in a Strange(r) Land: Being in a world where the sun rises in the eastrather than the west, and where the Freedom League takes the place of the Tyranny Syndicate is still rather startling to Talon. Though he is mostly used to being on Earth Prime, occasionally acts of simple virtue and the differences in history or other such details take him aback, and reveal him to be not quite what he initially seems. You say Trust, I ask Where's the Knife?: Trust does not come easily to those who have lived in the deepest pits of Empire City, and it took Ty much of his time at the Maximus Ring to get used to trusting his comrades. This can lead him to investigating the claims others make independently, or otherwise hamper his effectiveness in social situations. Abilities: 8 + 8 + 2 + 10 + 6 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 16 + 10 = 26PP Initiative: +4 Attack: +8 Melee (+8 Melee), +8 Ranged (+8 Base), +10 Battle Staff (+8 Base, +2 Attack Specialization) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +12 Knockback: -5 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +10 (+1 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 84R = 21PP Acrobatics 4 (+8) Bluff 4 (+5) Climb 4 (+8) Computers 10 (+15) Skill Mastery Craft (Electronic) 6 (+11) Disable Device 7 (+11) Investigate 10 (+15)Skill Mastery Knowledge (Technology) 8 (+13) Languages 2 (English [Native], German, Mandarin) Notice 10 (+13)Skill Mastery Search 4 (+7) Sense Motive 4 (+7) Sleight of Hand 2 (+6) Stealth 11 (+15)Skill Mastery Feats: 27PP Attack Specialization (Battle Staff) Benefit 1 (Wealthy) Benefit 1 (Alternate Identity) Defensive Roll 2 Dodge Focus 5 Eidetic Memory Equipment 7 Evasion 2 Fearless Hide in Plain Sight Inventor Online Research Skill Mastery 1 (Computers, Stealth, Investigate, Notice) Uncanny Dodge (Auditory) Well Informed Equipment: 7PP = 35EP The Nest (Toughness: 10 Size: Medium; Features: Communications, Computer, Concealed, Gym, Laboratory, Living Space, Power System, Security System, Workshop) [11EP] Utility Belt [24EP] Binoculars [1EP] Snare 6 (Bolas) [1EP] Immunity 2 (Suffocation) (Breath Mask) [1EP] Drain Toughness 5 (Cutting Torch, Flaws: Limited to Metal Objects) [1EP] Dazzle Burst 6 [Visual, Auditory] (Flash-Bang Grenade) [18EP] Super-Movement [Swinging] (Grapple-Gun) [1EP] Blast 5 (Owl Talons) [1EP] Powers: 1 + 16 + 6 = 23PP Immunity 1 (Sleep) (Efficient Activity) [1PP] (Psionic, Mutant) Device 4 (Talon Costume; 20 PP Container; Flaws: Hard-To-Lose) [16PP] (Technology) Communication 3 (Radio; Feats: Subtle) [5PP] - Alternate Power: Datalink 3 (Radio) Flight 3 (Flaws:Gliding) (4PP) - Alternate Power: Super-Movement 1 (Slow Fall) Immunity 2 (Cold, Heat) (2PP) Protection 5 (5PP) Super-Senses 4 (Direction Sense, Distance Sense, Infravision, Low-Light Vision) [4PP] Device 2 (Enhanced Battle Staff; 10 PP Container; Flaws: Easy-to-Lose) [6PP] (Trained) Battle Staff Array 4.5 [9PP Array; Alternate Power 1] [10PP] BP: Strike 6 (Feats: Mighty) + Enhanced Feat 2 (Stunning Attack, Improved Critical) [9/9PP] (Bludgeoning Damage) SP: Blast 3 (Feats: Accurate 2, Mighty 3, Drawbacks: Reduced Range 2 [Max Range 75 ft.]) [9/9PP] (Bludgeoning Damage) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Battle Staff Touch DC 25 Toughness Damage Battle Staff Ranged DC 21 Toughness Damage Bolas Ranged DC 16 Reflex Snare Owl Talons Ranged DC 20 Toughness Damage Flash-Bang Ranged Burst DC 16 Reflex/Fortitude Dazzle Totals: Abilities (36) + Combat (26) + Saving Throws (17) + Skills (21) + Feats (27) + Powers (23) - Drawbacks (0) = 150/156 Power Points
  17. U.F.O. Power Level: 10 (180/191PP) Unspent Power Points: 11 Trade-Offs: (Abduction Beam) +4 Attack / -4 DC, -5 Defense / +5 Toughness In Brief: Ancient Praetorian scout drone, returned to service after disappearing during early Communion skirmishes. Catchphrase: "Incoming." Theme: Space Oddity - David Bowie Alternate Identity: Universal Field Operative 777 (Public) Birthplace: A manufacturing plant somewhere in the Delaztri Empire. Occupation: Former Praetorian scout drone; Praetorian. Affiliations: Praetorians. Family: Uncountable similar units, all lost. Description: Age: Unknown (DOB: More than 2000 years ago) Gender: N/A Height: 5'4'' Weight: 330 lbs. Eyes: N/A Hair: N/A U.F.O. looks just as the name would suggest: Like a flying saucer, silver in color at the top and black at the bottom, basically two discs stuck together, with a small "head" at the top. The head contains a black display that runs all the way around it, which changes to show different images, most often showing eyes in various colors, and a pair of silver antenna on top. In this form, U.F.O. will always be flying, as it posses no other form of locomotion. The two plates can split apart, with the lower black part being U.F.O.'s feet, attached to white "boots" and black legs that end in a white lower body, connected to a silver ball that makes up U.F.O.'s body. The silver upper plate and "head" rests on this ball. A pair of thin metallic arms connect to white ball-like objects, on which sits five black fingers, allowing U.F.O. fine manipulation. History: Once upon a time, the Delaztri Empire spanned the Milky Way Galaxy. The mighty Praetorians were their guardians, standing strong in the face of danger and strife, and yet, even the mighty Praetorians could need help, from time to time. Thus, the Delaztri Empire created the Universal Field Operatives, or U.F.O.s for short. Small, expendable scout drones, the U.F.O.s were used to support the Praetorians and the Delaztri Empire at large, be it to scout enemy territories ahead of a Praetorian strike, seek out new civilizations to add to the empire, or simply explore space, charting great star maps for the Delaztri Empire. It would be no big loss if an U.F.O. was lost, whether to combat or the ravages of space. After all, they were robots, remote controlled or running on advanced algorithms, but with no sentience of their own. They could easily be replaced. One such U.F.O. was assigned directly the Praetorians, as were many of its fellow drones. U.F.O. 777 proved to be made from sterner stuff than most others, however. It proved more resourceful, hardier and quicker than similar units. Maybe it was a newer model, and the Praetorians had never been informed. Maybe it was a defect in its building process, which had turned advantageous for this particular unit. Maybe it was simply pure luck. Whatever the case, the U.F.O. unit endured where its fellow units did not, and some of the Praetorians began to show some affection for the unit. As the Communion attacked, the U.F.O. drone were with the Praetorians, aiding to the best of its ability. It fought in several skirmishes until, finally, it was sent on a suicide mission to bring down a Wedge Vessel. While the drone succeeded in its mission, it was believed lost, and the war continued without it. Though heavily damaged, the drone had survived, and the war waged on around it, as its self-repair processes tried to get it back up and running. Scavenging what it could from the derelict Wedge Vessel as it floated through space, the drone finally incorporated Computronium. And so, the first spark of sentience was born, and as it grew, the drone realized its folly, as it began to hear the commands from the Central Intelligence. To avoid being used against the Praetorians, the drone placed itself in an inactive mode. Better to be sleeping than to hurt the Praetorians. For millennia, the U.F.O. drone slept, as the Computronium expanded it. Maybe the Computronium alone was the catalyst, maybe the drone was bathed in the light of strange stars or passed through weird areas of space, but it grew, and it evolved. It slept and it dreamt. Dreamt of the Praetorians, dreamt of it battles. Emotions developed, thoughts grew. Finally, one day, the the signal stopped. The Central Intelligence was shut down, and finally, U.F.O. could awaken once more! No longer a mere drone, but a fully sentient being, U.F.O. set out to explore the universe. For years, U.F.O. wandered space, exploring, learning and growing, until one day, it felt something. Something it had not felt in more than two thousand years: A Praetorian signal, a beacon that beckoned it home. Without question, U.F.O. charted