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  1. Dust Devil II Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa. Theme: Shakedown - The Score Alternate Identity: Cassidy Collins (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Freedom City & Magic Mesa Occupation: Grocery store stocker Affiliations: Magic Mesa Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed) Description: Age: 26 (DoB: June 5th, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 175 lbs. Eyes: Blue Hair: Black Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors. As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face. History: Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers. Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else. Personality & Motivation: Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone. After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa. Powers & Tactics: Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them. Power Descriptions: All of Cassidy's powers come from the energies of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy can transform into a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. While he has yet to experiment much with the ability to reshape his body, Cassidy was quick to learn to create revolvers out of the sand, allowing him to shoot bullets made of sand. He has theorized that the ease of shape comes from the previous Dust Devil. With some experimentation, Cassidy has learned to create swords out of sand, extending his reach in melee. Finally, he is able to control the sand in his body and around him to create a sandstorm effect, greatly hindering those around him. He has learned to control the sandstorm to a degree where it will only affect those he will it to. All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. Complications: Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact. Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness. Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction. Abilities: 8 + 4 + 10 + 0 + 4 + 0 = 26PP Strength: 18 (+4) / 30 (+10) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 10 = 22 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +6 Melee/Ranged (+6 Base) / +10 Unarmed (+6 Base, +4 Attack Specialization [Unarmed]) / +10 Sand Blade (+6 Base, +4 Accurate Attack) / +10 Sand Blast (+6 Base, +4 Accurate Attack) Defense: +5 (+5 Base), +3 Flat-Footed Grapple: +10 (+6 Attack, +4 Strength) / +11 (+6 Attack, +4 Strength, +1 Super-Strength) / +15 (+6 Attack, +4 Strength, +5 Super-Strength) / +16 (+6 Attack, +4 Strength, +6 Super-Strength) / +16 (+6 Attack, +10 Strength) / +17 (+6 Attack, +10 Strength, +1 Super-Strength) / +21 (+6 Attack, +10 Strength, +5 Super-Strength) / +22 (+6 Attack, +10 Strength, +6 Super-Strength) Knockback: -7 / -12 (Impervious Toughness -10, Toughness -5/2) Saving Throws: 4 + 6 + 6 = 16PP Toughness: +15 (+5 Con, +10 [Protection]) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Concentration 8 (+10) Gather Information 8 (+8) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 9PP Attack Specialization [Unarmed Attack] 2 Hide in Plain Sight Improved Initiative 2 Luck 1 Move-by Action Skill Mastery Takedown Attack Powers: 27 + 3 + 10 + 4 + 12 + 5 = 61 Magic Mesa Guardian Array 12 (24PP Array, Feats: Alternate Power 3)[27PP] (Magic, Sand) Base Power: Guardian's Strength (Linked) {24/24} (Magic, Sand) Enhanced Strength 12 [12PP] (Magic, Sand, Rock) Enhanced Trait 2 (Improved Critical [Unarmed Attack]) [2PP] (Magic, Sand) Super-Strength 5 (Effective Strength 55, heavy load 24 tons) [10PP] (Magic, Sand, Rock) Alternate Power: Blast 10 (Sand Bullet; Feats: Accurate 2, Incurable, Precise) {24/24} (Magic, Sand) Alternate Power: Damage 10 (Sand Blade; Extras: Penetrating; Feats: Accurate Attack 2, Extended Reach 2 (10 ft.)) {24/24} (Magic, Sand) Alternate Power: Environmental Control 8 (Sandstorm; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration (Continuous); Flaws: Range (Touch)) {24/24} (Magic, Sand) Immunity 3 (Aging, Sleep, Starvation & Thirst) [3PP] (Magic, Sand) Protection 10 [10PP] (Magic, Sand) Regeneration 2 (Resurrection 1/day) [4PP] (Magic, Sand) Walking Desert Array 10 (10PP Array, Feats: Alternate Power 2)[12PP] (Magic, Sand) Base Power: Impervious Toughness (Solid Rock Form) {10/10} (Magic, Sand, Rock) Alternate Power: Insubstantial 2 (Whirling Sand Form; Gaseous Form) {10/10} (Magic, Sand) Alternate Power: Teleport 9 (Travel through sand; Extras: Accurate; Flaws: Long-Range, Medium (Sand)) {9/10} (Magic, Sand) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1)[5PP] (Magic, Sand) Base Power: Flight 2 (Flight) {4/4} (Magic, Sand) Alternate Power: Super Strength 1 (Strength of Sand; Effective Strength 23/60, heavy load 600 lbs./50 tons. Feats: Shockwave, Super-Breath) {4/4} (Magic, Sand) Drawbacks: (-0) + (-0) = -0PP None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage, Crit 18-20 Sand Bullet Ranged DC 25 Toughness Damage Sand Blade Touch, 10 ft DC 25 Toughness Damage, Penetrating Shockwave 40/100 ft DC 14/20 Reflex Damage Super-Breath 40/100 ft DC 14/20 Reflex Trip Totals: Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (9) + Powers (61) - Drawbacks (0) = 150/150
  2. Nick

    Arcana

    Arcana Power Level: 10 / 150 PP Trade-Offs: None Unspent PP: 0 In Brief: Just a girl, torn between two magical legacies, writing friendfic and posting it to tumblr. Alternate Identities: Abigail Storm (Secret), Abigail Eldrich (Secret) Birthplace: the Netherworld Occupation: Student, Apprentice Mage Affiliations: None Family: Una the Unrelenting (Mother), Adrian Eldrich (Father), Daniel Storm (Adoptive/Surrogate Dad) Age: 16 Gender: Female Height: 5'7" Weight: 140 lbs. Eyes: Green Hair: Black Abigail is taller than average with a lithe build. She has narrow, silver-flecked emerald green eyes and freckled, lightly tanned skin. She has hip-length, raven black hair tucked neatly behind her ears. She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones. She favors dark clothing and wears little in the way of jewelry, with the exception of a simple silver pendant depicting a circle inside of a triangle. Her outfit as Arcana is transmuted from her own clothing, and is a dark grey hooded cloak with a silver threaded hem over a similarly colored bodysuit. Woven into the shoulders of her mantle is the symbol of The Modrossus while an enchantment on her outfit causes the cloaks cowl to completely obscure her face, rendering it as a black silhouette with glowing green eyes. Motes of light dance around her when she wields her magic, shifting in hue and luminosity depending on the elemental nature or strength of the spell. History: Much of Abigail's early childhood was being honed into a weapon, or at the very least a tool, to crack open the defenses of Earth Prime and open the way for her mother. It wasn't a nurturing environment in the traditional sense but Abigail, like her sisters, didn't know anything else and so they lived for the approval of their mother and mentor. When Abigail was around eight she was sent to Earth Prime to foster among Una's supporters in the magical community, those that thought they would have a place of power and authority in the Netherworld but that never happened. Instead Daniel Storm of True North, Phantom the Gatekeeper and Eldritch the Master Mage of Earth Prime (and her own father), intercepted Abigail's arrival. She spent several years living with Daniel Storm, even adopting his surname as a cover identity, and learning through his gruff tutelage how to be a kid before eventually moving to Freedom City to live with her father and attending the Nicholson School before moving on to Claremont Academy. When her father died and Phantom took over his Mantle, Abigail felt a little adrift, but the new Master Mage and her family as well as Daniel Storm (and his collection of misfit "children") served to anchor her. She still struggles with the loss, but her mother didn't mold her into someone that gave up easy. Personality & Motivation: Abigail just wants to live her life on her own terms. She realizes that, considering who her mother and father are, this is an impossible dream but that just makes her more determined to make it true. Someone will always have designs for her future, either her own mother (and her supporters) or former foes of her father that believe she'll pick up where her father left off. For now she merely wishes to be a good student, both of the Claremont Academy and of the current Master Mage. Abby is generally soft-spoken and uncomfortable in the spotlight, even if she's still rather personable and quick to make friends. Her secret pleasure is to write stories and make little drawings of her friends or personal heroes, though she'd probably die from embarrassment if some of her more private works got leaked. Powers & Tactics: Arcana attempts to stay at range and blast the target and otherwise shape the field of conflict to aid her allies and hinder her enemies. She relies entirely upon her magic, and isn't really capable of defending herself in a melee or in a scenario where she can't employ spells. While she is capable of raining down considerably destruction, she prefers a more precise application of power though in the end her thought process is very pragmatic when it comes time to do battle. Complications: Crowned: Whenever Abigail drifts towards emotional extremes, a phantom image of Una's Three-Flames Crown appears above her head. Netherborn: To the magically aware Arcana's spells have an otherworldly undertone to them. Her magic would feel familiar to those that know (and have possibly encountered) Una. Reactions would be varied but invariably it would be attention that Arcana would not want. Keystone: As the child of Earth Master Mage and the Queen of the Netherworld many believe Arcana to be a conduit that could allow them access to those dread powers and even allow the Netherworld to subsume Prime. They may be wrong, but that doesn't make them any less likely to entertain nefarious designs involving her. Wallflower: Abigail doesn't do well in front of, or in the middle of, crowds and has a tendency to freeze up especially if the situation is stressful. This carries over to finding non-violent confrontation difficult to handle; she has a tendency to misspeak when trying to deescalate things and ends up making them worse. Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +10 (Impervious 5) (+2 Con, +8 Force-Field) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 44R = 11PP Bluff 8 (+10, Skill Mastery) Concentration 8 (+11) Diplomacy 4 (+6) Knowledge: Arcane 8 (+11, Skill Mastery) Knowledge: Theology 8 (+11) Notice 4 (+7, Skill Mastery) Sense Motive 4 (+7, Skill Mastery) Feats: 19PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Luck 2 Power Attack Precise Shot 2 Quick Change Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: None Powers: 29 + 13 + 3 + 5 + 10 = 60PP Array 13 (26PP, Feats: Alternate Powers 3) [29PP] (Arcane Arsenal; magic) BP: Damage 10 (Extras: Range [Ranged], Feats: Indirect 3 [Any Point, Any Direction], Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Blast, magic) AP: Damage 10 (Extras: Area [General, Shapeable], Feats: Variable Descriptor 2 [Any Magic]) [22PP] (Arcane Wave, magic) AP: Create Object 7 (Extras: Duration [Continuous], Feats:Precise, Selective, Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Construct, magic) AP: Move Object 10 (Feats: Precise, Variable Descriptor 2 [Any Element]) [23PP] (Elemental Manipulation, magic) Protection 8 (Extras: Force Field, Impervious 5) [13PP] (Spell Shield; magic) Super-Senses 3 (Magic Awareness [Mental]) [3PP] (Arcane Acuity; training) Teleport 1 (100 ft; Feats Change Direction, Change Velocity, Turnabout) [5PP] (Blink; magic) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic) Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage Arcane Blast Ranged DC 25 Toughness (Staged) Damage Arcane Wave Touch/Area (Shapeable) DC 25 Toughness (Staged) Damage Totals: Abilities (22) + Combat (24) + Saving Throws (14) + Skills (11) + Feats (19) + Powers (60) - Drawbacks (0) = 150 / 150 Power Points
  3. Name: Crystal Gazer Power Level: 10/10 (150/150PP) Tradeoffs: None Unspent PP: 0 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 76R=19PP Bluff 12 (+16) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+19) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 36 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 3) [36PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (28) + Combat (18) + Saving Throws (12) + Skills (19) + Feats (8) + Powers (65) - Drawbacks (0) = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
  4. Player Name: Moira Morley 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 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 Faith is short. She has a lean, athletic form. Muscle tone of a gymnast. Golden blonde hair, long enough to reach her shoulder blades. Her eyes are noticeably a thick jade-green; this is a vanity, they were originally hazel. Other attributes to be explained later. Power Descriptions TBD History To be written Personality and Motivation Faith is an optimist, believing in the good of all people. More verbosity later. Complications Budding Mentalist: Her newly developing mind powers are capricious. Any power that effects her mind, even if she passes, will have some side effect. Hope: She's not naive, but does have a bit of a soft heart. Where Have You Been?: She did kind of leave people hanging abruptly.