a new course: Straight for the new Praetorian base. Personality & Motivation: U.F.O. is faithful and very protective of the Praetorians. It was built to be in their service, a task it fulfills to this day. While being a sentient being is rather new to him, it has learned from its past experiences from before it gained sentience, and it is far from the newborn child one might expect a newly sentient robot to be. True to its old programming, U.F.O. spends much of its free time exploring a galaxy that has changed much in the millennia that has passed since it entered its inactive state. U.F.O. is easily awed by great feats or sights, but will often downplay its own contribution, some times struggling with no longer being a mere drone, but its own self, which can also lead to him remaining out of discussions, unless directly addressed. It will often try to emulate those that it admire, be it through affecting their manner of speech or attempting to copy the way they stand and move. For some reason, U.F.O. likes making corn circles in his spare time. He claims that it is calming, but is not quite sure where he picked up the habit. Powers & Tactics: U.F.O. is a robot drone built by the Delaztri Empire, who has since gained sentience. Its powers are all built in components, though a number of them have been improved during the time it has spent on its own. All of the powers are technological in nature, and while the standard U.F.O. drones were able to choose what abilities to use either through remote control or advanced algorithms, U.F.O.'s sentience lets it use these abilities faster and more freely. In general, U.F.O. prefers to stay mobile, rapidly moving across a battlefield, always attempting to stay out of reach of its foe, if possible. U.F.O. will rapidly switch its extra power between different systems, whether it is to strengthen its defensive fields, boost engine power or create a stealth field, allowing it to move undetected, all depending on the foe faced. Offensively, U.F.O. tends to play a supporting role to others, if at all possible. If caught in a situation that calls for it, U.F.O. has been known to increase flight to light speed to use hit and run tactics. Power Descriptions: U.F.O. is capable of flight, preferably when folded into its "Flying Saucer" configuration. While able to travel at 50 mph at standard power output, reserve power can be diverted to allow U.F.O. to travel at near light speed, even allowing rapid space travel. The built in language package contains a database of all known languages, as well as software designed to rapidly learn any new spoken or written languages that U.F.O. encounters, allowing it to communicate with just about anyone. As a robot, with a body built from several diffferent alloys, U.F.O. is immune to most effects that would affect biological creatures, such as poison, the need for sleep or food, the ravages of the environment and much more. Curiously, while one would believe him to be completely immune to mental effects, U.F.O. is merely highly resistant to such effects, possibly as a result of his still growing sentience. Using materials around him, or even just if given enough time, U.F.O. can repair most damage to itself, if it is left functional after sustaining damage, at least. U.F.O.'s sensors offers the robot 360 degree vision, at much greater range than normal vision, and allows it to detect and analyze radio waves in its vicinity. Though a standard feature of all U.F.O. drones, U.F.O. has improved the output of its electromagnetic force field greatly, protecting it from much greater damage than previously. By redirecting additional power to its shields, U.F.O. can even make the shields even more effective, as well as provide radiation shielding. Additional uses for U.F.O.'s power reserves include communication via radio or data using its radio senses, as well as a stealth suite of effects that creates a field around U.F.O. that renders it invisible to visual, auditory and radio senses. Finally, U.F.O. is equipped with a number of weapon systems, including light blue laser blasts for attacking foes directly, an "Abduction Beam" in a red color that temporarily captures foes in a pocket dimension and finally a Tractor Beam, which allows U.F.O. to push, throw or grapple foes or other targets from afar using an electromagnetic field. The Tractor Beam is a light green beam that creates a similarly colored field around captured targets. Complications: More Than Machine: While U.F.O. has developed sentience over the last two thousand years while inactive, it is still comparatively inexperienced in social situations, and always willing to try to please others. Lost In Space: U.F.O. spent a lot of time alone after awakening from its inactive mode once the Central Intelligence was defeated, and its databases has perfect memory of the years it spent alone on the derelict Wedge Vessel before that. U.F.O. positively dreads being lost on its own again. Space Invaders: The U.F.O. drones were used in great number by the Delaztri Empire. While seeing U.F.O. might be a source of relief or hope for some species in the galaxy, the opposite can hold true as well. Dreams of Electric Sheep: U.F.O. is still somewhat freaked out by the concept of dreams, and that it actually dreams. Any effects related to dreams will cause U.F.O. great distress, and it will generally have a harder time seeing the difference between the dream and reality than others. Suitably dream like effects, such as illusions, can also make U.F.O. question whether is is dreaming or awake. Former Drone : U.F.O. is a robot, and true to its origin as a drone, it does not look particularly like a living being. Some might not believe that it is a fully sentient being, potentially dismissing it, or worse, considering it expendable. Abilities: (-2) + 6 + (-10) + 6 + 6 + 0 = 6PP Strength: 8 (-1) Dexterity: 16 (+3) Constitution: - (-5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Weapon Systems Array [+4 Base, +6 Attack Specialization] Defense: +5 (+2 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +3 (+4 Base Attack, -1 Strength) / +14 (+4 Base Attack, +10 Tractor Beam) Knockback: -0 / -7 (with Force Field) Saving Throws: 0 + 7 + 5 = 12PP Toughness: +15 (+0 Con, +15 Force Field) Fortitude: -- Reflex: +10 (+3 Dex, +7) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Computers 10 (+13) Knowledge [Galactic Lore] 10 (+13) Notice 5 (+8) Search 5 (+8) Stealth 10 (+13) Feats: 15PP Attack Specialization [Weapon Systems Array] 3 Dodge Focus 3 Environmental Adaption [High Gravity] Environmental Adaption [Low Gravity] Environmental Adaption [Zero Gravity] Evasion 2 Favored Environment [High Altitude] Favored Environment [Space] Improved Initiative 1 Move-By Action Powers: 6 + 6 + 15 + 30 + 5 + 6 + 21 + 6 + 8 + 22 = 125PP Comprehend Rank 3 ("Language Package"; Understand, speak and read all languages) [6PP] (Algorithms, Software, Technology) Flight 3 ("Flying Saucer") (Flight Speed: 50 mph, 440 ft./rnd) [6PP] (Technology) Force Field 15 ("Defensive Shields") [15PP] (Electromagnetic Energy, Technology) Immunity 30 ("Robot Body"; Options: All Fortitude Effects) [30PP] (Non-Biological Lifeform, Technology) Immunity 10 ("Robot Mind"; Options: Mental Effects, Flaws: Limited [Half Effect]) [5PP] (Non-Biological Lifeform) Regeneration 5 ("Self-Repair Functions"; Options: Recovery Bonus 5 (+0), Feats: Regrowth) [6PP] (Technology) Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4) [21PP] (Reserve Power, Technology, Additional descriptors for each) BP: Impervious Toughness 10 ("All Power To Shields") [10PP] + Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation) [5PP] {15/17PP} (Electromagnetic Energy) AP: Concealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) AP: Communication 16 ("Radio Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Radio) AP: Datalink 16 ("Data Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Data) AP: Flight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP} Super-Movement 3 ("Space Flying Saucer"; Option: Space Travel) [6PP] (Technology) Super-Senses 8 ("Built In Sensors"; Options: Visual Sense Type [Extended 2, Radius 2], Radio Sense [Analytical, Extended 2]) [8PP] (Radio, Sensors, Technology) Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Technology, Additional descriptors for each) BP: Blast 10 ("Laser Beam") {20/20PP} (Laser, Light, Heat, Piercing Damage) AP: Dimension Pocket 6 ("Abduction Beam"; Extras: Range [Ranged], Feats: Accurate 2) {20/20PP} (Dimensional) AP: Telekinesis 10 ("Tractor Beam") {20/20PP} (Electromagnetic, Impact Damage) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +4 Laser Beam 100 ft. DC25 Tou (staged) Damage +10 Abduction Beam 60 ft. DC16 Ref (staged) / DC16 Will to escape Trapped in Dimensional Pocket +14 Tractor Beam 100 ft. - Grapple initiated +10 (attack) / +14 (Grapple) Totals: Abilities (6) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (15) + Powers (125) - Drawbacks (0) = 180/191 Power Points
  18. Tyto Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Slightly psionic cowl from Anti-Earth Alternate Identity: Tyler Lee (Secret), Samuel Amber (Alias), Magpie (Former Superheroic Name), Yamanu (Former Superheroic Name) Birthplace: Empire City Residence: West Freedom, Freedom City Base of Operations: The Nest (A hidden bunker beneath West Freedom) Occupation: Network Penetration Specialist Affiliations: None, yet Family: Tyler “the Magpie” Lee, alternate Earth Prime self Description: Age: 23 (DoB: 1995) Apparent Age: Early Twenties Gender: Male Ethnicity: Middle-Eastern Height: 5’7” (170 cm) Weight: 159 lb. (72 kg) Eyes: Brown Hair: Black In civilian garb, Tyler is a man that easily blends into a crowd. Without many distinguishing features, he often does just that. He wears simple, casual clothes that fit the environment, with a slight favoring of the color green. Neither tall nor short, broad nor slender, Ty’s most distinguishing features are the scars that are mostly covered by his clothing. As Tyto, he wears a grey, brown, and green costume that breaks up his outline, along with a cowl-mask that strongly resembles a stylized owl. Across his chest in an X shape, he wears a set of pouches that form his utility belt, with a buckle bearing the symbol of an owl flying directly at the viewer. He also wears a grey cape that reaches to the back of his knees, allowing him to glide from high perches. History: On Anti-Earth, in Empire City, there was once an orphan who was named Tyler Lee. A member of the Red Fangs, one of Empire City’s many minor criminal gangs practically from birth, Ty, as he preferred to be called, was trained by his superiors as a pickpocket and roof-climber, for very few places were made secure enough that a small child could not slip through their protections. By twelve, Ty had become something of an expert thief, breaking into lower middle-class homes to loot their treasures. Nevertheless, something seemed to be missing in this life – he saw how the violence of his superiors often effected the families he was stealing from, and felt something odd when he did so – a thing that he would later learn to call guilt. Ty was thirteen when he found his life turned on its head. The boss of the Red Fangs got too big for his boots, and sent Ty after some more lucrative scores, in wealthier districts. It was easily the most risky endeavor that Ty had undertaken, and it proved that he was not so skilled as he (and his boss) had thought he was, as the owner of the house, a woman called Saturnalia Roman, caught him in the act of stealing some of her jewels. A mixture of terror, guilt, and shame consumed Ty, and he quickly began babbling apologies in both an attempt to avoid punishment and out of genuine regret. The fact that she was easily the most beautiful woman he’d ever seen may also have influenced his regret. Luckily for Ty, Saturnalia was more amused than offended, and was intrigued by both his skill at getting into her home and his sincere apologies, and offered him a chance to work for her rather than for the Red Fangs. Confused and conflicted, Ty fled the home, whose owner made no attempt to stop him. Harrowed by the experience, Ty made a resolution – he wasn’t going to steal from anyone ever again. Being thirteen, he didn’t really consider what implications this decision might have on his relationship with his gang, and so he returned to the base… just in time to discover that those unforeseen consequences had no real meaning anymore, as all the Red Fangs were either dead or vanished. The base that they had been using was the site of a massacre – Black Bowman had taken offense to an attack on one of his businesses by the Red Fangs, and had taken matters into his own hands. Left alone on the streets of Empire City, Ty had few options, and fewer chances to pursue them. With no other choice, he broke into the Roman home once more and found that Saturnalia was waiting for him – after swallowing what little pride he had remaining, he begged her to hire him, on the condition that he not need to steal. After much (mock) deliberation, Saturnalia accepted his offer, and declared that he needed training to be useful to her. She sent him to the Maximus Ring, where Ty was educated in all manner of subjects, from history to close and ranged combat, from calculus to acrobatics. Taking to these studies like a fish to water, Ty gradually discovered that the faculty of the Maximus Ring was staunchly opposed to the Tyranny Syndicate, and by the time he was sixteen, his suspicions were confirmed. The Courage Foundation, the great foe of the Tyranny Syndicate, sponsored the Maximus Ring as a training ground for their operatives. Two years later, Ty’s training was complete, and the class with which he was graduating was prepared to begin their activities against the Tyranny Syndicate. However, agents of the Syndicate – mostly law enforcement officers led by Master Metropolis, crashed the day of their graduation ceremony. In the ensuing chaos, most of Ty’s new friends and allies died, and he was forced to flee. He fled to Saturnalia’s home, where he discovered his patroness had already been captured by the League’s cronies. Burdened by guilt and a deep well of anger, Ty adopted the name “Magpie” as a nod to his past, and began a solo war against the operations of the Syndicate. It didn’t last too long – four months after beginning his operations, the Syndicate discovered his hideout and captured him, imprisoning him in the Fortress, their base in Empire City. There, their scientists analyzed him intensively, looking to discover how he’d managed to survive. For three years he was tormented and experimented upon, but they did not execute him. By the time he was twenty, though, he discovered that their experiments were unlocking some sort of potential in him – he no longer fell into exhausted sleep after their experiments, or… very often at all, for that matter. Ghosting through the halls reminded Ty of his earliest memories, but the stakes were much higher. He managed to evade or take down patrols until he finally found himself in a room where the scientists had created a device… a portal of some sort. Any thoughts of testing where it might go or how safe it was to use were banished as the alarm went off, and he threw himself into the portal. Ty awoke to find himself, burned and badly damaged, awakening in a hospital in someplace called “Freedom City,” though no one seemed to know who he was, or what the Tyranny Syndicate was. Escaping from the hospital, Ty hid in an abandoned building and began to research where he was. After getting over small facts like the sun rising in the wrong directionand the fact that the Syndicate here was called the Freedom League, Ty concluded that he was in an alternate reality, where things seemed to be the total opposite of his home. Investigating his other self, Ty discovered that he was a wealthy (and deeply immoral) head of a crime syndicate based mostly in Freedom City. Disgusted with his other self, he decided to “re-appropriate” some of his own funds, and took on the name Yamanu – the original Egyptian form of Amon, which translates to “the Hidden One,” and began working in secret to support the superheroes of this new world, whilst researching where he had come from. For two years, Yamanu stayed off the field, functioning as an information broker for the superheroic community, but usually staying under the radar, and began working as a Network Penetration Specialist at a