  5. Player Name: Electra Character Name: Chelone Power Level: 10 (180/180PP) Tradeoffs: Defense -5/Toughness +5 Unspent PP: 0 In Brief: Tortoise totem with timeliness troubles Alternate Identity: Danica Holmes Identity: Secret Birthplace: Albuquerque, NM Occupation: High School Student, Junior Avatar Affiliations: Tortoises, Claremont Academy Family: Stephanie Munson (mother), Arthur Holes (father) DOB: March 15, 1986 Gender: Female Height: 5’0 Weight: 140lbs unshelled, up to 12 tons if she’s feeling truculent Hair: Short, brown Eyes: Black Description: When she is in her most human disguise, Danica looks like a small, slightly stocky white teenage girl with brown hair in a chin-length bob and black eyes just wide enough to make her look perpetually surprised by the world. She likes acid-wash blue jeans and t-shirts for bands that were popular in the nineties and early aughts, and usually wears a huge LL Bean backpack with a camping frame small enough to accommodate her size. In her realest form, Danica’s skin takes on a slightly gray-green tinge too lively to be corpselike and her eyes get even wider, with the white part almost disappearing. She still looks human, but she is very tortoisey indeed. Much of her body is obscured by the large tortoise shell that covers her body from collarbones to thighs, a pale greeny-yellow on the front but with dramatic yellow striations on the black surface of the back. Although it looks quite sturdy and in a dangerous situation can become an impenetrable wall, most of the time the shell is surprisingly flexible to allow her a nearly full range of movement. History: Stephanie Munson loved tortoises more than anybody else. That was a fact. As a child, she became fascinated with the landbound species of order Chelonia, and would angrily correct anybody who tried to say she liked turtles. Turtles were all well and good, but they were not tortoises (at least not in American English!) Growing up in semi-rural Arizona gave her a chance to help the local college students track and monitor tortoise populations even as she absorbed the classes that would let her pursue the biological sciences herself. Through college and grad schools she scrimped, saved and fought to take research trips to the Galapagos islands for their giant tortoises and to India to see beautiful and endangered star tortoises in their natural habitat. She wrote papers, published articles, and worked with the leading lights in the field of tortoise research and conservation until she’d learned everything they knew. When it came time to pursue a romantic partner, she chose a fellow traveler, a handsome man named Arthur Holmes who just happened to be the head reptile keeper at the Albuquerque Zoological park. It was an excellent match amongst like-minded people who loved each other almost as much as they loved their studies. In a world of magic, passion is a powerful thing. Enough passion can shape the world, change lives, even draw the attention of unknowable forces. Since antiquity, humans have acknowledged the power of turtles and tortoises as agents of stability and wisdom, imbued with life force beyond the understanding of mortals. All of that is true in the way that all folklore has a heart of truth that is only strengthened by belief. At the juncture where life and passion and freefloating magic all meet, strange things can happen. Life can be created that is not the same as other lives. An avatar can be created. Not that Stephanie and Arthur knew any of that. All that they knew was that Stephanie’s pregnancy did not go at all as planned, that the fetus was lively but did not thrive, that even after adjusting forward the estimated date of conception several months past when Stephanie first suspected she was pregnant, the size-for-week was all wrong. Stephanie did know that she stopped counting the weeks after a full year had passed since the first pregnancy test and started wondering if this pregnancy would ever end. Normally no doctor worth their salt would let a pregnancy go so long out of fear for the mother, but Stephanie was healthy and the female fetus seemed healthy as well, just growing very, very slowly. They left the choice to her, and Stephanie chose to go on. And on, and on. It wasn’t a great time, but in March of 1986, a full year and a half after that first test, she gave birth to a perfect, healthy, beautiful baby girl just the right size for a newborn half her gestational age. After eighteen months of consulting baby name books, Danica Kameyo Izegbe Mirabella Holmes was probably lucky to not get even more names piled onto her tiny head. The strangeness of this baby did not stop with the delivery. Danica was an amiable baby, eating and sleeping like she should, alert within the limits of her fuzzy vision and hearing, not unduly fussy, but she began missing milestones almost right away. She gained only half a pound in the first month and grew only half an inch. By the time she was four months old, she was only beginning to reach for items above her head or push herself up on her arms, and she was still the size of a two-month old child. Stephanie and Arthur both took a break from their life-long passions to focus all their considerable analytical attention on what might be wrong with their beloved child. After exhausting all the local specialists and everything the Mayo Clinic in Arizona had to offer, they began widening their search. Finally in Southern California they encountered a shaman who said their daughter was special, that she was an avatar. An avatar of what, he could not say, he didn’t have the skill, but it was a clue at least. Cachet in the scientific community didn’t always translate across fields, but by using all their considerable connections they managed to land an interview with Adrian Eldritch, the Master Mage of Earth. They’d have gone to Freedom City if they had to, but instead Eldritch had shown up in their living room and spent almost twenty minutes playing with the year-old Danica, who was just starting to sit up and tolerate rice cereal. Eldritch confirmed that the shaman was right, that Danica was an avatar of an ancient, nameless tortoise spirit that had been looking for a way to manifest on earth. Worship, Eldritch had told them dryly, could take many forms, but it always made spirits stronger. Danica was growing so slowly because she was growing on a timeline much different from humans, not because she was sick or damaged. It wasn’t all bad news, he assured them. She would age very slowly her whole life, and likely live a very, very long time. Think of everything such a child would see! It took awhile for Stephanie and Arthur to sort out all the immediate responses to this, but one question came up very quickly: how would they take care of a child who wouldn’t be grown until they were old? If Danica continued at her current rate of growth, by the time she was ready for college both of them would be long since retired. Eldritch smiled a little and reported that the spirit had granted them a boon as well: as long as their daughter was a child, they would not age as humans did either. Only when she reached maturity would they go back to experiencing their normal lifespans. He couldn’t give them specifics beyond that rather vague wording, but it was something, at least. And at least they knew what was happening now. Eldritch finished by saying that it was entirely likely that Danica would develop some kind of magical abilities at some point, and they should definitely let him or his successor know. So Danica grew up, so very, very slowly as the decades passed around her. Her parents were not interested in spreading the word of her condition around, so they began moving around, first from daycare to daycare, then school district to school district. Danica legally had to be in school, despite the problems that would inevitably arise, so they did the best they could. It was fairly easy in the eighties and nineties to fudge a birthdate here and there, letting Danica enroll with children half her age but the exact same developmental stages. It was also easier in the eighties and nineties to avoid explaining to Danica why she never kept the same friends for more than a year or two, or why the people on the television shows looked different as the years passed. She was a bright and curious child who liked to read and garden, though she wasn’t much for playing outdoors because it took her such a long time to get anywhere. By the time she was fourteen, she started wanting to know why she was different from the other kids, why nobody ever stuck around, why she really didn’t look or act the same as other children her age. Her parents explained the basics of her situation to her in ways that a seven-year-old could understand. It made sense for her to make friends with much younger children because her years were twice as long as other children’s. The 2000s brought an era of electronic recordkeeping with it that made a lot of their previous strategies untenable. Danica turned eighteen in 2004, automatically aging her out of the public school system, so it didn’t make much sense to move around anymore. Stephanie and Arthur settled in and opened a tortoise and terrapin sanctuary in New Mexico and began a freewheeling sort of unschooling that worked well for a child who learned things just fine but took so much longer to mature. She made friends among the local kids, and for awhile it was almost like being normal, with best friends and sleepovers and talk about favorite cartoon shows and books. Inevitably, however, Danica’s friends grew up. By the time she was ten (more or less), her friends were twelve, and when she was emotionally eleven, they were fourteen and teenagers, heading into high school and no longer very interested in the things she liked. This was rather painful, but she did her best to make new friends, often with the younger siblings of her old friends. It wasn’t particularly successful, since now she was known in the neighborhood as the weird girl who liked baby stuff and wasn’t getting taller or starting her period or anything. When Danica was twenty-six, she was a little dismayed to find herself moving slower than ever. She could walk just fine, it was simply that she couldn’t walk fast. Even if she ran, she ran slowly, pedaled a bike slowly, rode a scooter slowly. It only became more apparent as her body got older and she still couldn’t keep up with other kids her apparent age. In retaliation for this (against who is unclear, perhaps just the world) she went through a brief tree-climbing phase where instead of moving forward, she just moved up instead. New Mexico isn’t known for its tall trees, but the neighborhood she lived in had a few good ones and she was able to get a good thirty feet up the one in her backyard, shinnying with knees and elbows, before she fell the whole way down right in front of her startled parents. The impact was jarring, but when she stood up she was completely unhurt and had a beautiful black and yellow shell covering torso and abdomen. The shell could be summoned and dismissed at will, usually appeared on its own if she felt threatened, and was big enough that she could tuck her limbs and head in for maximum protection. Unlike an actual tortoise’s shell, it appeared over her clothing and she could climb in and out of it if she really wanted to. Her parents were fascinated but baffled, and realized quickly that they were beyond their field of expertise. Another call to Adrian Eldritch put Stephanie and Arthur in touch with the Nicholson School, an elementary and middle-school program for children with exceptional abilities. It was all the way across the country in Freedom City, far from their homes and their work, but it sounded like exactly the thing Danica needed. They’d just spend a few years doing other things, that was all. The Holmes family packed up and moved into a little townhouse near the school and Danica began attending. Super school was a lot easier and more fun for Danica, who finally got to just tell other people about her aging issue instead of figuring out more and more creative lies, and it let her be around other kids who were at least as different as she was. They let her stay at Nicholson a little longer than usual, after all what’s a year or two among nigh-immortal friends, but eventually she turned thirty and had to start at Claremont. Her two freshman years there were difficult, as a growth spurt caused more of her magic to manifest in weird and body-changing ways, causing her to miss a fair bit of class and not get to spend much time around other students. She’s feeling much better now, though. Personality and Motivation: Danica is inquisitive, bright, friendly, and sheltered in ways that have nothing to do with her massive shell. She has lived more than three decades now but her emotional immaturity has meant the years do not sit heavy on her yet and she’s still very much a young teenager. She knows she was born for important things but has little idea what a tortoise avatar is supposed to do in the world, so for the moment she’s mostly trying to do good and make friends. Most of the friends she has made in her life so far have long since outgrown her, but she is always hopeful that this time things are going to be different. Powers and Tactics: Fighting is dangerous and everybody should always be encouraged to talk out their differences if at all possible! Chelone is a peacemaker, always ready to try and defuse a situation with diplomacy or mediation. If that fails, she will do her best to protect any vulnerable noncombatants, herself and her friends. If that fails, she has been known to bite pretty hard. Complications: Hero on the Half-Shell: Chelone can blend in with a crowd (and fit in crowded elevators, sit in chairs with backs, use a bathroom stall, etc) or she can be her heroic self, but she cannot do both. She can grow her shell even larger than normal to allow other people to come in if she likes, but she cannot use it effectively for defense if it is smaller than about the size of a 30-gallon tote or a small wading pool. This makes close-quarters fighting complicated. Little Turtle Girl: Danica ages at half the speed of normal humans, always has and always will, thanks to the tortoise essence inside her. Tortoises are also comparatively very slow to reach maturity, and some species do not lay eggs until they are fifty years old. Danica doesn’t know exactly when she’ll reach an age to be interested in that sort of thing, but it hasn’t happened yet. This makes it hard to relate to her more hormonal friends sometimes. Baby It’s Cold Outside: Danica is not quite cold-blooded, but she’s extremely sensitive to temperatures. Hot weather is great, she loves hot weather and barely sweats, but cold is no fun. Bundling up and keeping hot packs in her shell helps, but her preferred indoor temperature is upward of 80 degrees, if she can get it. PL: 10 (180) Abilities: 0 + -2 + 10 + 4 + 8 + 10 = 30 pp STR 10 (+0) DEX 8 (-1) CON 20 (+5) INT 14 (+2) WIS 18 (+4) CHA 20 (+5) Combat: 8 + 10 = 18 pp Init: -1 ATK: +4 (+10 Tortoise Power) DEF: +5 (+5 Base, +3 Flat-Footed) Grapple: +4 Knockback: -12/-5/-0 Saves: 5 + 1 + 6 = 12 pp TOU +15 (+5 Con, +10 Protection, [10 Imp]) FORT +10 (+5 Con, +5) REF +0 (-1 Dex, +1) WILL +15/+10 (+4 Wis, +6) Skills 64R = 16PP Concentration 9 (+13) Diplomacy 15 (+20) Knowledge (Life Sciences) 8 (+10) Knowledge (Theology and Philosophy) 8 (+10) Medicine 6 (+10) Notice 6 (+10) Sense Motive 6 (+10) Survival 6 (+10) Feats: 14 pp Attack Specialization: Tortoise Power 3 Beginner's Luck Benefit (Status [Turtle God's Champion]) Challenge (Combat Diplomacy) Distract (Diplomacy) Eidetic Memory Jack of all Trades Luck Ultimate Check 4 (Diplomacy, Fortitude, Toughness, Will) Powers: 9 + 20 + 5 + 3 + 5 + 25 + 23 + 2 = 92PP Dimensional Pocket 1 (shell realm, Extra: Affects Self [+1], PF: Progression 6 [10K lbs]) [9PP] Emotion Control 5 (patience of the ages, Extra: Action 3 [Reaction], Area [Burst], Flaw: Limited [Calm], [Range 2 [Touch], PFs: Inspire 5, Subtle 1 [psionic]) [20PP] Enhanced Will Save 5 (to +15) [5PP] Immunity 3 (aura of the tortoise, aging, environmental heat, starvation and thirst, Extra: Affects Others, Flaw: Limited [Half-Effect]) [3PP] Impervious Toughness 5 (shell) [5PP] Protection 10 (testudo, Extras: Impervious 5, Reflective 1 [melee], turtle power) [25PP] Tortoise Power Array 10 (20PP, PFs: Alternate Powers 3) [23PP] BE: Impervious Toughness 0 (Extras: Duration [Continuous], Reflective 1 [all ranged]) {20/20} AP: Damage 10 (spectral turtle bite!, Extra: Penetrating 2 [as DMG 12], PFs: Affects Insubstantial 2, Improved Crit [18-20], Indirect 2, Variable Descriptor 2 [any energy]) {20/20} AP: Impervious Toughness 10 (Extras: Affects Only Others, Duration [Continuous]) {20/20} AP: Create Object 10 (testudo 2.0, Extra: Movable, Flaw: Range [Touch) (testudo 2.0) {20/20} Super-Senses 2 (tortoise senses, Acute Scent, Low-Light Vision) [2PP] Drawback: 2PP Disability (2/3rds base movement speed; 20 ft per move action) [2PP] costs abilities 30 + combat 18 + saves 12 + skills 16 + feats 14 + powers 92 - 2 = 180 pts