local company under the assumed name of “Samuel Amber.” Now, in 2019, at 23, Ty is finally (more) used to Earth Prime and Freedom City, and has begun to consider making his next move to reintegrate himself in the field. Donning a costume, cape, and mask that he’d been working on building during his nights for the past two years, he took the name Tyto, after the genus of owls. Silent and powerful, these winged predators were the ones from which he took his costume’s inspiration. Personality & Motivation: Tyler is driven by many things – he wishes to make up for his past as part of the Red Fangs, where he enriched petty criminals at the cost of tormenting the poor innocents of Empire City. He is driven by his perceived failures to save his classmates from the Maximus Ring, who were killed and arrested by the Syndicate when he survived, and by the fact that his one-man heroics in Empire City were such a dismal failure. To Ty, Earth Prime represents a second chance, where he’ll be able to redeem his past failures. It also is something of a training ground, for he hopes to one day return to Empire City and break the back of the Syndicate. So far, no one on Earth Prime truly knowsTy, and he somewhat prefers it that way – trust does not come easily to someone born on Anti-Earth, especially in its capital. Nevertheless, some part of Ty wishes to share the burden with other heroes, comrades of the sort that he had during the years of his training. Ty holds himself to a high standard, both in terms of morals and in terms of excellence, though he acknowledges somewhat bitterly that he often fails in both accounts. He doesn’t take himself too seriously, though – you have to laugh at the world, or you’ll end up crying. Besides, Earth Prime is so much betterthan Anti-Earth that it seems to practically be a paradise. Powers & Tactics: Unbeknownst to Tyto, he has latent psionic powers invested in him (or catalyzed by) the scientists’ experiments back in the Fortress in Empire City. While thus far he has only found these manifested in his ability to go totally without sleep, it is possible that he will develop further powers as he grows into them. Left without any offensive abilities, Tyto investigates his targets with utmost care, sometimes shadowing them, and other times thoroughly researching them online, but always learning about their weaknesses and fears. After doing so, he will strike from the shadows, relying on surprise and stealth to win the day. Power Descriptions: The most notable of Tyto’s abilities are not powers, but can seem that way to an uninformed observer – indeed, most are functions of devices that he built into his costume. He can hack into computer systems using his onboard datalink, and has a wide variety of onboard sensor systems that allow him to perceive threats and obstacles even in the dark. Complications: Am I Enough?: Tyto is plagued with self-doubt and low self-esteem, as a result of perceived failures in his past. Anyone challenging him in this particular way is likely to cast him off balance. Bird of the Night: Due to the legacy of die Eule, an infamous Nazi supervillain, virtually no heroes have adopted owls as their iconic animal. All unknowing, Tyto has done just that, and may be faced with stigmatization from those aware of the associations. Identity Struggles: The Tyler Lee of Earth Prime is a fairly low-level crimelord of Liberty City, and anyone tying him to his Anti-Earth counterpart would have a decent chance at causing trouble for said counterpart. Stranger in a Strange(r) Land: Being in a world where the sun rises in the eastrather than the west, and where the Freedom League takes the place of the Tyranny Syndicate is still rather startling to Tyto. Though he is mostly used to being on Earth Prime, occasionally acts of simple virtue and the differences in history or other such details take him aback, and reveal him to be not quite what he initially seems. Abilities: 8 + 8 + 2 + 10 + 6 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 16 + 10 = 26PP Initiative: +4 Attack: +8 Melee (+8 Melee), +8 Ranged (+8 Base), +10 Battle Staff (+8 Base, +2 Attack Specialization) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +10 Knockback: -3 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +10 (+1 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 100R = 25PP Acrobatics 8 (+12) Bluff 4 (+5) Climb 4 (+6) Computers 10 (+15) Skill Mastery Craft (Electronic) 6 (+11) Disable Device 10 (+14) Investigate 10 (+15)Skill Mastery Knowledge (Technology) 10 (+15) Languages 3 (English [Native], German, Mandarin, Spanish) Notice 10 (+13)Skill Mastery Search 4 (+7) Sense Motive 4 (+7) Sleight of Hand 6 (+10) Stealth 11 (+15)Skill Mastery Feats: 29PP Attack Specialization (Battle Staff) Benefit 1 (Wealthy) Benefit 1 (Alternate Identity) Defensive Roll 2 Dodge Focus 5 Eidetic Memory Equipment 7 Evasion 2 Fearless Hide in Plain Sight Inventor Online Research Precise Shot Skill Mastery 1 (Computers, Stealth, Investigate, Notice) Takedown Attack 1 Uncanny Dodge (Auditory) Well Informed Equipment: 7PP = 35EP The Nest (Toughness: 10 Size: Medium; Features: Communications, Computer, Concealed, Gym, Laboratory, Living Space, Power System, Security System, Workshop) [10EP] Utility Belt [24EP] Bolas (Snare 10) [1EP] Breath Mask (Immunity 2 [Suffocation]) [1EP] Flash-Bang Grenade (Dazzle Burst 6 [Visual, Auditory]) [1EP] Grapple-Gun (Super-Movement [Swinging]) [1EP] Owl Talons (Blast 10) [20EP] Powers: 1 + 12 + 6 = 17PP Immunity 1 (Sleep) [1PP] (Psionic, Mutant) Device 4 (Tyto Costume; 20 PP Container; Flaws: Hard-To-Lose) [12PP] (Technology) Communication 3 (Radio; Feats: Subtle) [5PP] - Alternate Power: Datalink 3 (Radio) Flight 3 (Flaws:Gliding) (4PP) - Alternate Power: Super-Movement 1 (Slow Fall) Immunity 2 (Cold, Heat) (2PP) Protection 5 (5PP) Super-Senses 4 (Direction Sense, Distance Sense, Infravision, Low-Light Vision) [4PP] Device 2 (Enhanced Battle Staff; 10 PP Container; Flaws: Easy-to-Lose) [6PP] Battle Staff Array [10PP] Strike 6 (Feats: Mighty) [7PP] (Bludgeoning Damage, Trained) Blast 1 [2PP] (Bludgeoning Damage, Trained) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Battle Staff Touch DC 25 Toughness Damage Bolas Range DC 20 Reflex Snare Owl Talons Range DC 25 Toughness Damage Totals: Abilities (36) + Combat (26) + Saving Throws (17) + Skills (25) + Feats (29) + Powers (17) - Drawbacks (0) = 150/150 Power Points
  19. Power Level: 7 (105/108PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Teen with Demonic blood in their veins, trying to escape their fate Catchphrase: "Look, I'm not a bad person..." Theme: Matthew Sweet, Dark Secret Alternate Identity: Tyler Black (Secret) Birthplace: Evanston, WY Residence: The Claremont Academy Base of Operations: The Claremont Academy Occupation: Student Affiliations: Other Claremont Students Family: Unknown - the people who raised him were in service to the entity whose lineage he is part of. Description: Age: 16 (DoB: 2002) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5' 9" Weight: 175 Eyes: Brown Hair: Black Tyler seems at first glance to be your average American teen. He dresses in comfortable clothing that's vaguely stylish (if not exactly on the cutting edge of fashion) and seems a little awkward around others at times. One notable point is that he often wears some sort of hat, usually a baseball cap; they disguise a budding pair of obsidian horns that erupt from his temples, just up near his hairline. History: Tyler was raised on a small commune in Evanston, Wyoming. Practically on the doorstep of the Mormons, the Brothers and Sisters of the Radiant Benevolence rejected the Christian sentiment of the area. Tyler didn't know who his parents were despite asking on several occasions, though he didn't lack for caregivers. He also didn't know what went on when the adults met every Thursday evening. Instead he learned to be content with homeschooling, the curriculum focusing as much on theology as practical subjects, though his lessons in the former often leaned towards harsh criticism or dismantling of other religion's beliefs. Tyler hit puberty, and along with the usual host of adolescent problems came first the whispers, and then the horns. When the adults found out (and despite him desperately trying to file his horns down a few times, they became impossible to hide for long) they rejoiced; finally, after years of devotion their dark prayers had been answered. Followers of a being they referred to mainly as The Prince of Sanguine Terror, the various families traced their lineages back to the original acolytes who had accepted His blessed touch; now, Tyler would be the greatest among his servants, paving the way for his return. Despite his education, Tyler wasn't wholly keen on that idea, but the elders of the Cult did help him to hone some of the powers his connection to his Dark patron granted him. He was woken late one night by Layla, one of the several women he thought of as a mother figure; she explained in hushed tones that the cult's true purpose was to foster the darkness within Tyler's blood before using him as a sacrifice to allow the Prince full entry into their world. Her faith had been shaken as she watched Tyler's powers emerge; now, fully aware of the plan she realised she couldn't bear to see him killed. She'd packed him a bag and, despite his confusion, put him on a bus to Freedom City, along with a letter for the teachers at the Claremont Academy. A week after arriving at Claremont, Tyler read in the paper that Layla had died, the tragic result of a wild animal attack. Personality & Motivation: Despite his corrupted lineage, Tyler doesn't want to be bad. He knows that what truly matters is one's deeds, how one uses the talents that they have; despite that, every time he draws from the dark wellspring of his power he feels the potential to release a little more corruption into the world. Powers & Tactics: Tyler's demonic taint allows him to manipulate magical energy; while he's only mastered a few spells so far, it allows him to be versatile in the field. He can teleport short distances, manipulate objects remotely via psychokinesis, cause objects to spontaneously combust and dominate a single person's will. Power Descriptions: All of his powers have an aura of demonic energy - his teleports leave behind the smell of brimstone, his psychokinesis surrounds objects with dancing shadows. Objects that he sets alight sometimes appear to have horrified faces in the flames, and those who have their will controlled have eyes that go completely black; when working powerful magic Tyler also sometimes has completely black eyes, his skin appearing a chalky white. His protective force field manifests as a shimmering haze, though one that shines with a blood-red light. Complications: It's the horns, right?: Sure, Claremont has its share of weird-looking students. Still, people see a guy with horns on his head, you don't need to be a Bible Scholar to make the connection to demons. Tyler often finds strangers wary of him. (Prejudice: Demonic Appearance) Daddy Issues: Tyler's been told what The Prince's plans are, both for him and for the world. He's not much of a threat to those plans right now, but with the right training and allies, he might be. (Motivation: Responsibility) Claiming Asylum: It would definitely be bad if his old 'family' were aware that he was now at Claremont Academy. They'd like him back quite urgently. (Secret: His identity) Abilities: 0 + 2 + 4 + 6 + 8 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 14 = 24PP Initiative: +1 Attack: +5 Melee, +5 Ranged, +7 Blast Defense: +7 Base, +4 Flat-Footed Grapple: +5 Knockback: -6 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +7 (+2 Con, +5 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +10 (+4 Wis, +6) Skills: 36R = 9PP Computers 2 (+5) Concentration 6 (+10) Drive 1 (+2) Intimidate 4 (+8) Knowledge (arcane Lore) 6 (+9) Knowledge (theology & philosophy) 6 (+9) Language 4 (+4) - English (Native), Greek, Latin, Aramaic, Infernal Notice 2 (+6) Search 1 (+4) Sense Motive 4 (+8) Feats: 1PP Luck Equipment: 0PP = 0EP Powers: 10 + 19 = 29PP Descriptors: Infernal Force Field 5 (+5 Toughness; Extras: Impervious) [10PP] (Energy) Magic 8 (16PP Array; Feats: Alternate Power 3) [19PP] Base Power Teleport 13 (1300 ft. as move action; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Spatial Distortion) Alternate Power Mind Control 7 (DC 17) (Psionic) Alternate Power Telekinesis 5 (Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Extras: Perception) (Force) Alternate Power Blast 7 (DC 22; Feats: Accurate, Precise) (Fire) Drawbacks: (-2) = -2PP Vulnerability (Holy Powers; Frequency: Uncommon; Intensity: Moderate)[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Blast Ranged DC 22 Toughness Damage Mind Control Perception DC 17 Will Control Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (1) + Powers (29) - Drawbacks (-2) = 105/108 Power Points
  20. Player Name: Curious Key Character Name: Aurora Power Level: 10/10 (150/153) Trade-Offs: +2 DEF -2 TOU Unspent Power Points: 3 In Brief: Cripplingly anxious wannabe heroine with a mysterious interstellar artifact. Alternate Identity: Aurora Identity: Reina Nightingale Birthplace: Ceduna, South Australia Occupation: Student Affiliations: Claremont Academy Family: Samantha Nightingale (Sister), Raymond Nightingale (Dad), Gretchen Nightengale (Mom) Age: 16 (DoB: December 4th, 2002) Height: 5'6" Weight: 125lbs Eyes: Green/Purple Hair: Black/Purple In her regular form, Reina is a smallish, mousy girl with scruffy dark hair stopping at about her ears, green eyes and a pair of spectacles she needs to address her severe nearsightedness. She prefers baggy clothes a couple sizes too large that she can feel cozy and shapeless inside. On the inside of her left palm is a broken white circle containing a symmetrical arrangement of eleven stars. In the dark, it seems to glow. When she invokes her powers, Reina's hair shifts to purple and stretches at length down her back and her muscle gains clear definition. A scarf roughly half the length of her body spools out from her shoulders behind her, where it floats and shifts in a gradient of gentle blues, greens and purples. The rest of her clothing is replaced with a a long purple shawl laid over a blue sleeveless shirt with the same white symbol on her torso that's on her palm. Below that, she wears a purple, knee-length skirt over star-speckled black leggings and purple boots. History: Growing up, Reina's family moved a lot for their parents' jobs. She and her older sister were forever strangers moving in and out of schools every year or so, but where her sister quickly connected with those around her, Reina was deeply shy...a quiet girl who other children were often unkind to. Her admiration of heroes, and in particular, heroines, was deep-seated on the edge of obsession, and while she was all too happy to plaster their posters on her walls, the reasons that others assumed she wanted too sat deeply wrong in her stomach. In her mid-teens, Reina finally put two and two together discovering she didn't just admire girls, but that she was a girl, and struggled with what exactly to do about it. One day, when Reina was fifteen, she was with her family on a summer camping trip, exhausted and miserable, taking a rest a little ways away from their camp. She saw a shooting star and made a wish. But this star didn't disappoint over the horizon. It crashed into the forest, and Reina chased after it. When Reina found the crash site, the ship was a wreck. Just outside of it, Reina saw a scorched and smoking cat, and rushed to help it. But it wasn't a cat at all. It whispered something to Reina and pressed its head against her palm. She blacked out. When she came to, the 'cat' was dead, she was empowered and things started moving very quickly. People searched for the mysterious meteor that had been seen flying in, but no one seemed able to find what, if anything, had landed. No one but Reina, for whom the wreck existed always in her mind, a thought away. Her new powers, and the nature of the ship she was not connected too, were deep and inscrutable mysteries to her. But to Reina, it didn't really matter. In her heart, fear and exhilaration made war on one another. Her powers had made her dreams come true...Made her a heroine. She had been patrolling haphazardly for a few weeks when a Freedom cape met up with her and tried to talk her down. Eventually, she pointed Reina in the