  6. Bee Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Defense / -2 Toughness In Brief: Tiny hero, big heart! Catchphrase: "We'll beat it with Science!" Theme: The Bee Song, by Arthur Askey Alternate Identity: Melissa Bowles (Secret) Birthplace: Bayview, Freedom City Residence: FCU Dorms Base of Operations: Freedon City University Occupation: Student Affiliations: Bee-Keeper III Family: Jeremy Bowles (Father), Elsa Bowles (Mother), Megan Bowles (Older Sister), Baxter Bowles (Uncle) Description: Age: 18 (DoB: 4th January 2000) Gender: Female Ethnicity: African-American Height: 5'4", 3" when Shrunk Weight: 130lbs Eyes: Brown Hair: Brown With a whirling of limbs and a flurry of almost constant activity, Melissa seems to take up more space than her diminutive height would suggest. She's always dressed in a colourful array of clothing that suggested that she dressed in a hurry, which to be fair if quite often has what happened. She tends to prefer bright colors and bold designs and with a predominance of yellow, it can be difficult to tell when she is or not in her costume. Her costume is of cause the yellow and black stripes traditionally associated with bee's, even if the yellow is a lot lighter than found in nature. Sunny like my disposition Melina likes to say about the choice. Her head is covered by a mask complete with fake antennas and compound eye to complete the bee theme. The entire costume was designed and built by her uncle, with Melina's continuous input. History: The Baxter family has always had a creative flare in whatever subject they choose to pursuit, as well as a massive streak of eccentricity to go along with there potential genius. The most famous for this was of cause Barry Bowles, the second villainous Bee-Keeper, but the rest of the family was just as full of potential. Her main fascination was the newly described Dyne particles a catalyst that caused matter to shrink whilst retaining its mass and form, though no one had solved the problem of the electromagnetic energies generated by the compression. Melissa's idea was to form it into polymers to both allow it to be placed around the item and to channel the electrical field. Someone must have agreed as one fateful night when she finally got the Dyne polymer into a stable form. Working late in the school's lab the shockwave from an explosion set off somewhere nearby shattered the container with the Dyne mixture covering her in the liquid, in that moment Melina discovered that her polymer worked as she suddenly shrunk down. Which was lucky for her as it allowed her to survive the mysterious explosion. Melina had never considered being a hero until the moment she gained these powers, but now she didn't know where to start. She knew her parents would freak if they found out so instead, she went to her uncle Baxter. In a fluke of fate, it turned out that her uncle was actually the hero Bee-Keeper III who agreed to help her explore her powers, creating a way to store the power her shrunk body generated to work a pair of suitably sized wings. Before she became a hero though he insisted that she finish off her education, though she was sure he wouldn't mind if she snuck out to fight crime every now and again... Personality & Motivation: Melissa is upbeat and optimistic person always seeing the best in everyone and everything around her. This can come across as overconfidence as she throws herself boldly into any situation as she's sure things will sort themselves out. Not that things won't sort themselves out without some kind of help, which is why she wants to become a hero and help people. Though it can be a little difficult to tell as she tends to be a bit of a scatterbrain with about half a dozen different ideas floating around her head at any one time. Powers & Tactics: Bee tends to throw herself into action without any apparent rhyme or reason, her desire to help out overcomes semblance of tactics. She's not so foolish to throw herself at impossible odd though, even she realises that there are times when fighting is not the answer. When fighting she will try to solve the problem put in front of her using all her vast scientific knowledge, often in very unorthodox ways. Power Descriptions: Melissa has infused her body with her own custom designed Dyne molecules that allows her to compress her own body to the size of around 3 inches tall, as she retains all her molecules she retains her mass and physical strength. The change in height creates a massive electrical field, a side effect of the molecular compression, that she stores using as a form of attack and to power her wings. Complications: Busy little Bee: Melissa always has a half dozen thing going on at one time, with a few more waiting in wings. This sometimes distracts her from other things, including those that others consider important like sleeping and eating. Bee Curious: Melissa can't stand a mystery and has to know the solution at almost any cost, which sometimes leads to her poking her nose into things best left alone. Bee Quiet: Heroes are meant to be ultra super secret about there identities right, but it's so cool are really difficult not to tell. Bee Explaining: Science is rad and all and should be explained whenever possible, cause the baddies might be able to use such stuff against us... Abilities: 0 + 8 + 4 + 10 + 4 + 4 = 30PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 4 + 8 = 12PP Initiative: +8 Attack: +2/10* (+2 Base, +8 Shrinking) Defense: +4/12* (+4 Base, +8 Shrinking), + 2 Flat-Footed Grapple: +2/-14* Knockback: -1/+2* * When Shrunk Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 [Protection]) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 68R = 17PP Bluff 6 (+10) Craft (Chemical) 10 (+15) Diplomacy 3 (+5) Handle Animal 8 (+10) Knowledge (Life Sciences) 10 (+15) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 5 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13PP Animal Empathy Eidetic Memory Evasion 2 Fascinate (Bluff) Hide in Plain Sight Improved Initiative 1 Interpose Luck 2 Power Attack Takedown Attack 1 Uncanny Dodge (Auditory) 1 Powers: 10 + 80 = 90PP Animal Control 10 (Flaw: Limited to Insects) [10PP] Size of a Bee 16 (Alternative Form, 80PP) [80PP] Blast 10 (range 100ft, 250ft incr Feat: Improved Range) Biokinetic Sting [21PP] Flight 5 (250 mph/ 2,200 ft/rnd Drawback: Power Loss (Wings bound)) Flight of the Bumblebee [9PP] Protection 6 Bee Tough [6PP] Shrinking 16 (Fine Size, Extra: Normal Strength, Feats: Growth Strike, Normal Toughness, Normal Movement, Drawback: Full Power) Bee Small [34PP] Strike 10 Sting like a Bee [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Bee Control Perception DC 20 Willpower Bee Control Biokinetic Sting Ranged DC 25 Toughness Damage Sting like a Bee Touch DC 25 Toughness Damage Totals: Abilities (30) + Combat (12) + Saving Throws (18) + Skills (17) + Feats (13) + Powers (90) - Drawbacks (0) = 180/180 Power Points
  7. Player Name: SpicyWaffle Character Name: The Bee-Keeper III Power Level: 11/12 (175/176PP) Trade-Offs: None Unspent Power Points: 1 Progress To Bronze Status: 26/30 In Brief: An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice. Alternate Identity: Baxter Bowles Identity: Secret Birthplace: Bayview, Freedom City Occupation: High School Student, Superhero Affiliations: Franklin D. Roosevelt High School Family: Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother) Description: Age: 18 (DoB: May 15th, 1995) Apparent Age: 18 Gender: Male Ethnicity: African American Height: 5'10" Weight: 154 Lbs. Eyes: Hazel Hair: Black Appearance: Once a wiry sort of teenager, Baxter has since made the transition from tindertwig into that of a young man in the prime of his life, boasting a toned physique brought on through a combination of earnest exercise and his heroic hobby, though he still manages to come off as rather plain, making him capable of blending in with a crowd easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders. In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else. Power Descriptions: Descriptors: Bees, Technology With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen. The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like. History: Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure. Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter. Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City. Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero. Personality & Motivation: Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good. On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process! Powers & Tactics: Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly. Complications: Bee Amazzzzing! (Obsession): While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him. Homeroom by Nine O'Clock (Responsibility): While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon. Who is that Masked Apian Weirdo? (Secret): As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side. Abilities: 6 + 6 + 6 + 4 + 0 + 8 = 30PP Strength: 34/16 (+12/+3) Dexterity: 16 (+3) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks Grapple: +27/+8 [w/o Beesuit] Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit] Saving Throws: 5 + 7 + 8 = 20PP Toughness: +11/+11 [w/o Protection]/+7 [w/o Defensive Roll] (+8/+3 Con, +4 Defensive Roll, +3 Protection) Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 72R = 18PP Bluff 6 (+10) Craft [Electronic] 8 (+10) SM Craft [Mechanical] 8 (+10) SM Diplomacy 8 (+12) SM Knowledge [Life Sciences] 8 (+10) Knowledge [Pop Culture] 6 (+8) Knowledge [Technology] 8 (+10) Notice 10 (+10) Perform [Dance] 8 (+12) SM Feats: 26PP All-Out Attack Attack Specialization [unarmed] 1 Defensive Roll 2 Dodge Focus 6 Fast Overrun Grappling Finesse Improved Grab Improved Initiative 1 Improved Overrun Improved Throw Improved Trip Interpose Luck 3 Move-By Action Power Attack Precise Shot 2 Skill Mastery 1 (Craft [Electronics], Craft [Mechanical], Diplomacy, Perform [Dance]) Powers: 65PP Device 16 (Bee-Keeper Armor 1.6e; 80PP Container, Flaw: Hard to Lose; Power Feat: Subtle) [65PP] Communication 4 (Radio) {4DP} Comprehend 2 (Speak & Understand Animals; Flaw: Limited [bees]) {1DP} Enhanced Constitution 10 {10DP} Enhanced Feat 3 (Blind-Fight, Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {3DP} BE: Enhanced Strength 18 + Super-Strength 10 (Effective Carrying STR 84; Power Feats: Alternate Power 4, Groundstrike) {43DP} - The Proportionate Strength of a Bee! AP: Blast 11 (Extra: Autofire, Power Feats: Accurate 3, Improved Crititcal 2, Richochet) [39PP] - The Sting of Justice! AP: Nauseate 11 (Extra: Ranged; Power Feats: Accurate 3, Reversible) [37PP] - Toxic Stingers! AP: Snare 11 (Power Feats: Accurate 3, Tether) [26PP] - A Sticky Situation! AP: Strike 11 (Extras: Autofire, Penetrating; Power Feats: Accurate 2, Improved Critical 2, Mighty) [38PP] - A Mighty Beeting! Flight 5 (250 MPH/2,500') {10DP} - Flight of the Bumblebee! Immunity 1 (Bees) {1DP} Protection 3 {3DP} Super-Senses 5 (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP} 4 + 1 + 10 + 3 + 43 + 10 + 1 + 3 + 5 = 80DP Drawbacks: -4PP Normal Identity (Full-Round Action) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Unarmed in Suit Touch DC26 Toughness (Staged) Damage (Physical) Strike Touch DC26 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Nauseate Ranged DC21 Fortitude (Staged) Sickened/Nauseated/Helpless Snare Ranged DC21 Reflex (Staged) Entangled/Helpless Totals: Abilities (30) + Combat (20) + Saving Throws (20) + Skills (18) + Feats (26) + Powers (65) - Drawbacks (4) = 175/176 Power Points
  8. Character Name: Lady Liberty Power Level: 10/12 (180/180PP) Trade-Offs: +3 Attack / -3 Damage, Unspent Power Points: 0 In Brief: Legacy to the mantle of Lady Liberty tries to live up to the burden she carries with her name. Song: Cilver – I’m America Residence: Claremont University, Freedom City / Phoenix, Arizona Base of Operations: Claremont University, Freedom City / Phoenix, Arizona Catchphrase: - Alternate Identity: Monica Gutiérrez Identity: Public Birthplace: San Salvador, El Salvador Occupation: Student Affiliations: Claremont Academy Family: Idania (36, Mother), Nora (8, Sister) Personality: Monica is a quiet person. Years and years of being ignored or ridiculed have left their mark on her, she’d much rather sit in her room than interact with people. She’s used to people trying to set up a joke at her expense and mistrustful of most people that approach her because of exactly that reason. Unsurprisingly, she struggles with her self-confidence, something that has lead to her taking regular counselling at Claremont, where for the first time in her life she can actually afford to do so. Her recent rise to media recognition has not helped this at all. After the first interviews, many more requests followed and people started to recognize her on the street. This, together with the burden of having to live up to the name of Lady Liberty has only led to her feeling more insecure. Why did the spirit of liberty choose her, of all people? Monica’s love for the US was not the same as that of her predecessors. She loved her country, but it didn’t love her back, something she’d been made very painfully aware of her entire life. Nevertheless, there are subjects she is passionate about, and certain circumstances will lead to her breaking out of her shell. She is invested in politics, often spending way too much time debating various issues online. Her big passion however, is medicine. For a long time she’s known that she wanted to become a doctor, and she has already accumulated a fair amount of knowledge in preparation for her time after high school. History: Monica came to America when she was 3, crossing the border together with her mother. Her father had been killed by one of the gangs and it was obvious that she and her mother also were in danger. So, her mother grabbed what little money she had and made her way north, towards the USA, towards the land of freedom and the American dream. Monica’s mother does not talk about the journey, and Monica can only assume it was not easy for a woman in her early 20s to travel all the way to the American border and beyond. Monica’s first memories are from Phoenix, where her mother still lives to this day. She grew up with little luxury, two meals a day was something worth celebrating, as her mother continued to work most of the day to make ends meet. Monica’s childhood was rather unspectacular. She was aware of her status as an “illegal” immigrant from early on, with all that it meant, even surrounded by people that, in many ways, were like her. She didn’t understand it, she was just as American than any of her fellow class-mates, yet somehow she wasn’t? Then, there was everything related to herself. Without many people to socialize with due to her not fitting into preconceived notions, she found herself on the internet most of her free time. There, she came across a short article on what it meant to be trans, something she identified with immediately. It changed her life, as she learned that her uncertainties were not unique, that there were people that felt the same way. It changed her life, but it didn’t necessarily make it easier. There were hurdles to overcome, any sort of treatment was far out of grasp monetarily. There was her mother, who’d always been a fairly devout catholic. Monica had heard the horror stories and remained quiet about what she’d learned. And even if she knew it was right, she still had to figure out how it fit into her own system of belief. It didn’t take long for her mother to realize, who, contrary to Monica’s fears, took it (rather) well. As she learned then, her uncle, who’d also died back in El Salvador, had had similar feelings, which he’d only ever told his sister, out of fear of exactly the situation Monica was afraid of. Yet, there still was the school situation. Monica withdrew further than even before, now barely spending time with anybody, her attendance record always skirting the minimum requirement. She still wanted to move forward, she still had aspirations, but she’d rather learn at home than sit in school. She’d learn more studying at home, she told herself. Her life changed again on March 2nd of 2018. At first it seemed like a normal day, Monica was walking to school, happy that Spring Break was almost in reach. As she was walking, she spotted a van, veering out of control, right towards a younger student, also on his way to school. She acted without thinking, running onto the street and knocking him out of the way. The next thing she knew, there was pain and she fought to keep her grip on consciousness. But right then, as she could already feel her life fading from her body, something happened. She regained control of her body and the pain was gone, even if she still crashed into a nearby lamppost. It didn’t hurt her, and as she opened her eyes, she realized that she was surrounded by a comforting glow. She’d never seen any superpowers in person before, but she immediately knew what it meant. Jessica Howe, a young journalist for a local TV station, happened to be walking down the street at the same time. She’d managed to capture everything on camera, from Monica’s action to her sudden recovery. Jessica knew what it meant. She’d long been a fan of the Freedom League’s Lady Liberty, who had, much to the pain of many fans, retired not long ago. As it turned out, the Spirit of Liberty had found its next host, and Jessica had been there to witness it. Before Monica had even fully registered what was going on, before the Paramedics had even arrived on the scene, she was already being interviewed, on live television. The story of the young woman who now was the nation’s newest Lady Liberty spread through the internet like wildfire. It wasn’t necessarily a good thing, within hours the fact the newest Lady Liberty was an undocumented immigrant transwoman was spread around various websites, the harassment began only shortly later. It wasn’t just internet trolls, but also members of conservative media outlets. Monica didn’t know how to react, she’d been thrown into the national spotlight without any preparation. She completely cut herself off from all media and didn’t leave the house, unable to cope with what had suddenly happened. It was only when Beth Walton-Wright, the previous Lady Liberty, showed up at her door a week later that this changed. Beth supported Monica and would help her come to terms with what her new position meant. She also suggested that the young woman would attend Claremont Academy in Freedom City, where she’d receive all the training she could ask for. It was not an easy decision for Monica to make. On one hand, it would be the training she needed, both as the new superhero and as an aspiring doctor. Graduating Claremont would open her much more doors than graduating some inner-city public school. On the other hand, it meant moving across most of the country, away from her mother and sister. Away from her (few) friends, and away from everything she knew, having only left the city a few times during her life so far. In the end it was her mother that decided. She knew that her daughter was better off in Claremont, and while Monica was pondering the decision in her room, her mother signed the necessary documents. Monica would attend Claremont starting summer 2018, in what she’d been told would be “quite the class”. Description: Age: 16 (April 3rd, 2002) Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 6’1” / 6’4” when Lady Liberty Weight: 183 lbs. / 190 lbs. when Lady Liberty Eyes: Green Hair: Black Complications: Restraints I – Much like her predecessors, Monica loses her powers when restrained. When she is bound, she cannot draw upon the Spirit of Liberty properly. Other than the previous Lady Liberty, this does not have to mean she cannot access her powers at all, even if she herself is not yet aware of this. While being restrained means that she cannot access the full brunt of her powers, she may still be able to use very weak versions of them. As this is something that she carries with her name, this weakness is very well known, thus people are likely to exploit it. Restraints II – The Spirit of Liberty, historically, has always been weakened by restraints, with the most recent Lady Liberty losing all her power whenever she was tied up in some way. Much like the exact powers of the Spirit, this too has changed with Monica. While physical restraints still limit her, it is not a complete loss. However, in return restraint has taken a more abstract meaning with her. Her powers weaken as her resolve does, the more she doubts herself the weaker they get, up to disappearing completely until she has regained her resolve. Legacy of Liberty – Monica carries a massive burden on her. She has to live up to all previous women empowered by the Spirit of Liberty. They fought in the World Wars, in the Terminus Invasion and during many other occasions. While Monica has the approval of Beth Walton-Wright, the previous, and according to many, greatest Lady Liberty, she still doubts whether or not it is really her power to yield, and she has no idea how she’ll ever live up to what her name demands of her. The large fanbase the name carries with it does not help with this, as many of them have been rather unpleasant about Monica’s newfound powers. Publicity – Monica’s identity is incredibly public, she got interviewed under her real name on TV only moments after getting her power. Monica never got to experience what it meant to have a secret identity, something she regrets very much. With this come the usual problems that are associated with a public identity, something she is very aware (and scared) of. Of course, the fact she is an undocumented immigrant doesn’t exactly improve the situation at all, and she is anxious about what may happen related to that situation now that her – and her family – ‘s status is known around the entire country. The Student Life – First and foremost, Monica is a student, with all that includes. She has an attendance to keep, homework to do and things to study. She also has regular counselling sessions at Claremont, meaning that all in all, she does not get a lot of free time. As she didn’t spend much time at school before coming to Claremont, and said school’s curriculum was not exactly great, she struggles somewhat with keeping up acceptable grades, eating further into her time and confidence. Abilities: 4 + 4 + 6 + 6 + 8 + 10 = 38PP Strength: 24/14 (+7/2) Dexterity: 14 (+2) Constitution: 22/16 (+6/3) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 16 = 36PP Initiative: +6 Attack: +13 Melee, +10 Ranged Grapple: +20/15 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5/1 Saving Throws: 0 + 4 + 7 = 11PP Toughness: +10/3 (6/3 Con, +4) Fortitude: +6/3 (+6/3 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +11 (+4 Wis, +7) Skills: 52R = 13PP Bluff 5 +10 Concentration 4 +8 Diplomacy 6 +11 Disguise 4 +9 Intimidate 4 +9 Knowledge (Life Sciences) 5 +7 Language 1 (Spanish [Native], English) Medicine 6 +10 Notice 5 +9 Sense Motive 6 +11 Swim 6 +13/8 Feats: 10PP Attack Focus (Melee) 3 Dodge Focus 2 Improved Grab Improved Initiative Improved Disarm Interpose Move-By Action Powers: 39 + 33 = 72PP The Strength of Freedom (39 PP Container) Enhanced Strength 10 [20PP] Enhanced Constitution 6 [12PP] Protection 4 [4PP] Leaping 3 [3PP] The Light of Liberty (30PP Array; Feats: Alternate Power 3) [33PP] BP: Enhanced Extra (Impervious Toughness 7 (up to); Reflective (Ranged [+1]; Extras: Range (Perception)[+2], Affect Others [+1]; Flaws: Duration (Concentration [-1])) [28/30PP] AP: Nullify 10 (Bindings [2/r]; Extras: Range (Perception)) [30PP] AP: Dazzle 10 (Visual [2/r]; Extras: Area (Burst), Selective Attack, Alternate Save (Will [first and second save]) [+0]; Flaws: Range (Touch)) AP: Emotion Control 10 (Extras: Area (Burst), Contagious; Feats: Progression 4 (Area); Flaws: Limited to Hope, Sense Dependent (Visual), Range (Touch [-2]) [9PP] linked to Healing 5 (Extras: Area (Burst), Selective Attack, Action (Standard); Feats: Stabilize, Progression 4 (Area); Flaws: Limited to Others, Sense Dependent (Visual)) [20+9=29/30PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC22/17 TGH Damage + Grab Dazzle Touch Area DC20 Will Visual Dazzle (Will Save) Emotion Control Touch Area DC20 Will Contagious Hope (Counter Fear) Totals: Abilities (38) + Combat (36) + Saving Throws (11) + Skills (13) + Feats (10) + Powers (72) - Drawbacks (0) =180/180 Power Points
  9. Moon-Moth Power Level: 10/11 (177/179 PP) Trade-Offs: -2 Attack /+2 Damage, -4 Defence/+4 toughness Unspent Power Points: 2 Theme: In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric. Alternate Identity: Myothizar A’lira Identity: Public Birthplace: Moon of Lantern Occupation:Moth Affiliations: Praetorians, Delzatri Empire, Lanturnians Family and Friends: Oroda and Litha A'Lira; Sire and Dam, Fascinated with the technology of the Dalzatri they migrated with their Children and had taken up the study of whatever they can get there hands on. Loke, Orin and Shari A'lira: Younger Brothers and Sister: Left lantern to seek there fortunes in the wider empire, Tae'lun Ozmodae: Friend and Mentor, Tae was born before the Lanternians made their great migrations and even served as an architect of the ritual that Relocated them; Took Myothizar as a pupil when the young Lanternian showed an instinctive grasp of spell-craft, Remained on lantern to teach magic to future generations. Forwarded Myothizar to the praetorians in the hopes he could find peers amongst their ranks. Parth Larunzi: Friend; taught under Tae'lun alongside Myoth, the two have known each other nearly their whole adult lives and have always been close in terms of relationship and talent in Mysticism; Came to believe Myoth was forwarded over herself due to favoritism on Tae'lun's part and has become a little bitter towards him. Description: Age: 200 (DoB: Over 2200 years ago) Apparent Age: Adult Gender: Male Ethnicity: Moonborn Height: 6'6 Weight: 130lbs Eyes: Violet Hair: Fluffy White. Tall with slender limbs and powdery wings bearing large eye like markings, Myoth could easily be mistaken for the terrestrial Cryptid Mothman, His coat is a snowy white that would blend readily with the surface of his home moon; Power Descriptions: An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian. History: The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies. able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts. Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build. perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the Delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire. A chance he got when he was forwarded by the elders as a potential candidate for the praetorians. Personality & Motivation: Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit. Powers & Tactics: With a keen mind and powerful magic Myoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength Complications: Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere necessitated a Non-Verbal Language He Will often misspeak or confuse terms, occasionally getting punched in the face as a result. "I am Myoth, Not Monster.": Myoth's Slight ostracization has caused him to develope a craving for acceptance and Approval, the primary reason he enjoys working with the praetorians is the peers it provides him, He becomes extremely Distressed if he is called a monster, freak, demon or the like (he doesn't mind Alien, Lunatic or Fool.) and usualy tries to convince the accuser otherwise; Sufficient provocation however Might leads to Red Rages and/or Heavy Depression. Abilities: 0 + 4 + 10 + 20 + 10 + 4 = 48PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 12+6 = 18PP Initiative: +10 Attack: +6 Melee, +6 Ranged (+10 Blast, Snare, Transform) Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -7 Saving Throws: 2+5+5 = 12PP Toughness: +15 (+5 Con, +10 [Force Field]) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+2 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 48R = 12PP Concentration (8) +13 Craft (artistic) (4) +14 Diplomacy (4) +6 Gather Information (4) +6 Investigate (4) +14SM Knowledge (Arcane Lore) (8) +18SM Knowledge (Galactic Lore) (4) +14 Language 2 (Base: Lanturnian, Delzatri, Galstandard) Notice (5) +10SM Sense Motive (5) +10SM Feats: 14PP Dodge Focus 4 Eidetic Memory Equipment 7 (Praetorian HQ and Spaceships; 5 from veteran awards) Jack of all Trades Luck 2 Ritualist Skill Mastery (Arcane Lore, Notice, Sense Motive, Investigate) Speed of Thought Ultimate Effort (Knowledge (arcane Lore)) Equipment: 2PP = 10EP Contributed to Praetorian Equipment Powers: 50 + 2 + 10 + 9 + 4 = 75PP Array 20(“Master of Magic”; Magic; PF: Alternate Power 10)[50pp] -BE: Blast 12(“Vast Array of offensive magic”; Feats (Improved Critical 2) Extras Penetrating 5 PF: Accurate 2 (+4), Improved Range (300ft Incr) Indirect (3), Progression (Increase Range; 3000ft maximum) Variable Descriptor 2 (Any Magic)) [40pp] -AE: Create Object 11(“Moon-Silver Constructs”; 11x250’ cubes; Extras: Movable (55ft radius, STR 55 Force: 26 tons), Precise, Progression (Object Size) 5, Stationary) (40/40pp) [1pp] -AE: Illusion 8(“Mirage Arcana”; Affects: All sense Types, Progression Area 6 (100ft)(38/40pp)) [1pp] -AE: Move Object 18(“Audacious Alterations”/ “Subtle Shifts”; Strength 90, Heavy load: 3.3k tons; PF: Affects Insubstantial 2 (Full Power) Precise, Subtle, (40/40pp) [1pp] -AE: Snare 12 (“Moon-Silver Shackles”; Extras: Regenerating PF: Accurate 2 (+4) Precise, Subtle) (40/40pp)) [1pp] -AE: Teleport 12(“Magic of the Migration”; 1200ft as a move, 20 million miles as a full action; Extras: Accurate PFs: Change Velocity, Easy, Progression Mass 2 (500lbs) (40/40pp))[1pp] -AE: Time Stop 10("Moth-gate"; Extras: Accurate, Portal Flaws: Long Range)[40/40] -AE: Teleport 15("Long distance transmission" Extras: Accurate Flaws: Long Range PFs: Progression Mass 6 (10,000 lbs) Change velocity, Change Direction, Easy, Turnabout)[40/40] -AE: Time Stop 10 ("Myothizar's Moment"; 50ft radius Extras: Selective attack Flaws: Action(Full), Distracting, Range, Unreliable (5 Uses)[40/40) -AE: Transform 12(“Transmutations”; Affects: Broad (Matter to Matter) 5000 lbs; Extras: Duration (continuous) Flaws: Action (full) Range (Touch) PF: Accurate 2 (+4), Innate (40/40pp))[1pp] -AE: Dimensional Pocket 16("Myothizar Zone"; 12,500,000 lbs; PFs: Affects Insubstantial 2 (Full Power), Extended Reach 2 (10ft reach)) (36/40) Flight 1(“Mystic Flight” 10mph 100ft a round) [2pp] Force Field 10(“Prismatic Scales” +10 toughness) [10pp] Immunity 8(“Lanturnian Biology”; Genetic, Aging, Enviormental conditions (all), Suffocation (all); Feat: Innate)[9pp] Super Senses (“Magic Sensativity”; Alien, Biological; Analytical, Visual Detect Magic)[4pp] Drawbacks: (-2) = -2PP Vulnerability: Fire (common) +1 to DCs (minor) (-2pp) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness Damage Blast 300ft DC27 Toughness Damage Myothizars' Moment DC20 Reflex Time Stop Snare 120ft DC22 Reflex Snare Transform Touch DC22 Fortitude Transform Illusion Perception DC18 Will Illusion Totals: Abilities (48) + Combat (18) + Saving Throws (12) + Skills (12) + Feats (14) + Powers (75) - Drawbacks (-2) = 177/179PP
  10. Tempest Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: None In Brief: Amnesiac telekinetic seeking to protect others from the tragedies that have occurred to him. Catchphrase: “Storm’s Rising…” Alternate Identity: Zechariah Israel Davidyan Birthplace: Bar Harbor, Maine Residence: Freedom City Base of Operations: The West End Occupation: Substitute Teacher, Self-Employed consultant Affiliations: Family Lior Davidyan (mother, missing), Isaac Davidyan (father, missing), Samuel Lee (honorary uncle, former teacher), Andrea Lee (honorary aunt, former teacher), Matthew Fan-Lee (honorary brother), Naomi Fan-Lee (ex-girlfriend, sort of) Description: Age: 23 (DoB: July 5th, 1995) Gender: Male Ethnicity: Jewish and East Asian Height: 5’11” Weight: 152 lb. Eyes: Hazel Hair: Black Tempest, outside of his costume, is an average looking young man, with short black hair on his head and hazel eyes of East Asian cast. He keeps his face clean-shaven, and his expression is often thoughtful. He wears simple clothing – mostly of solid colors rather than anything with words on it, favoring blues and purples. His costume is fairly basic, being a black bodysuit with silver lining along the edges. It includes a hood and a simple black cloth wrapped about his lower face to conceal his identity. History: Born twenty-three years ago as Zechariah Davidyan in Bar Harbor, Maine, the hero known as Tempest has suffered much in his lifetime. His parents, Isaac and Lior Davidyan were both American Jews, though Lior was biologically from China, having been born there and adopted by American Jewish parents. Zechariah, or Zack, was a thoughtful and intelligent child whose early years were mostly serene, though the occasional news of enormous battles between superheroes and supervillains did reach him, he never really expected to do more than hear about them. This changed, however, when his powers first manifested themselves at the age of ten. One day, during elementary school, a bully threw something at him, and he caught it with his mind, only to launch it back and break the boy’s nose. His parents, very concerned with their boy’s behavior and sudden display of telekinetic power reached out to old family friends – the Lee family, based in Salem, Massachusetts, where they ran a small school studying superpowered individuals without the expectation that they would become heroes. The Lees’ own son, Joshua, had the ability to cause objects and sometimes beings to explode, and they were in desperate need of someone else his age who could match him. Thus, Zack was sent to the Lighthouse on the Cliff, their school, where he met their son, Josh, and became incredibly close friends with him, as well as their adopted children, Matt – who was two years older than himself and Josh – and Naomi, who was of an age with himself and Josh – Fan-Lee. Matthew was a telepath, a psychic of great power, whilst Naomi had both superhuman strength and durability, as well as the ability to totally control her own body. Zack found himself in awe of Matt, and impressed with Naomi, as all four of them learned to