direction of an academy in the city that would make sure that, if she was set on doing this, would at least show her how. Her parents were confused and overwhelmed, when she told them everything. They were almost happy to hand her off to Claremont, who at the very least would have a better idea how to handle her. Personality & Motivation: Deeply anxious and nervous, Reina is constantly worried about coming off poorly and imposing, her conversations peppered with a constant stream of apologies for nothing. She lives her life in constant fear that the people who she hangs around and call her 'friend' are just tolerating her irritating self. She's shy, sweet, sincere, and just wants to make as many people around her happy as possible. Reina is scared of conflict and scared of fighting, which doesn't seem like it should line up with her goal of becoming a hero, but its something incredibly precious to her. For the longest time, Reina has watched heroes from afar with starry eyes, picked her heroes from among the ranks of Freedoms' finest and spent her quiet, vulnerable moment wishing she could be like them while dismissing that she'd ever get the chance. But now she has it, and Reina knows now that if she waits until she's not afraid then she wouldn't be able to get up in the morning. Powers & Tactics: Reina can use the Sidereal Sigil to manifest her will as an idealized self, through which she can access her powers. When invoking her sigil, Reina can fly freely through the air at her will, has super-strength and becomes much more sturdy, and can manipulate her scarf with the same dexterity she could any of her arms or legs. She can also conjure bursts of energy and light from her left hand, which she mostly uses to attack from afar. In general, being somewhat easily overwhelmed, Reina prefers to soften her targets up from afar, injuring and blinding them, before getting all close and personal to finish the job. Complications: The Meek Will...Um...I'm Sorry... — Reina has crippling social anxiety, especially around people she doesn't know, which makes it very hard for her to talk to people clearly, especially in tense situations. This can put her in some very bad spots. ...What Do I Do... — Reina is very new to the hero business and doesn't have a clear idea of what's appropriate and what's not. She's scared and prone to moment of hesitation. Bluff and emotional pleas are very easy ways to manipulate Reina into stopping, and a creative villain might be able to find even more creative ways to take advantage of Reina's deep-seated insecurities. Sidereal Sigil — While its plain enough what Reina can do with it, even people who have studied it don't really know what the Sidereal Sigil is. Its an extraterrestrial artifact sure, but whose is it? What is its true purpose? Is there anyone looking for it? Why was it given to Reina in the first place?...And what kind of people want to get their hands on it? No one really knows. With the nature of her power shrouded in mystery. But its certain to cause trouble somewhere down the line... Emotional Resonance — The Sidereal Sigil operates on a wavelength of emotional resonance with Reina, making her wishes real. But having that kind of connection can have its downsides. When incredibly distressed or upset Reina may be unable call up her Sidereal avatar at all...or, even worse, it might breathe life into her fears and nightmares. The Derelict — Aurora's mind and soul are tethered in ways that are poorly understood to a wrecked spaceship. Reina barely understands anything about it, and certainly can't read any of the text or warnings on its displays. Aurora could easily have trouble coaxing the Derelict to act as she needs, and who knows what sort of other strangeness might be drawn to the crash, or what malfunctions in the ship Aurora will need to deal with? Abilities: 0 + 0 + 2 + 4 + 6 + 0 = 12PP Strength: 10/30 (+0/10) Dexterity: 10 (+0) Constitution: 12/26 (+1/8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 14 = 22PP Initiative: +0/16 Attack: +4 Base, +10 Melee, +10 Starbolt Grapple: +12/22/27 Defense: +12 (+7 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -0/-4 Saving Throws: 0 + 7 + 3= 10PP Toughness: +1/8 (+1/8 Con) Fortitude: +1/8 (+1/8 Con +0) Reflex: +7 (+0 Dex, +7) Will: +6 (+3 Wis, +3) Skills: 36R = 9PP Computers 8 (+10) Knowledge (Pop Culture) 10 (+12) Knowledge (History) 4 (+6) Notice 8 (+11) Sense Motive 4 (+7) Language 2 (English [Native], German, Japanese) Feats: 15PP Attack Focus 6 (Melee) Dodge Focus 5 Power Attack Equipment 3 Equipment (15EP) HQ: The Derelict 15EP Size: Small (+0) Toughness: 20 (+3) The Derelict is a crashed alien spacecraft in the wilderness of Wyoming, on a camping ground that closed for business shortly after the Derelict first fell from the sky which is now being incorporated into the nearby Red River nature preserve. Concealed from the casual observer by some still-active perceptual masking technology, the derelict, once a sleek, beautiful marvel of magitech has been grounded indefinitely, its cockpit and piloting tools a mess, its engines fried, and its hull compromised too much to reach space safety. Much of the ships' original capabilities remain a mystery, as the only parts of the ship that have retained full functionality are the living quarters, coms, magic door and a backup computer system. It has some sort of poorly understood connection to Aurora and the Sidereal Sigil she bears and has been ever since she gained her powers. It will only listen to her. Aurora uses the Derelict primarily as a secret hideaway, all too happy to lounge in the sleek and comfy rooms accessible from the magic door while the rest of the ship lies broken behind its own sealed bulkhead doors. Features: Concealed 3 (DC +20) Communications Computer Fire Prevention System Living Space Isolated Powers System Security System (DC20) Powers 2 Teleport 8 (Magic Door, 2000 Miles, Extras: Portal [+2]; feats: Progression 1 [10ft by 10ft]) 33PP Descriptor: Magic, sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: Aurora) [1PP] Descriptor: Magic, sidereal Powers: 81+1= 82PP Alternate Form (Sidereal Avatar) 20+14+5+3+13+1+1+24 81PP Descriptors: Wish Magic Enhanced Strength 20 (Sidereal Strength) 20PP Descriptor: Prowess Enhanced Constitution 14 (Sidereal Body) 14PP Descriptor: Prowess Enhanced Feats 5 (Sidereal Reflex; Improved Initiative 4, Uncanny Dodge [Auditory]) 5PP Descriptor: Prowess Flight 1 (Starbound; 10mph, 100ft per round; Feats: Subtle) 3PP Descriptor: Sidereal Stellar Array (10PP Array; Feats: Dynamic Alternate Power [+2], Dynamic) 13PP DBP: Enhanced Flight 5 (Shooting Star, 500mph, 5000ft per round) 10PP Descriptor: Sidereal DAP: Super Strength 5 (Rising Star, 4 ton light load, 8t ml, 12t hl, 24t maxl, 60t p/d) 10PP Descriptor: Prowess Additional Limbs 1 (Prehensile Scarf) 1PP Descriptor: Animation Elongation 1 (Extending Scarf, 5 ft, Flaws: Limited [Scarf], Extras: Continuous) 1PP Descriptor: Animation Damage 10 (Starbolt; Effects: Ranged, Feats: Precise, Accurate 3) 24PP Descriptor: Sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: The Derelict) [1PP] Descriptor: Magic, Sidereal Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed [Base] Touch 15DC Toughness Damage (Physical) Unarmed [Powered] Touch 25DC Toughness Damage (Physical) Startbolt Range 25DC Toughness Damage (Energy) Totals: Abilities (12) + Combat (22) + Saving Throws (10) + Skills (9) + Feats (15) + Powers (82) - Drawbacks (0) = 150/153 Power Points
  21. General Giirok PL 10 (150/153) Unspent PP: 3 In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was beaten and exiled. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1400 lbs. Eyes: Green compound eyes Hair: None Description As a radioactively mutated, genetically modified Andromedan, Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, until he began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a slow metamorphosis. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King, and took a Brood-Queen, Atayah, to rule by his side. However, years later, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx struck a deal the bio-engineers to have poisoned weapons in order to render his opponent unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King, but he quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return for his people. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an intergalactic gladiatorial combat league in the Stellar Khanate, assuming he was just another Andromedan, one they could control. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all (if not made worse) by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in a gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 14 + 0 + 16 + 4 + 4 + 4 = 42 PP Strength: 24 (+10) / 32 (+11) w/ Growth, Lifting 56 (Heavy Load: 16 tons 1200 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) / 30 (+10) w/ Growth Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 14 = 28 PP Initiative: +0 Attack: +6 (+7 Base, -1 Growth) Grapple: +24 (+6 Melee Attack, +11 Strength, +4 Growth, +3 Super-Strength) Defense: +6, +3 Flat-Footed (+7 Base, -1 Growth) Knockback Resistance: -11 / -16 w/ Growth Saving Throws: 0 + 6 + 6 = 12 PP Toughness: +12 / +14 w/ Growth (+4 Constitution, Impervious 10) Fortitude: +8 / +10 w/ Growth (+8 Constitution / +10 Con w/ Growth, +0 PP) Reflex: +6 (+0 Dex, +6 PP) Will: +8 (+2 Wis, +6 PP) Skills: 44R = 11PP Diplomacy 2 (+4) Gather Information 3 (+5) Intimidate 8 (+10, +12 Growth) Knowledge: Galactic Lore 3 (+5) Knowledge: History 2 (+4) Knowledge: Tactics 10 (+12) Languages 2 (Andromedan (Native), Galstandard, Zultasian) Notice 3 (+5) Perform: Oratory 6 (+8) Pilot 2 (+2) Sense Motive 3 (+5) Stealth 0 (-4 Growth) Feats: 13 PP Ambidexterity Fearless Equipment 7 (Andromedan Personal Bioship) Luck 2 Startle Stunning Attack Equipment: 7 PP = 35 EP Andromedan Personal Bioship (Vehicle; Spacecraft) [35 EP] Powers: 3 + 6 + 2 + 13 + 13 + 7 = 44 PP Additional Limbs 2 (Insectoid Anatomy; 2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feats: Innate) [3 PP] Device 1 (Twin Swords, Axe, and Mace; Easy to Lose; Feat: Multiple Weapons 3; Container PP Spent, 5/5) [6 PP] Strike 3 (Weapon Attack; Feat: Mighty; Feat: Variable Descriptor 1 (Narrow Group - Slashing/Bludgeoning) Flight 1 (Insectoid Wings; 10MPH / 88ft per Move Action) [2 PP] Growth 4 (Giant Alien Bug; Size: Large, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidate, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13 PP] Protection 4 (Insectoid Chitin Armor; Extras: Impervious 10, Drawbacks: Noticeable) [13 PP] Super-Strength 3 (Mutant Strength; Lifting Strength 56, Heavy Load: 16 tons 1200 lbs., Feats: Groundstrike) [7 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 26 Toughness Damage Strike Touch DC 29 Toughness Damage Totals: 42 PP on Abilities + 28 PP on Combat + 12 PP on Saving Throws + 11 PP on Skills + 13 PP on Feats + 44 PP on Powers = 150/153 PP
  22. (The Blind) Huntsman Power Level: 7 (150/151 PP) Unspent Power Points: 1 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. While not terribly charismatic, Huntsman has a powerful force of will and a knack for getting under others' skin. When the need arises, she is very good at manipulating those with weaker wills by way of appealing to their base instincts, be they humans or animals. However, those not easily manipulated will find her off-putting. Huntsman is also very contrarian, and hates being told what to do or how to do it. Personal experience has taught her that the consequences of actions linger far longer than we intend. For Huntsman, the consequences of a war she never lived to see left her blind. In her own life, the consequences of leaving her family alone left them defenseless. Huntsman is very particular in choosing her words and actions, and disdains those who are wanton or careless. Despite her rugged and standoffish nature, however, Huntsman is still a mother. She has a particular liking towards children and teenagers, and is more protective over them than adults. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. She has a variety of arrows, each serving a different function. Her normal arrows are standard, wedge-shaped and sharp, but because of her misgivings about physically harming living things, she dislikes using them against human beings. If she must, however, she targets the arms and legs, pinning the down, rather than causing a severe injury. Huntsman's tranquilizer arrows - an invention by her husband - are fantastic, long-ranged weapons for delivering a fast-acting and ultimately safe sleeping agent. Unfortunately, the arrowheads are bulkier, and she can only carry so many with her before she needs to mix more of the drug. Every now and then, she must maintain the mechanical delivery system on these arrows as well. Finally, Huntsman has arrows which can explode into clouds of smoke to give herself cover - she doesn't rely on sight anyways - and a grappling arrow attacked to a rope that she can use to ensnare and drag opponents. The grappling arrow can also be used to help her climb up vertical surfaces or swing from ledge to ledge. When Huntsman finds an opponent that is difficult to pin down, she can fire multiple arrows at once in a cone, losing precision for the sake of sheer quantity. However, because she cannot actively select targets like this, she runs a greater risk of causing unintended injury or even death, and tries to do so only sparingly. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible and utterly silent. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 4+6+6+4+10+2=32 Strength 14 (+2) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 20 (+5) Charisma 12 (+1) Combat:12+12=24 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +6 (+10 Bows, +8 Knives, +8 Unarmed) Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus, +3 Flat Footed) Knockback: -3 Saving Throws: 3+4+2=9 Toughness: +5 (+3 Con, + 2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 128 SP= 32PP Acrobatics 9 (+12) [Skill Mastery] Bluff 11 (+12) [Skill Mastery] Climb 8 (+10) [Skill Mastery] Craft (chemical) 3 (+5) Craft (mechanical) 3 (+5) Diplomacy 11 (+12) Handle Animal 11 (+12) [Skill Mastery] Investigate 8 (+10) Intimidate 11 (+12) Knowledge (physical sciences) 3 (+5) Knowledge (life sciences) 8 (+10) Knowledge (streetwise) 3 (+5) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 5 (+10) Notice 7 (+12) [Skill Mastery] Sense Motive 7 (+12) [Skill Mastery] Stealth 9 (+12) [Skill Mastery] Survival 7 (+12) [Skill Mastery] Feats: 36PP Acrobatic Bluff Animal Empathy Attack Specialization 2 (Bows) Melee Focus 2 Challenge - Improved Acrobatic Bluff Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Defensive Roll 1 Dodge Focus 3 Evasion 2 Improved Aim Improved Critical 2 (Bows and Arrows) Improved Initiative Improved Ranged Disarm Improved Trick Move-by Action Power Attack Precise Shot 2 Quick Draw (Draw) Ranged Pin Minion 2 Skill Mastery (Acrobatics, Survival, Notice, Stealth) Skill Mastery (Climb, Bluff, Handle Animal , Sense Motive) Taunt Tracking Ultimate Effort (Aim) Uncanny Dodge (Auditory) Powers: 9+3+4+6+4 = 26PP Device 3 (15PP Container, Flaws: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows) Base Power: Blast 4 (Feats: Subtle, Precise) (Normal Arrow) [10DP] Alternate Power: Stun 4 (Extras: Ranged, Sleep; Flaws: Unreliable (5 uses, craft (chemical) to recharge); Feats: Subtle) (Tranquilizer Arrow) Alternate Power: Strike 5 (Extras: Area (40ft Cone)) (Arrow Barrage) [1DP] Alternate Power: Snare 4 (Feats: Subtle, Tether) (Snaring Arrow) [1DP] Alternate Power: Obscure 4 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]; Feats: Subtle) (Smoke Arrow) [1DP] Alternate Power: Speed 3 (Extras: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP] Device 1 (5PP Container, Flaws: Easy to Lose) (Hunting Knife) [3PP] 5DP Total Strike 4 (Feats: Mighty (+2 str)) (Hunting Knife) Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Reconfigurable Ghillie Suit) 5DP Total Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked to Concealment [+/-0]) + Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [5DP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) (Enhanced Hearing) [6PP] Super Movement 2 (Trackless; Sure-Footed) [4PP] (Hunter's Step) DC Block: Unarmed (+8 Hit, DC 17 Toughness) Hunting Knife (+8 Hit, DC 21 Toughness) Standard Arrow (+10 Hit, DC 19 Toughness, 18-20 Crit) Tranquilizer Arrow (+10 Hit, DC 14 Fortitude, 18-20 Crit) Net