control their powers. Even at this time, though, Zack had no intention of donning a costume and fighting crime – only Josh, of the four students of the Lighthouse, had any intention of doing so, and even his parents discouraged him. By the time they were sixteen, Naomi and Zack had become increasingly attracted to one another, and Josh became invested in seeing the two get together, arranging private meetings and dates between them with a deft finesse that impressed even Matt, who had intended to do the same. It was when they turned seventeen that everything changed. Scientists of some organization that they never learned the name of abducted Josh, Zack, and Andrea Lee, Josh’s mother, as well as Zack’s parents. They kept the parents under lockdown, performing experiments to see what sort of talents their children could have, and how they could use those genetic signifiers to enrich themselves and complete their employers’ nefarious ends. Zack himself was tormented, experimented upon, and forced to watch as the same was done to his best friend. For weeks, they were kept in this laboratory-prison, their minds and bodies growing scarred under the scientists’ tender mercies. Josh weakened, his will collapsing, and died in an explosion he himself caused as part of an experiment, taking with him a couple of the scientists. Alas, rescue was nearly at hand – Matt, Naomi, and Samuel Lee were on their way, but seeing Josh die broke something in Zack, who went berserk, his telekinetic attacks slaughtering the scientists in the facility as he stalked through the bloody corridors, hunting them down in a frenzy of rage and impotent sorrow. Naturally, Matt chose this time to show up, and saw his death coming closer as Zack whirled on him. In a desperate move that would traumatize him for decades, Matt mind-blasted Zack into submission, preventing him from harming anyone else like he had done the scientists, but also permanently damaging his memories and ability to make memories. Zack forgot much, including Naomi and many memories of his childhood. He fled the scene, dashing into the wilderness. Zack spent years trying to find a new life that he could settle into, but every time he was nearly content, he would find himself in a situation and not recall how he got there, and it would sour him considerably towards the whole affair. He was haunted by nightmares of the lab, and crossed state boundaries frequently. In 2017, when he was twenty-two, Zack found himself in Freedom City, where on his first day there he was accosted by thugs looking to prey on the weak. This solidified his resolve - if others were suffering as he had, he would become the thing that his best friend had wanted so badly to be - a hero. Taking on the name Tempest, Zack began to perform his heroic deeds in protecting others. Personality & Motivation: Tempest fights crime and protects others because he never wants to see another person have to go through what he did. He is solemn and thoughtful, but his memory issues often lead him into far more trouble than he would rather be in. Powers & Tactics: Tempest is capable of moving heavy objects with his mind, as well as erecting barriers to deflect most physical attacks. He can use his telekinesis quite precisely, knocking off hoods or unstitching clothing without catching the skin beneath. He often focuses on binding his targets and trying to talk them down, but is more than willing to bludgeon them with either telekinetic force or other nearby objects should that fail. He can cut things using his telekinesis, but does not do so very often for reasons that he isn't entirely clear on - it just gives him unpleasant flashbacks... Further, he can feel the physical shape of the areas around him, at approximately 15' range. He does so by "pulsing" his telekinesis across that area in a 360° sphere around him, feeling where there is the faintest resistance in that vicinity. Power Descriptions: In general, Tempest's powers are invisible to the human eye - only their results are obvious. Complications: Motivation – Protection: Tempest wants to make sure no one ever is hurt like he has been. No one deserves to lose parents, best friend, ability to remember, and more. He is deeply devoted to ensuring others are safe. Flashbacks: Sometimes, Tempest experiences traumatic flashbacks to his time in the prison-lab of the scientists, which distresses him greatly, crippling him emotionally and preventing him from acting in a rational manner until they end. Memory Issues: Tempest forgets many details about his past, and sometimes cannot create new memories at all. He occasionally finds himself in a place doing something, despite the fact that he has no idea where he is or why he’s doing what he’s doing. It is a most unnerving experience. Sometimes people from his past may show up without him recalling them, which of course causes more trouble. Abilities: 0 + 2 + 4 + 8 + 12 + 6 = 32PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +6 (+5 Base, +1 Dodge Focus), +2 Flat-Footed Grapple: +4/+20 w/Telekinesis Knockback: -7/-1 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +14/+2 (+2 Con, +12 Force Field) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +11 (+6 Wis, +5) Skills: 48R = 12PP Concentration 12 (+18) Diplomacy 11 (+14)Skill Mastery Knowledge (History) 4 (+8)Skill Mastery Notice 10 (+16)Skill Mastery Sense Motive 10 (+16)Skill Mastery Languages 1 (Hebrew, English [Native]) Feats: 8PP Assessment Dodge Focus Luck 3 Second Chance (Concentration checks to maintain powers) Skill Mastery (Diplomacy, Knowledge (History), Notice, Sense Motive) Trance Powers: 4 + 23 + 8 + 34 = 69PP Descriptors: All Mutant Super Senses 4 (Extended(Mental), Ranged(Mental), Radius (Mental)) [4PP] (Telekinesis Pulse) Force Field 12 (Extra: Impervious 10, Feats: Ultimate Save (Tough) ) [23PP] Flight 4 (100 MPH / 1000' per Move Action) [8PP] Telekinesis 16.5 (33PP Array, Feats: Alternate Power 1) [34PP] BE: Move Object 10 (Telekinesis; Strength 50, Heavy Load 12 tons; Extra: Range [Perception]; Feats: Precise, Subtle, Split Attack) {33/33} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Precise, Split Attack, Subtle]) {33/33} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Move Object Perception +20 Grapple Pinned/Bound Totals: Abilities (32) + Combat (18) + Saving Throws (12) + Skills (11) + Feats (8) + Powers (69) - Drawbacks (0) = 150/154 Power Points
  11. Tempest Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Amnesiac telekinetic seeking to protect others from the tragedies that have occurred to him. Catchphrase: “Storm’s Rising…” Alternate Identity: Zechariah Israel Davidyan Birthplace: Bar Harbor, Maine Residence: Freedom City Base of Operations: The West End Occupation: Substitute Teacher, Self-Employed consultant Affiliations: Family Lior Davidyan (mother, missing), Isaac Davidyan (father, missing), Samuel Lee (honorary uncle, former teacher), Andrea Lee (honorary aunt, former teacher), Matthew Fan-Lee (honorary brother), Naomi Fan-Lee (ex-girlfriend, sort of) Description: Age: 23 (DoB: July 5th, 1995) Gender: Male Ethnicity: Jewish and East Asian Height: 5’11” Weight: 152 lb. Eyes: Hazel Hair: Black Tempest, outside of his costume, is an average looking young man, with short black hair on his head and hazel eyes of East Asian cast. He keeps his face clean-shaven, and his expression is often thoughtful. He wears simple clothing – mostly of solid colors rather than anything with words on it, favoring blues and purples. His costume is fairly basic, being a black bodysuit with silver lining along the edges. It includes a hood and a simple black cloth wrapped about his lower face to conceal his identity. History: Born twenty-three years ago as Zechariah Davidyan in Bar Harbor, Maine, the hero known as Tempest has suffered much in his lifetime. His parents, Isaac and Lior Davidyan were both American Jews, though Lior was biologically from China, having been born there and adopted by American Jewish parents. Zechariah, or Zack, was a thoughtful and intelligent child whose early years were mostly serene, though the occasional news of enormous battles between superheroes and supervillains did reach him, he never really expected to do more than hear about them. This changed, however, when his powers first manifested themselves at the age of ten. One day, during elementary school, a bully threw something at him, and he caught it with his mind, only to launch it back and break the boy’s nose. His parents, very concerned with their boy’s behavior and sudden display of telekinetic power reached out to old family friends – the Lee family, based in Salem, Massachusetts, where they ran a small school studying superpowered individuals without the expectation that they would become heroes. The Lees’ own son, Joshua, had the ability to cause objects and sometimes beings to explode, and they were in desperate need of someone else his age who could match him. Thus, Zack was sent to the Lighthouse on the Cliff, their school, where he met their son, Josh, and became incredibly close friends with him, as well as their adopted children, Matt – who was two years older than himself and Josh – and Naomi, who was of an age with himself and Josh – Fan-Lee. Matthew was a telepath, a psychic of great power, whilst Naomi had both superhuman strength and durability, as well as the ability to totally control her own body. Zack found himself in awe of Matt, and impressed with Naomi, as all four of them learned to control their powers. Even at this time, though, Zack had no intention of donning a costume and fighting crime – only Josh, of the four students of the Lighthouse, had any intention of doing so, and even his parents discouraged him. By the time they were sixteen, Naomi and Zack had become increasingly attracted to one another, and Josh became invested in seeing the two get together, arranging private meetings and dates between them with a deft finesse that impressed even Matt, who had intended to do the same. It was when they turned seventeen that everything changed. Scientists of some shadowy organization abducted Josh, Zack, and Andrea Lee, Josh’s mother, as well as Zack’s parents. They kept the parents under lockdown, performing experiments to see what sort of talents their children could have, and how they could use those genetic signifiers to enrich themselves and complete their employers’ nefarious ends. Zack himself was tormented, experimented upon, and forced to watch as the same was done to his best friend. For weeks, they were kept in this laboratory-prison, their minds and bodies growing scarred under the scientists’ tender mercies. Josh weakened, his will collapsing, and died in an explosion he himself caused as part of an experiment, taking with him a couple of the scientists. Alas, rescue was nearly at hand – Matt, Naomi, and Samuel Lee were on their way, but seeing Josh die broke something in Zack, who went berserk, his telekinetic attacks slaughtering the scientists in the facility as he stalked through the bloody corridors, hunting them down in a frenzy of rage and impotent sorrow. Naturally, Matt chose this time to show up, and saw his death coming closer as Zack whirled on him. In a desperate move that would traumatize him for decades, Matt mind-blasted Zack into submission, preventing him from harming anyone else like he had done the scientists, but also permanently damaging his memories and ability to make memories. Zack forgot much, including Naomi and many memories of his childhood. He fled the scene, dashing into the wilderness. Zack spent years trying to find a new life that he could settle into, but every time he was nearly content, he would find himself in a situation and not recall how he got there, and it would sour him considerably towards the whole affair. He was haunted by nightmares of the lab, and crossed state boundaries frequently. In 2017, when he was twenty-two, Zack found himself in Freedom City, where on his first day there he was accosted by thugs looking to prey on the weak. This solidified his resolve - if others were suffering as he had, he would become the thing that his best friend had wanted so badly to be - a hero. Taking on the name Tempest, Zack began to perform his heroic deeds in protecting others. Personality & Motivation: Tempest fights crime and protects others because he never wants to see another person have to go through what he did. He is solemn and thoughtful, but his memory issues often lead him into far more trouble than he would rather be in. Powers & Tactics: Tempest is capable of moving heavy objects with his mind, as well as erecting barriers to deflect most physical attacks. He can use his telekinesis quite precisely, knocking off hoods or unstitching clothing without catching the skin beneath. He often focuses on binding his targets and trying to talk them down, but is more than willing to bludgeon them with either telekinetic force or other nearby objects should that fail. He can cut things using his telekinesis, but does not do so very often for reasons that he isn't entirely clear on - it just gives him unpleasant flashbacks... Further, he can feel the physical shape of the areas around him, at approximately 15' range. He does so by "pulsing" his telekinesis across that area in a 360° sphere around him, feeling where there is the faintest resistance in that vicinity. Power Descriptions: In general, Tempest's powers are invisible to the human eye - only their results are obvious. Complications: Motivation – Protection: Tempest wants to make sure no one ever is hurt like he has been. No one deserves to lose parents, best friend, ability to remember, and more. He is deeply devoted to ensuring others are safe. Flashbacks: Sometimes, Tempest experiences traumatic flashbacks to his time in the prison-lab of the scientists, which distresses him greatly, crippling him emotionally and preventing him from acting in a rational manner until they end. Memory Issues: Tempest forgets many details about his past, and sometimes cannot create new memories at all. He occasionally finds himself in a place doing something, despite the fact that he has no idea where he is or why he’s doing what he’s doing. It is a most unnerving experience. Sometimes people from his past may show up without him recalling them, which of course causes more trouble. Abilities: 0 + 2 + 4 + 8 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +6 (+5 Base, +1 Dodge Focus), +2 Flat-Footed Grapple: +4/+20 w/Telekinesis Knockback: -7/-1 Saving Throws: 5 + 3 + 4 + 5 = 13PP Toughness: +19/+7 (+2 Con, +12 Force Field, +5) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +10 (+5 Wis,, +5) Skills: 44R = 11PP Concentration 12 (+17) Diplomacy 7 (+10)Skill Mastery Knowledge (History) 4 (+8)Skill Mastery Notice 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery Languages 1 (Hebrew, English [Native]) Feats: 6PP Dodge Focus Luck 2 Second Chance (Concentration checks to maintain powers) Skill Mastery (Diplomacy, Knowledge (History), Notice, Sense Motive) Trance Powers: 4 + 25 + 6 + 33 = 68PP Descriptors: All Mutant Super Senses 4 (Extended(Mental), Ranged(Mental), Radius (Mental)) [4PP] (Telekinesis Pulse) Force Field 12 (Extra: Impervious 12, Feats: Ultimate Save (Tough) ) [25PP] Flight 3 (50 MPH / 500' per Move Action) [6PP] Telekinesis 16 (32PP Array, Feats: Alternate Power 1) [33PP] BE: Move Object 10 (Telekinesis; Strength 50, Heavy Load 12 tons; Extra: Range [Perception]; Feats: Precise, Subtle) {32/32} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; Feats: Knockback 9 [Total 19], Precise, Split Attack, Subtle]) {32/32) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Move Object Perception +20 Grapple Pinned/Bound Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (11) + Feats (6) + Powers (68) - Drawbacks (0) = 150/150 Power Points