Arrow (+10 Hit, DC 14 Reflex, 18-20 Crit) Arrow Barrage (DC 15 Reflex half, DC 20 Toughness) Abilities 32 + Combat 24 + Saving Throws 9 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 150/151 _______________________________________________ Minion: George the Monkey [Monkey Preset (pg 231 core rules) with higher skills] George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. After she saved a whole host of animals from poachers, she let the lot of them free, but George took a liking to her and followed her around. Since then, George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. To Duab Ntxoo, George has proven invaluable in helping her overcome some of the more persistent difficulties associated with her blindness. Because she relies so much on hearing, she needs George to locate and point out to her things that do not produce sound or simply do not move. More than once, George has alerted Huntsman to an enemy sneaking up on her by screeching and throwing rocks at them. As a spider monkey, George is not as impish as most other monkeys. He is very docile, and when threatened is unlikely to do more than throw rocks, other than run away, of course. Still, he has been known to steal shiny or interesting things without her direction, and he will occasionally try to steal food as well. He dislikes the cold, and will hug anyone he sees to get warm again. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  23. (Alongside the obvious formatting issues present, it's been months since I made this build, and I made it on Hero Lab no less, so I very likely have my math wrong somewhere, probably where the skills and the trade-offs are concerned.) General Giirok PL 10 (150/150) https://imgur.com/a/u5QrHaU In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was double-crossed by duplicitous understudies. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1600 lbs. Eyes: Green compound eyes Hair: None Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux (a world which was largely devoid of intelligent life other than Orion-Brood Andromedans. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, and he soon ended up crafting his own primitive weapons rather than just using natural weaponry. While all Andromedans possessed animal cunning, Giirok in particular honed his unorthodox (for an Andromedan) fighting style until he became good at it. He began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Because of his ingenuity and prowess in battle, he gradually moved up the ranks until he became the captain of his own war-swarm. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a metamorphosis that lasted for a few weeks. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King. He ruled alongside his consort, Brood-Queen Atayah, who rumors suggest may once have been a harshly abused worker-caste slave he took a liking to, and once he found out about her situation, he killed the abusive master, freed her, and took her in. His ascent afforded him a kind of cult of personality among the warrior-caste and even beyond. However, some of the biologists and engineers did not like how their influence over the species was being taken away from them, which is why they agreed to help one of Giirok's opponents, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx, to have poisoned weapons in order to render him unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King. Kekarx quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, and wanted to beat Kekarx in single combat to regain control of his world, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return not just to free his people from Kekarx, but he would come back for her sake as well. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an illegal, underground intergalactic gladiatorial combat league, assuming he was just another Andromedan, one they could control. His new masters placed advanced restraints on him to prevent him from flying away, or even attacking anyone his owners didn't want him to. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. Because of it, he became an extremely popular gladiator, and even became its champion for years. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in an illegal gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. My Only Equal - He loves his Brood-Queen dearly, and she is the one person he won't talk down to. Scrap Happy - He's very eager to get into any fights with an enemy whenever possible. Especially if waves of enemy soldiers are involved. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 10 + -2 + 16 + 4 + 4 + 4 = 36 PP Strength: 28 (+9) Dexterity: 8 (-1) Constitution: 30 (+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22 PP Initiative: -1 Attack: +10 Melee, +5 Ranged Defense: +10 (Base) Grapple: +24/+26 Knockback: -10 Saving Throws: 3 + 6 + 3 = 12 PP Toughness: +13/+10 (Trade-Offs Detected via HeroLab) Fortitude: +13 (3) Reflex: +5 (6) Will: +5 (3) Skills: 62 R = 16 PP Diplomacy 6 (+4) Gather Information 8 (+6) Intimidate 16 (+12) Knowledge: History 6 (+4) Knowledge: Tactics 16 (+10) Language 2 (+2) Notice 6 (+4) Perform: Oratory 10 (+8) Sense Motive 10 (+8) Feats: 31 PP All-Out Attack Ambidexterity Assessment Attack Focus: Melee 5 Defensive Attack Defensive Roll 6 Dodge Focus 6 Fearless Fearsome Presence 1 Inspire 1 Leadership Master Plan Move-By Action Power Attack Startle Veteran Fighter Improved Grapple (Only through Additional Limbs) Equipment: 0 PP Powers: 33 PP Additional Limbs 2 (2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feat: Improved Grapple) (2 PP) Flight 2 (25 mph, 220 ft./rnd.) (4 PP) Growth 4 (+8 Strength, +4 Constitution, +1 Size Category; Feat: Permanent, Feat: Innate) (13 PP) Protection 3 (Feat: Impervious, Feat: Innate, Drawback: Noticeable) (6 PP) Strike 1 (Feat: Mighty, Feat: Variable Descriptor (Narrow Group - Warrior's Arsenal)) (3 PP) Super-Strength 2 (+10 STR Carrying Capacity, heavy load: 4.8 tons; +2 STR to some checks, Feat: Groundstrike (Radius 90 ft., DC 19) (5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 24 Toughness Damage Strike Touch DC 25 Toughness Damage Totals: 36PP on Abilities + 22PP on Combat + 12PP on Saves + 16PP on Skills + 31PP on Feats + 33PP Powers = 150/150 PP
  24. Player Name: Dreamwalker Character Name: Seraph Power Level: 11 (160/160) Tradeoffs: TBD Unspent Power Points: 0 In Brief: Vitakinetic member of the Martel lineage. Looks to reconnect with her States-side family and be a superhero again. Residence: TBD Base of Operations: TBD Catchphrase: TBD Alternate Identity: Faith Martel (birth name) Identity: Secret Birthplace: Atlantic Ocean, International Waters Occupation: None Affiliations: TBD Family: Eve Martel/La Renarde Bleue (first cousin), Anson Martel (father), Maria Martel (mother) Date of Birth: November X, 1993 Apparent Age: late teens Gender: Female Ethnicity: Caucasian (French) Height: 5'1" (1.55 meters) Weight: 110 pounds (50 kg) Eyes: Green Hair: Blonde Power Descriptions History On a plane trip to the United States is where Faith was born. Her father, Anson, was on a business trip and decided to bring his very pregnant wife, Maria. And that's where Faith popped out. In a plane. Over the Atlantic Ocean. While technically French by birth, she has dual citizenship between both countries. She used it frequently travelling between the hustle of the northeastern United States (mostly) and the French countryside. During her early years she proved to be quite a talker and a listener, defusing hostilities with a few words. It would be the first of her psychic resonance bleeding subtly through. The Martel family have had instances of psychics reaching all the way back to Charlemagne. Though Faith's early psychic resonance not expounded upon, as no one noticed it, it did not go away. Though it did keep her parents from fighting. Years later, she would be given a second taste of power. During her teenage years she was in to health and fitness. She studied and trained her body mostly, but this lead to a precocious love of sciences. 'Puberty' was kind to her, but it was her psychic resonance forming. Personality and Motivation Complications
  25. Herein lies a tale, a tale of two cities...
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