  12. Character Name: Sea Devil (and Singularity) Power Level: 12/13 (214/220PP) Trade-Offs: Various Unspent Power Points: 6 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. When using her disguise spell, she looks like a distinctly odd human - a muscular female with pale skin, long limbs, a loud voice and fluffy black hair, with big, wide eyes that stare fixedly and with a particularly large mouth. She usually wears hoodies, long pants, and rain boots to hide the ways her body still doesn't match the profile of a human's. Her skin is still cold and slick to the touch. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right. Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Outside of her armor, Aquaria is not a terribly brave fighter - she'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. Despite her sharp teeth and handclaws, she prefers to fight with hard kicks from her massive legs. She's not that different while wearing the armor, hanging back and firing spectrum blasts from her tridents until she's actually forced into melee. Once there she's effective enough - but is particularly effective when fighting alongside the mighty Singularity. Complications: How Far I'll Go: An explorer born, Aquaria Innsmouth can never turn away from a new adventure. An Innocent Warrior: Of all Aquaria's friends, Jessie White is the greatest - and perhaps the most troublesome. We Know The Way: Aquaria is a disciple of what is sometimes called the Aeon Cult among Surfacers but to her is simply the Faith - the worship of the gods of the Deep One, widely considered a dangerous, apocalyptic cult among Surfacers and Atlanteans. Shiny: Aquaria despises Atlanteans, thinking of them as cruel, jealous imperialists - and Atlanteans typically view her as a murderous barbarian cultist. Where You Are: Aquaria dreadfully misses her fellow Deep Ones and the society beneath the waves - and might take chances to return. It doesn't help that the Surface is so cold and dry! I Am Aquaria: Apostate, traitor, and worse - her fellow Deep Ones (those who know the story of the Deep One who consorts with Surfacers) generally don't share her feelings. You're Welcome: Granted space armor by a quirk of galactic politics, Aquaria Innsmouth is an object of interest both to the Star Knights - and to the secret patrons of the terrible Spectrum Knights. Abilities: 12 + 12 + 12 + 2 + 4 + 2 = 44PP Strength: 22 (+6) effective Str 37 Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 14 = 28PP Initiative: +6 Attack: +7, +11 Melee, +15 w/Spectrum Power Grapple: +18/+21 w Dagon's Might, +11 w/Move Object Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -11/-6/-3 Saving Throws: 1 + 1 + 5 = 7PP Toughness: +12/+6 (+6 Con, +6 Protection, +10 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +7 (+6 Dex, +1) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Acrobatics 2 (+8) Diplomacy 4 (+5) Disguise 0 (+16/+1) Knowledge (Arcane Lore) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 2 (Atlantean, English [Base: Lemurian]) Notice 4 (+6) Sense Motive 4 (+6) Stealth 4 (+10) Swim 4 (+10) Survival 8 (+10) Feats: 48PP Attack Focus (melee) 4 Dodge Focus 4 Evasion Fearless Environmental Adaptation (underwater) Luck Ritualist Sidekick 35 [Singularity] Powers: 27 + 6 + 45 = 78 Deep One Physiology 5.1 (26PP, PF: Innate) [27PP] Additional Limb 1 (Tongue) [1PP] Comprehend 2 (animals, Flaw: Limited [Sea Life]) [2PP] Dagon's Might Array 3 (6PP, PFs: Alternate Powers 2) [8PP] BE: Swimming 6 (100 MPH/1000FPM) {6/6} AP: Leaping 2 (x5, Running Long Jump 80 ft, Standing Long Jump 45 ft, Vertical Jump 20 ft) + Speed 2 (25 MPH/250 FPM) + Super-Movement 1 (Wall-Crawling 1 (to 2) {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 37, Heavy Load 2 tons) {6/6} Features 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) [3PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Senses 8 (Accurate Ultrasonic Hearing, Acute Scent, Darkvision, Tactile [Ranged]) [8PP] 1 + 2 + 8 + 2 + 3 + 2 + 8 = 26PP Hydra's Power 2.5 (magic tattoos, 5PP, PF: Alternate Power 1) [6PP] BE: Super-Senses 3 (Magic Awareness 3 [Auditory, Enhancements: Analytical, Extended]) [5/5] AP: Morph 3 (Aquaria Innsmouth, +15 Disguise bonus, PFs: Covers Scent, Precise) [5/5] Device 11 (Spectrum Knight Armor, 55PP, Flaw: Hard to Lose, PF: Restricted [Deep One]) [45PP] Communications 4 (radio, 1 mile) [4PP] Flight 3 (50 MPH/500FPM) [6DP] Immunity 9 (Life Support) [9DP] Protection 6 [6DP] Space Travel 1 (interplanetary) [2DP] Spectrum Power Array 12 (24PP, PFs: Alternate Powers 2) [26DP] BE: Damage 6 (energy trident, PFs: Improved Crit 2, Mighty, Precise, Takedown Attack 2, Variable Descriptor 2 [any energy]) + Impervious Toughness 10 {10} {14+10=24/24} AP: Blast 8 (spectrum power, PFs: Accurate 4, Precise 2, Variable Descriptor 2 [any energy]) {24/24} AP: Move Object 8 (energy constructs, Effective STR 40, Heavy Load 3 tons, PFs: Accurate 4, Precise) {21/24} Super-Senses 2 (Danger Sense [Radio], Uncanny Dodge [Radio]) [2DP] 4+ 6 + 9 + 6 + 2 + 26 + 2 = 55/55 Drawbacks: -1PP Vulnerable (visual Dazzles, uncommon, minor) [-1PP] Totals: Abilities (44) + Combat (28) + Saving Throws (7) + Skills (10) + Feats (48) + Powers (78) - Drawbacks (1) = 214/220 Power Points DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness Damage (Physical) Trident Touch DC27 Toughness Damage (Energy) Blast Ranged DC23 Toughness Damage (Energy) Singularity Power Level: 12 (175/175PP) Trade-Offs: None Age: 24 Gender: Female Height: 5'8" Weight: 175 lbs Eyes: Brown Hair: Short and blonde Description: A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. History: Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. Personality and Motivation: Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. Powers and Tactics: Jessie White fights with her bat, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 20PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Evasion Interpose Move-By-Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 4 + 16 + 6 + 12 + 1 + 2 + 10 + 5 + 9 + 2 + 8 +10 = 85PP Device 1 (Bat, 5PP, Easy to Lose, PF: Subtle [Collapsible]) [4PP] Damage 0 (PFs: Improved Crit 2, Mighty, Paralyzing Attack, Stunning Attack) Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1000 feet per move action) {2+2=4/4} Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (20) + Powers (85) = 175/175 Power Points
  13. Character Name: Sea Devil Power Level: 12 (220/220PP) Trade-Offs: Various Unspent Power Points: 0 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Defying Gravity, Wicked Survivor, 2Wei cover Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including adult spawn and their spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes - the armor of the villainous terrorist organization the Spectrum Knights. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. Her trident is about as tall as she is and black, a version of orichalcum favored by the craftsmen of Lemuria. Carved with ancient runes, it looks wrapped all around with grooved edges and curved lines like tentacles rather than the smoother craftsmanship of Atlanteans. When she casts spells with it, the trident glows with a cheerfully impossible black light. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right.  Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Leaping fresh from the ocean, Aquaria is stronger than a man and faster too - fighting with powerful kicks, bites, and lashes of her gigantic tongue, she really is an oceanic alpha predator. There's a reason why solo Deep Ones can clear out small ships full of humans, or why Deep One tribes hunt whales for sport. She'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. In her armor she is all that and space-worthy and flight-capable - and armed with a glowing energy trident about the length of a short sword she can project from the flexible armor's metal. The armor also renders her nigh-bulletproof and really tough. When wielding her trident, she'll try and stab or strike with it, given the cost that comes from using her magic. For that, she'll typically fly right into the middle of a large crowd of enemies. Complications: At the Mountains of Madness: Aquaria would do anything for Jessie White, her best friend. Call of Cthulhu: Aquaria does not like being single - but mating opportunities are sketchy here on the Surface. Dagon: Aquaria is a devotee of the dark gods of the Deep Ones; Dagon and Hydra. The Color Out Of Space: Aquaria's Spectrum Knight Armor doesn't actually seek her death - but it is essentially a Yellow Ring crossed with The Anarchist's Cookbook. The Dunwich Horror: People do not like Deep Ones! The Haunter of the Dark: It's always too bright here, and too dry. The Horror at Red Hook: Aquaria's fellow Deep Ones typically regard her as apostate and traitor. The Shadow Over Innsmouth: Aquaria and Atlanteans have a special beef with each other. Abilities: 10 + 14 + 10 + 0 + 6 + 10 = 50PP Strength: 28/20 (+9/+5) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +11 Attack: +4 Base, +8 Melee, +12 Natural Weapons Grapple: +15/+17/+20 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -8/-4 Saving Throws: 3 + 1 + 5 = 9PP Toughness: +12/+8 (+5 Con, +3 Protection, +4 Armor [5 Impervious]) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+7 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 64R = 16PP Acrobatics 3 (+10) Climb 5 (+10) Diplomacy 10 (+15) Handle Animal 5 (+10) Intimidate 5 (+10) Knowledge (Arcane Lore) 5 (+5) Knowledge (Theology and Philosophy) 10 (+10) Languages 2 (Atlantean, English, Base: Lemurian) Notice 7 (+10) Sense Motive 7 (+10) Stealth 3 (+10) Survival 2 (+5) Feats: 21PP Attack Focus (Melee) 4 Attack Specialization (Natural Weapons) 2 Dodge Focus 6 Environmental Adaptation (Underwater) Evasion Improved Initiative Luck 1 Move-By Action Prone Fighting Ritualist Takedown Attack Ultimate Save [Will] Powers: 42 + 26 + 41 = 109PP Container 8.2 (Deep One Physiology, Extra: Duration [Permanent], PF: Innate) [42PP[ Additional Limb 1 (tongue) [1PP] Comprehend 2 (Animals [speak/Understand], Flaw: Limited [Sea Life]) [2PP] Damage 3 (Power Feats: Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]]) [5PP] Immunity 3 (environmental cold, drowning, pressure) [3PP] Leaping 1 (x2) [1PP] Feature 2 (Deep One) [2PP] Movement Array 2 (4PP, Alternate Powers 2) [6PP] BE: Enhanced Leaping 1 (to Leaping 2 (x5) + Enhanced Speed 1 (to Speed 2 (25MPH/250FPM) + Enhanced Super-Movement 1 (Wall-Crawling 2) {1+1+2/=4/4} AP: Swimming 4 (to Swimming 5 [50MPH/500FPM]) AP: Enhanced Super-Strength 2 (to 3, Effective STR 35, Heavy Load 1.5 tons) Protection 3 [3PP] Speed 1 (10MPH/100FPM) [1PP] Super-Senses 12 (Darkvision, Radius Sight, Detect Magic 3 [auditory], Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute], Tremorsense) [12PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Strength 1 (Effective STR 25, Heavy Load 700 lbs) [2PP] Swimming 1 (2.5MPH/25FPM) [1PP] 1 + 2 + 5 + 3 + 1 + 2 + 6 + 3 + 1 + 12 + 2 + 2 + 1 = 41PP Device 8 (Hydra's Trident, 40 points; Flaws: Easy to Lose, PFs: Indestructible, Restricted 1 [Deep Ones]) [26PP] Immunity 1 (Own Powers, Extra: Affects Others) [2DP] The Stars Are Right! Array 14 (28 points; PFs: Alternate Power 4) [32PP] BE: Damage 12 (The Golden Sign; Extra: Area [General, Burst], PFs: Affects Insubstantial 2, Indirect 2) {28/28} AP: Move Object 12 (The Grip of the Mother; Extra: Area [General, Burst], Flaw: Range [Touch], PFs: Affects Insubstantial 2, Indirect 2) {28/28} AP: Nullify 12 (The Father's Power; all magic, Extra: Area [General, Burst], Flaw: Range [Touch], PFs: Indirect 2) {26/28} AP: Teleport 5 (The Mother's Coils; 100 ft/5 miles, Extras: Accurate [+1], Portal [+2]) {25/28} AP: Trip 12 (The Father's Ocean; Extra: Area [General, Cone], Knockback, Flaw: Range [Touch], PFs: Affects Insubstantial 2, Improved Trip, Indirect 2) {27/28} Strike 3 (trident strike; PFs: Accurate 2, Extended Reach 1, Mighty) [6DP] 2+32+6 = 40/40 Device 10 (50PP, Spectrum Knight Armor, Flaw: Hard to Lose, PFs: Restricted 1 [Immunity (suffocation underwater)] [41PP]Communication 4 (1 mile, radio) [4PP] Enhanced Feat 1 (Luck) [1DP] Enhanced STR 8 (to STR 28/+9) [8DP] Enhanced Strike 0 (PFs: Extended Reach 1, Variable Descriptor 1 [any electromagnetic]) [2DP] Feature 5 [Buys Off Drawbacks]) [5DP] Flight 5 (250 MPH/2500FPM) [10DP] Immunity 5 (disease, environmental heat, poison, radiation, suffocation [full]) [5DP] Impervious TOU 5 [5DP] Protection 4 [4DP]Space Travel 1 (interplanetary) [2DP] Super-Senses 4 (Radar) [4DP]4 + 1 + 8 + 2 + 5 + 10 + 5 + 5 + 4 + 2 + 4 = 50/50 Drawbacks: -5PP Vulnerability (dessication attacks [heat, dryness, etc], common, moderate) [3PP] Vulnerability (visual dazzles, uncommon, moderate) [2PP] Totals: Abilities (50) + Combat (20) + Saving Throws (9) + Skills (16) + Feats (21) + Powers (109) - Drawbacks (5) = 220/220 Power Points 
  14. The Red Rat (PL 9) Power Level: 9/15 (250/250 PP) Unspent Power Points: 0 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Freedom City Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe. Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self-aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She has pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately. Taxi Driver: Noemi works for “EZ Cabs” with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Empty Clip: Guns run out of bullets, even superior soviet guns with superior soviet bullets. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 7 + 4 + 5 = 16 Toughness: +5 Fortitude: +12 (+5 Con, +7) Reflex: +10 (+6 Dex, +4) Will: +6 (+1 Wis, +5) Skills: 120R = 30 PP Acrobatics 4 (+10) Skill Mastery Bluff 10 (+13) Computers 4 (+7) [14 (+17) Enhanced] Skill Mastery Diplomacy 4 (+7) Disable Device 4 (+7) Skill Mastery Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 8 (+11) Intimidate 8 (+11) Knowledge (Behaviour Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [14 (+17) Enhanced] Language 6 (English, French, German, Hungarian [native], Mandarin, Russian, Spanish) Medicine 4 (+5) Skill Mastery Notice 8 (+9) Pilot 4 (+10) Skill Mastery Search 8 (+11) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 45PP Ambidexterity Assessment Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Elusive Target Equipment 15 Evasion 2 Favoured Opponent (Spies) Grappling Finesse Improved Critical 1 (Unarmed) Improved Disarm Improved Grab Improved Grapple Improved Initiative Improved Pin Improved Throw Improved Trip Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Set Up Skill Mastery 2 (Acrobatics, Computers, Disable Device, Disguise, Drive, Medicine, Pilot, Sleight of Hand) Takedown Attack 1 Uncanny Dodge (Auditory) As enhanced Traits: Precise Shot 2, Improved Aim Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 5 + 1 + 17 + 5 + 1 + 5 + 8 + 17 = 67 “SLAVE” powers have cybernetic descriptor, Others have Mutant descriptor. Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Feature 1 (Internal Computer) [1 PP] “SLAVE” Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc], Feats: Improved Aim, Precise Shot 2) [17 PP] "SLAVE / Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Regeneration 9 (Bruised 1 / round [1], Disabled 1 / Hour [2], Injured 1 / Minute [3], Staggered 1 / Minute [3], Feats: Regrowth, Drawbacks: Power Loss 2 [Radiation damage or environment]) [8 PP] “Mutation” Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] “EMP Bullet” Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 15 Fort Nullify Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 15 Fort /Poison Fatigue Taser Bullet Ranged DC 15 Fort Stun Totals: Abilities 42 + Combat 52 + Saving Throws 16 + Skills 30 + Feats 45 + Powers 67 - Drawbacks -2 = 250/250 Power Points
  15. Erebo Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack / +2 Damage +2 Defence / -2 Toughness In Brief: An young dimensional refugee who received an unwanted gift from the depths of the Terminus' darkness. Catchphrase: "Be afraid of the dark that shines light on your sins, evildoer!!" Theme: Alternate Identity: Eliseo "Eli" Milioni (Secret) Birthplace: Earth 5443's Turin, Italy. Residence: Claremont Academy Campus. Base of Operations: "La Base": his small room in Claremont Dormitories. Occupation: Student at Claremont. Affiliations: Next Gen. Family: Maria Grazia Milioni, his lost older sister. Description: Age: 17 (01/08/2000) Apparent Age: 17. Gender: Male. Ethnicity: Caucasian, of Italian descent. Height: 191cm. Weight: 78kg. Eyes: Black. Hair: Black. Eliseo would be a normal teen (if a bit tall) but the "accident" which made him into what he his now had noticeable, eerie effects on his appearance and, much more disturbingly, on his psyche (but let's leave that for another section of this document). After becoming infused with the dark, entropic energies of the Terminus, Eli's body grew thinner and taller, almost as if stretched by the forces now contained within it, all of his hair turned jet black, and his eyes turned slightly larger and as black and deep as the Abyss. His skin, locked perpetually into an almost ceramic white complexion, completes the picture of a lanky, long limbed boy whose appearance whispers "odd" in every person's mind, and yet seems capable of an odd charm which puts him above many other people when it comes to being liked by his peers and others alike, is it the "allure of the Abyss?" As for clothing, accessories and hairstyle, he likes to keep things minimalistic, dressing all in black with small white accessories most of the time. He keeps his hair long, barely touching his shoulders, and has a predilection for turtlenecks, velvet and silk shirts, and most of all, shiny black shoes. He doesn't really have a costume, using his powers to cover up the details of his figure and clothing and thus appearing as a living silhouette that seems almost a hole cut out from the fabric of space, showing a place where all light goes to die and adding to his sleek, phantomlike image. History: Eliseo was born in a parallel very similar to Earth-Prime, with the glaring absence of most forms of superheroes and meta human activity. While the supernatural and the occult existed, they were not nearly near the realm of public knowledge, and orchestrated their manipulative schemes behind closed doors and curtains. Eliseo's father, Marco, was a small time engineer in Turin, with the small quirk of being obsessed by the occult matters of the world. This obsessive focus of his came to burrow into his brain and the lives of him and his children when Eliseo was only eight, his mother being apparently "murdered by a foul creature". Eli and Grazia, his two years older sister, reacted very differently from each other to this sudden shift in their otherwise tranquil lives: while little Eli was shunned by his father and thus despised him in return during the following years, Grazia grew ever closer to their father's hunt for the supernatural, helping him and encouraging his obsessive behevior as a way to scrounge up some sort of attention and affection from an otherwise elusive and self-centered man. Living with a distant father and sister, while not easy, wasn't really that traumatic on Eli, who grew to be a naturally self-reliant young boy, accepting friendships as few and far between occurrences in his otherwise lonesome life and, while the rest of his close family was busy searching for evidence of the unknown, the boy was looking at the sky and dreaming of flying, like almost all the children his age. Fancies that would soon come to be a reality for the people of his Earth, when a research team, secretly lead by the occult conspiracies his dad and sister were frantically searching for, discovered a "safe and reliable way to exchange information and goods with other universes". In reality though, this was a ploy by a nameless alliance of supernatural and secretive organizations to bring the incredible to the forefront of the world... and then dominate it openly. As people started travelling between other worlds, the economy flourished thanks to the influx of cheap goods and new scientific breakthroughs and, by the time Eliseo turned fourteen, his world seemed to turn into a Utopia. His father though, was weary of "the Plan", as he called it and, being right for once, this would lead his family to ruin. One year later, Eli and his family would be shunned as criminals and terrorists by the government due to their father trying to bomb a interdimensional portal station. To escape persecution, his sister, with instructions from his father, actually managed to activate a jury rigged device that could allow them to "jump" once in a random alternate dimension. This would have been a horrible decision and a very likely death sentence for the both of them, but his fanatical sister was too sure of their father's work to doubt the prospect... she regretted it when they found themselves trapped on a Terminus scout vessel. Fortunately for them though, the vessel was headed for Earth-Prime's Freedom City, during the '93 invasion attempted by Omega's forces. The unmanned ship was among the first to be spotted and shot down, right above Lonely Point. As the teens fell to what looked like it was going to be their demise, the interdimensional drive of the ship malfunctioned and exploded, sending the ship scuttling... somewhere in time and space. Eliseo doesn't remember much from the time he spent on the ruined ship, since he was seemingly put by Grazia in the only working stasis chamber in the vessel while he was unconscious, slowing down his metabolism. The ship crashed twenty four years later, exactly where it was supposed to during the invasion, and attracted the attention of the city's heroes, being a Terminus ship. Eli was the only person on board, his sister nowhere to be seen and, what was more, the failing dimensional drive and stasis chamber, along with the properties of the dimension where he was jaunted, all contributed to him actually developing powers as a conduit of the Terminus dreaded entropic energies. Soon after his discovery, Eli was confirmed as a dimensional refugee and sent to Claremont to study and learn to control his (mistrusted) powers. He adopted the codename Erebo, from the Greek god personifying the Abyss, and started fighting and striving to find meaning in this new world. Personality & Motivation: Originally a lively and energetic boy, thanks to the lack of care from his family, Eli has grown into a self-reliant and lonesome teenager, who doesn't actively look for company or friendship, but doesn't really reject it outright either. This part of him has dug deeper in his heart when he changed physically and mentally due to the Terminus' energies flowing into and through him, making it difficult for him to develop emotional bonds with other people, especially "normal" ones. He still holds his sister dear, much more than he ever did his father, considered she saved his life, probably in spite of her own, after years of neglect and coldness. He is calm, patient and collected, even though he couldn't be considered "cool" due to his eerie, aloof attitude, he can be surprisingly proactive when it comes to a set goal. Eli is also a very protective person with his few close relationships, holding them very dear to his heart and hoping o build a lasting life in this new environment where he has been thrust. The boy hopes of being accepted and to prove worthy of his saved life, building upon it with the utmost motivation and drive, even though he might not be able to show it completely or easily to others. Simply put, he wants to make a name, a life and a home for himself, a whole new life... a fresh start. Powers & Tactics: Generally, Erebo uses his darkness to conceal his features and approaches fights with criminals and other threats carefully, preferring to impair them from a distance using his Embrace and Breath effects and using the fact that he is immune to them to sneak around the battlefield, hitting where it hurts (after draining the physical toughness out of his enemies with his deadly Caress). If he wants to be extra careful, he will maneuver at range using his Wings and Gateways to position himself and start raining pain on his enemies in the form of shadow javelins (obviously thrown with the help of enhanced strength). Power Descriptions: Eli's power comes from him becoming a conduit to the dark, abyssal energies of the farthest reaches of the Terminus, the place where all light goes to die, thus all of his shadows do not appear normal at all, but rather swallow up all light that touches them, appearing mlre like holes cut out from the very fabric of the world and into the Void between dimensions. When using his Embrace, a rather big space is covered by a veritable dome of impenetrable darkness, and all caught within (except Erebo himself) find themselves unable to see, hear and smell with most of their senses. Usually, the inside of the domenis also struck by freezing gales that hinder those within, again letting Erebo act unaffected, and leving them vulnerable to surprise attacks using his dark Caress, a shadowy, tendril like arm that drains the toughness and physical resilience of anyone (and anything) that it touches, making hitting and breaking them with enhanced strength easy. Finally, with some effort, Erebo can use his solid shadows to create simple objects which, as a general rule, can only be moved by him and his powers. His shadows can also be used a gateway between two obscured points or mundane shadows, like some sort of portal, while enhancing his mobility with, black, stringy wings that allows some rather fast flight. Complications: Vulnerable to light: Eli's nature as a confuit of interdimensional darkness make him vulneble to intense light based attacks and effects. Odd and Eerie are my second names: Eli's physical and psychological profiles are skewed due to his interaction with the Terminus, leaving him unable to properly express his feelings through simple unconscious everyday gestures and making him appear almost doll like in behavior and appearance. Child of the Terminus: Eli's visceral and metaphysical link to the Terminus his a secret left for his closest of friends, since the history of Freedom make it a very touchy subject and could at best lead peple to mistrust him, and at worst... Away from home: Eli's home dimension does not want him back, and he wouldn't know how to find it if it did, anyways. He is not familiar with the concept and culture of real superheroes and villains, and the impact that they had on Earth-Prime in the last century, so he might seem like a fish out of water to his peers. Abilities: 4 + 8 + 4 + 0 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+ 12 = 28PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 Base. Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10/+24 Knockback: -7 Saving Throws: 3 + 6 + 5= 14PP Toughness: +8 (+2 Con, +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 48R = 12PP Acrobatics 8 (+12)* Bluff 8 (+10)* Investigate 5 (+5) Diplomacy 4 (+6) Gather Information 8 (+10)* Language 3 (Italian [Native], Latin, Ancient Greek, English) Search 4 (+4) Sense Motive 8 (+8)* *=skill mastery Feats: 9PP Assessment Dodge Focus 6 Thrown Mastery Skill Mastery Powers: 51 + 11 + 7 + 1= 70PP Darkness Control Array 22.5 (45PP Array; Feats: Alternate Power 6) [51PP] (darkness, dimensional, shadow, terminus). Base Power Obscure 10 (Erebus' Embrace; Total Visual, Auditory and Olfactory concealment; Feature: Erebo is immune to the effect; Feat: Reversible; Extras: Independent) [42/46] (sensory deprivation) Alt. Power Environmental Control 10 (Erebus' Breath; Intense Cold + Hinder Movement [Half Speed]; Feature: Erebo is immune to the effect; Feats: Reversible; Extras:Independent, Selective Attack) [42/46] (gusts of cold wind) Alt. Power Create Object 10 (Erebus' Arsenal; Feats: Affects Insubstantial [Full Toughness], Progression 2 [25 Feet*Rank], Selective; Extras: Duration, Movable) [45/46] Alt Power Teleport 10 (Erebus' Gateway; Feats: Progression [Portals are 10ft wide]; Extras: Portal) [41/46] Alt. Power Drain 10 (Erebus' Caress; [Toughness]; Feats: Incurable, Slow Fade 2 [1 point per 5 minutes], Reversible; Extras: Affects Objects) [23/40] Alt. Power Enhanced Strength 21 + Super Strength 4 (Dark Might; [Tot. Str. 35 (+12) / Super Strength 55 (Heavy Load: 24 Tons)]; Drawbacks: Obvious [whole body cloaked in inky, smoky shadows]) [28/40] Alt. Power Damage 10 (Shadow Javelins; Feats: Affects Insubstantial, Mighty 2; Extras: Ranged, Penetrating, Contagious) [43/45] Protection 6 (Shadow Cowl; Extras: Impervious [All 6 Ranks]; Drawbacks: Noticeable [whole body cloaked in inky, smoky shadows] [11PP] Flight 4 (Dark Wings; Drawbacks: Power Loss [Unable to flap wings]) [7PP] Feature 1 (Can make his whole figure, or parts of it, appear as black "holes in space" silhouettes, which always stand out in an odd way, even in natural darkness) Drawbacks: (-3) Vulnerability (Light; Common [-2]; Moderate [-1]) [-3] DC Block ATTACK RANGE SAVE DC EFFECT Unarmed Touch 20*/27 Toughness Damage Shadow Javelins Ranged 27 Toughness (Penetrating) Damage Thrown Objects Thrown 18*/25 Toughness Damage Erebus' Caress Touch 25 Fortitude Drain [Toughness] Totals: Abilities (20) + Combat (28) + Saving Throws (14) + Skills (12) + Feats (9) + Powers (70) - Drawbacks (-3) = 150/150 Power Points
  16. Player Name: Jander Prime Character Name: Koschei Power Level: 7 (105/105PP) Trade-Offs: +3 Attack / -3 Damage, +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Former Gang Leader returned to confront the Red Queen, the Vorovskoy Bratva and his traitorous father. Residence: Stark Hills, Bedlam City, WI Base of Operations: Bedlam City, WI Catchphrase: “Run if you want. I get off on the chase.” Alternate Identity: Aleksei Sergio Konstantin; Lexi Identity: Secret Birthplace: Our Lady of Sorrow, Bedlam City, WI. Occupation: Janitorial Services; Thaddeus Grissom High. Affiliations: Gorman’s Ghosts [alternatively Ghosts], Former Leader. Family: · Vasay Konstantin [Father, age: 44, b. December 21, 1973] · Jessa Ye [Mother, b. June 2, 1977; d. March 11, 2004] Description: Age: 23 (b. May 31, 1995) Apparent Age: mid-20’s Gender: Male Ethnicity: Russian-Fillipino Height: 1.8m [5’11”] Weight: 81kg [178 lbs.] Eyes: Brown Hair: Black; Short Cropped, Unkempt Appearance: Aleksei is a well built young man, the result of intensive physical conditioning, a wicked combination of grace, speed and power. Powerful shoulders and a lean frame, he is a blur of motion moving across the urban landscape in a clean, economical manner, flowing over, through and around obstacles that would cause any sane man to hesitate. He is heavily tattooed, his first a Virgin Mary draped in the flag of the Phillipines, a memorial for his mother, Jessa Ye. He has the old logo for the Naked Canvas tattooed over his right pectoral, a western style dragon crouched along his left shoulder blade it’s head leering over his shoulder to rest atop his heart. A snake entwines his right arm, wrapped around the trunks of trees which stand amidst a graveyard. Two headstones feature prominently along his forearm, one for his mother Jessa Ye, and another for Tricia Pereira. In his civilian life, he wears loose fitting cargo pants, and layered tees and hoodies. Thin soled athletic shoes allow for maximum grip without slowing him down, he avoids jewellry or other affectations as the risk of having them catch something while he moves through his parkour routines is too great. He keeps his hair trimmed short, but it is thick, coarse and unkempt, the same came be said for his face, typically sporting about three days growth before it becomes too itchy and needs shaving. A square jaw, with intense brown eyes, his nose slightly crooked from a playground accident in his youth, and a chipped tooth gives his smile an almost feral cast. As Koschei, he wears a tight fitting black thinsulate long sleeve, with a stylized dragon that has been silk screened across the chest. Army surplus combat webbing, as well as formed plastic bracers for his arms, knees, and shins. Thin textured gloves ensure maximum grip, similarly his footwear are athletic shoes, not boots, so as to provide maximum grip while staying light weight. He wears a stylized paintball mask, which has been spray painted a bone white, this helps to conceal his identity and projects a vaguely skull shaped image to his foes. Power Descriptions: Aleksei’s ability to absorb kinetic energy manifests as a shimmer radiating out from the point of impact, accompanied by a deep bass sound that resonates outwards. He has yet to develop the ability to channel or redirect the kinetic energy his powers allow him to absorb. His ability to maneuver through Bedlam’s cityscape appear as though he possesses some sort of superhuman agility and speed. He is able to traverse drops, chasms, and obstacles with a fluidity and precision that challenges the observer’s understanding of gravity and motion. History: Vasay Konstantin, a Boyevik, or recruiter, in the Vorovskoy Bratva based out of Brooklyn who met Jessa Ye, a waitress at the Girls Vlub in the Meadows, during his business trips to Bedlam, WI. A brief but intense affair took place, and in time Jessa Ye gave birth to her son at Our Lady of Sorrow in Bedlam City. Vasay was not a staple in their lives, yet despite the Bratva code against either wife, or family, he maintained a tumultuous relationship with Jessa, while investing time in Alexsei’s life. He ensured the young boy could speak, and understand the Russian language, while teaching him that he was worthless, weak, and would need to learn to defend what was his with ruthless aggression. Jessa abhorred Vasay’s treatment of her son, and while she could endure his violent tendencies, when that attention turned towards her son she found the strength to leave the cruelty behind her, and strike out on her own. Wanting to provide a better life for her son, Jessa changed her profession, instead concentrating on artistic endeavors, apprenticing at Skin Canvas, a reputable tattoo parlour in the Downtown core. Due to the gruelling hours of her apprenticeship, Aleksei became a staple around the shop, sweeping the floors, organizing portfolios, and running errands for the artists. The motley crew of the Naked Canvas became the brothers and sisters that Aleksei had never had; he learned to skate under the close eye of Tricia; he learned the streets from ex-ganger, Eduardo, and perhaps most importantly he learned the basics of Wing Chun from the lanky Jamaican, Lenny. Tragedy struck when Aleksei was nine, in Spring of ’04 when a young addict, strung out and looking for a fix had smashed through the shop as the artists were closing for the night and Jessa was preparing to take her son home. He came stumbling in with a battered .38 and demanded what little money was in the till, Aleksei, curious about the commotion came out of the back office only to stumble into the would be robber, who then grabbed Aleksei and began flailing with the gun. Jessa, fearing for her son’s life, rushed the strung out addict, and the shot that followed shattered the young man’s life. The artists of the Naked Canvas surrounded Aleksei for the next few weeks, sheltering him from the grief and the pain. His father, Vasay, attempted to visit, but Tricia and Lenny refused to let the man near their friend’s son. He bounced between the homes of Tricia, Lenny, and the other Canvas artists, until settling in with his uncle, Seongbin, above his Wolverton grocery store. He was enrolled in Langdon Bleeker, where he met Lena, neither of them were particularly interested in the athletics program, but shared a love of urban gymnastics; skating and parkour. Together the downtown core became their playground, particularly the skeletal remains of the Gorman Tower, where their stunt runs earned them hundreds of followers on various social media platforms. They soon earned the moniker, Gorman’s Ghosts, due to their seemingly death defying tricks, or the fact that those tricks would soon make ghosts of them both. On graduating from L.B. High, Lexi and Lena, as they now called themselves, gathered a small following of friends whom all excelled at the urban acrobatics which had provided them with some degree of notoriety. Collectively calling themselves the Ghosts, they banded together for protection from other gangs in the Downtown core, pick pocketing to provide cash for their expenses. They soon gained some measure of notoriety as their familiarity with the downtown core, coupled with their almost impossibly fluid urban grace meant that they were near impossible to catch by their rivals or the police. That notoriety allowed him to negotiate with several of the local gangs, resulting in a measure of neutrality for the Ghosts. However, they did hire themselves out as couriers between rival gangs, or factions, though due to the shooting that cost his mother’s life, he refused to transport guns or drugs. Vasay became aware of his son’s affiliations with the Ghosts, and was proud of the way he had climbed out of the street, establishing a name and reputation for himself, so he arranged a meeting whereby he would offer the Ghost’s exclusive rights to handle Vorovskoy business, as required, within Bedlam City. The meeting was arranged, with his soldiers in attendance to make it official, however he did not reveal Aleksei’s parentage to his organisation. However, what Vasay did not expect was Aleksei’s vehement denial of the offer, and his subsequent outburst defaming Vasay as coward and less than a man for his abuse of Aleksei’s mother, and abandonment of the family. Spurned by such an insult, Vasay beat his son savagely and dumped his body in an alley within the downtown core. He then made a similar offer to Lena, Aleksei’s second in command, who accepted the offer having never truly felt the same opposition to the transport of either guns or narcotics. Lenny discovered Aleksei at Bedlam General and the shop put up the funds for his care; he was released three days later. As Aleksei recovered, Lena visited him, informing him that the Ghosts were now hers, that they worked exclusively for the Vorovskoy Bratva, and their new employers had given them explicit orders that should they encounter Aleksei they were to eliminate him and provide proof to their handler, Vasay. Ignoring his former lover’s advice, he investigated the Vorovskoy’s network in Bedlam City, and discovered they were preparing to test a new designer drug within the city. After having fully recuperated from his father’s assault, he was able to tail one of his former gang members to the distribution point, where the Ghost was to transport a sample of the new drug to the Bratva’s distribution network. Aleksei was able to secure the package, about 10 kilo’s with a street value of over $50K which he took to a small apartment he’d been squatting at, mixed it with Drano and poured it down a drain. Lena appeared in a window, informing Aleksei that he should have run, and that she was sorry that it had to be this way. Her apology delivered she fled, Aleksei followed and try as he might, he couldn’t keep up which was the first time he’d ever lost to Lena. The following morning he discovered that the Canvas had been burned to the ground, Tricia was dead, and Lenny had been assaulted, his back broken, confining him to a wheelchair for the remainder of his life. Enraged Aleksei confronted Lena at her wharf side apartment, arriving just in time to witness her juicing with the Bratva’s new designer drug, Max. She apologized again, swearing she had nothing to do with the arson and assault on the Canvas, but that she now had no choice. Aleksei heard the sedan, and knew he should have fled but his anger, his outrage, caused him to confront his father’s men. While Lena refused to fight her former lover, the Bratva soldiers had juiced with the new drug as well, and with near super human strength were able to overwhelm Aleksei, and had him held prone at the end of the pier when Vasay arrived. The bore on the .45 seemed all encompassing; his father only shook his head as he pulled the trigger. The roar of the pistol deafened Aleksei, however, there was a surge, a shimmer, and a low thrum that reverberated through the damp night air. The recoil threw him into the frigid water, and blackness overwhelmed him. He awoke in a warehouse, the creak of wheels, Lenny’s voice, who informed him he’d been in and out of consciousness for three days; that he’d got a call from Lena letting him know what happened; that he’d found his body floating in the Harbour and had his friend drag him to the van. Lenworth informed him that he’d worked with Justice Xtreme in the 90’s and he’d seen how that had failed, so if Aleksei was committed to this path they would need to train, and train hard. That’s exactly what Aleksei did under Lenworth’s watchful eye, mastering Lenny’s version of Wing Chun, mixed with his own brand of parkour. Recalling a Russian fable that dealt with a sorcerer who could change his shape, a dragon, a whirlwind, depending on which story you read, but what stuck with Aleksei the most is that the wizard could not die, because he’d hidden his soul. When his mother had died, it had felt like he lost his soul, then the Canvas, Tricia. The bullet should have killed him, but it didn’t. Personality & Motivation: Aleksei is a brash and impulsive young man, full of confidence and bravado. He is beginning to learn, under Lenworth’s tutelage, that this attitude is what ended up costing those he cares about their lives. As such he is trying to rein it in, to keep that under control, be more calculating, aware of his surroundings, his environment, and to apply that knowledge to his course of action, allowing him to evaluate those consequences. While he has chosen to respond to the Bratva’s violence in kind, opposing them with his own brand of justice, due to the circumstances of his mother’s death he has vowed to never resort to the use of firearms as an equalizer. He is dedicated and focused, but has yet to cross the line that would result in the loss of life, nor is he willing to do so. Given his own upbringing he does have a soft spot for the youth of Bedlam City, and would be willing to go to extreme lengths to protect them, should the situation be necessary. Having lost his mother, Jessa, the artist Tricia whom he viewed as a sister, his guilt over Lenny’s condition, as well as his complicated relationship with his former lover Lena, and the betrayal of his father, he has isolated himself from the outside world, concentrating on his crusade against the Vorovosky Bratva. However Lenworth has counselled otherwise. He has helped Aleksei get a position as a janitor in one of Bedlam’s worst highschools, hoping that Aleksei can begin to identify with some of the at-risk students he is in close proximity to. Powers & Tactics: Aleksei is a mobile fighter, and uses his environment to his advantage, flipping off of walls, sliding under rails, or vaulting over obstacles to catch his opponents unaware. He can just as quickly ensure that he is behind cover if his opponent is armed, so as to prevent any accurate return fire. He has learned that he can concentrate and prevent even lethal shots from causing him harm, however, he will still instinctively try to avoid blows, or return fire, trusting in his agility rather than his kinetic resiliency. Complications: Daddy Issues: Alexsi has a troubled relationship with his abusive father, his abandonment of the family, and his criminal aspirations. And while Vasay has a grudging respect for his son, his continued disruption to the Vorovosky’s plans in Bedlam City have caused a loss in standing within the Bratva, and it is an issue which must be rectified before the Red Queen chooses to intercede. Aleksei feels the need to bring down his father tragedy that has been inflicted on him throughout his childhood, and his hatred of drugs and narcotics are only amplified when he considers how his father is now distributing a new designer drug through the already savaged urban landscape of Bedlam City. Giving Back: Aleksei feels a combination of guilt and shame when he considers how his actions have impacted those closest to him, and so he maintains an almost fatalistic approach to his actions within the city. He will consider heavily the consequences of his actions, as he doesn’t wish any harm to befall those who he is trying to protect, but he is unconcerned with risks to his own personal safety as long as by his actions, he is aiding the greater good or removing a threat to that same ideal. How’d I do that: Aleksei is entirely unaware of how his abilities work, and while he has deduced their protective nature he has not come to trust them entirely, instead relying upon his agility, and maneuvering in combat. It is possible that a massive kinetic force could overload his kinetic matrix, or that successive high energy blows could cause it to collapse entirely. It’s Complicated: Aleksei’s relationship with Lena is ... for lack of a better word, complicated. She has her loyalties to the Vorovosky Bratva, and her contact with them, Vasay, however, she still harbors feelings for Aleksei. The two have always had a rivalry of sorts, seeking to out do the other with various stunts, runs, or races. However this rivalry has taken a deadlier turn as they are now on the different side of a war, Aleksei wants to save her from her growing dependency on the Bratva’s new drug, whereas she wants to save Aleksei from his own sense of idealism. How it will end is anyone’s guess. Just Kids: Due to his own upbringing, and the charity of friends and family that aided him through the darkest time in his life, Aleksei is committed to aiding those less fortunate than himself, especially if they are children whose lives are still ahead of him. He will take great interest in cases involving disadvantaged children, and will often do so impulsively believing the best of the youth involved. A particularly cunning or ruthless opponent could certainly take advantage of this character trait. Abilities: 6 + 12 + 8 + 0 + 2 + 2 = 30PP Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +1 Attack: +6 Melee, +10 Strike, +6 Ranged Grapple: +9 Defense: +8, +3 Flat-Footed Knockback: -6 Saving Throws: 2 + 3 + 6 = 11PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+4 Con, +2) Reflex: +9 (+6 Dex, +3) Will: +7 (+1 Wis, +6) Skills: 60R = 15PP Acrobatics 7 (+13) Skill Mastery Bluff 5 (+6) Climb 5 (+8) Skill Mastery Escape Artist 2 (+8) Skill Mastery Gather Information 7 (+8) Knowledge: Streetwise 8 (+8) Language 3 (English [Native], Filipino, Russian, Spanish] Notice 7 (+8) Sense Motive 7 (+8) Sleight of Hand 2 (+8) Skill Mastery Stealth 2 (+8) Swim 5 (+8) Feats: 14PP Acrobatic Bluff Attack Specialization 2 [Strikes & Counters] Defensive Attack Defensive Roll Dodge Focus 2 Elusive Target Evasion 1 Improved Initiative 1 Luck 1 Move-by Action Skill Mastery [Acrobatics, Climb, Escape Artist, Sleight of Hand] Uncanny Dodge [Visual] Powers: 3 + 5 + 3 = 11PP Impervious Toughness 6 (Passive Kinetic Matrix, Extra: (+0) Duration: Sustained, Flaws: (-1/R) Limited: Physical Damage Only) [3PP] (Mutant, Genetic) Container Passive 1 (Traceur Expert) [5PP] (Training) · Leaping 1 [1PP] · Speed 1 [1PP] · Super-Movement 1 (Slow Fall, Flaws: (-1/R) Limited: 30’ Maximum) [1PP] · Super-Movement 2 (Wall Crawling 2, Flaws: (-1/R) Limited: Begin or End movement on level surface) [2PP] Strike 1 (Strikes & Counters, Feats: Mighty, PF’s: Improved Critical [Strikes & Counters]) [3PP] (Training) DC Block ATTACK RANGE SAVE EFFECT Strike [+10 Atk] Touch DC 19 TOU Damage [Crit 19-20] (Phys) Totals: Abilities (30) + Combat (24) + Saving Throws (11) + Skills (15) + Feats (14) + Powers (11) – Drawbacks (0) = 105/105 Power Points
  17. Fox

    Masque - Fox

    Masque Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: 16 Gender: female Ethnicity: Caucasian Height: 5' 8" Weight: 125lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +3 Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 92R = 23PP Acrobatics 8 (+11)SM Bluff 8 (+11, +15 Attractive)SM Concentration 8 (+8) Diplomacy 4 (+7, +11 Attractive) Disguise 2 (+5) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 8 (+8) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 8 (+8) Sleight of Hand 12 (+15)SM Feats: 19PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task [Feint] Luck 1 [to 4, from powers] Power Attack Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 2 + 4 + 1 + 1 + 38 + 6 + 5 + 1 + 10 + 5 + 3 = 76PP All powers have the 'magic' descriptor unless otherwise noted. Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 17 (34PP array; Feats: Alternate Power 4) [38PP] Blast 8 (Feats: Accurate 3) [19/34] (will-o'-wisp) Dazzle 8 (visual; Feats: Accurate 3) [19/34] (will-o'-wisp) Concealment 6 (all visual [4], all auditory [2]; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [14 + 20 = 34/34] Illusion 10 (visual [2], audio [1]; Feats: Progression 4 [100' radius]) [34/34] Duplication 10 (150/150PP clone; Feats: Mental Link; Extras: Heroic; Drawback: duplicate inherits conditions) [30/34] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (23) + Feats (19) + Powers (76) - Drawbacks (0) = 180/180 Power Points
  18. Blackfish Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack (Blast), -2 Damage (Blast), -2 Attack (Strike), +2 Damage (Strike), -3 Defense, +3 Toughness In Brief: Retired Naval Aviator dons nanosuit to fight crime! Catchphrase: N/A Theme: N/A Alternate Identity: Deion Carter (Secret) Birthplace: Oakland, California Residence: South Shore, Emerald City, Oregon Base of Operations: Emerald City, Oregon Occupation: MarsTech Test Pilot Affiliations: US Navy (Formerly), MarsTech Family: Elijah Carter - Father - Alive Sydney Carter - Mother - Alive Jeremy Carter - Younger Brother - Alive Kennedy Carter - Younger Sister - Deceased Description: Age: 33 (DoB: April 15th, 1985) Apparent Age: N/A Gender: Male Ethnicity: African-American Height: 5'10 Weight: 165 lbs. Eyes: Brown Hair: Black Deion stands at a roughly average height, though his body is toned from the years of experience in the cockpit he's had. Though he has been out of the military for sometime, Deion has found it difficult to not keep up to the general grooming standard, his hair typically kept short though he has allowed himself to grow a beard in more recent times - always kept to the MarsTech grooming standard, of course. On a typical day Deion tends towards professional attire, though that's a necessity of his position at MarsTech. Outside of the work week, Deion skews towards casual attire, jeans and t-shirts, though he almost always wears the bracelets that house the nanomachines that create the Blackfish suit. History: Ever since Deion was a kid, he knew exactly where he wanted to be: The Sky. Despite the absolute chaos that existed around him, the Drug War, the fall of Superheroes in the Public Eye, he could never keep his head out of the clouds. Above all else, he was determined to find his dream of living among the clouds become a reality. His father, a social worker for Alameda County, and his mother, a teacher for Oakland Public Schools, struggled to provide for their family, to keep their kids out of trouble and away from the gang violence that ravaged their city during the 80s and 90s, and although Deion and his siblings faced definite hardships, they overcame and persevered, and no other thing could exemplify this more than Deion's perseverance and tenacity during high school. Though he most certainly wasn't the smartest person in his graduating class, he worked harder than most and came to graduate with Honors, before shipping off to the United States Naval Academy at Annapolis, Maryland. Summers wasting away had become replaced with service abroad, both on vessels and at various installations around the world, and when he finally graduated from the Academy, Deion had earned a commission to become a Naval Aviator, and although it wouldn't be another two years until Deion took to the skies, he knew that he would find himself in the air in no time at all as long as he focused on the coursework, and honed his flight abilities. It was difficult and arduous, but Deion got through and his dream had been realized. Sure, he was flying C-130s instead of F-22s, but hey, a dreams a dream ain't it? Deion worked hard to find himself on top of the world, and he couldn't have been happier. By the time he actually was flying the closest thing to an X-Wing Fighter this side of the galaxy, Deion was stationed on an Aircraft Carrier in the Atlantic Fleet. Unfortunately for Deion, however, the Communion had other plans. When the Incursion occurred in 2014, it wasn't just the capes and cowls who were battling against the machines from beyond the stars, the soldiers and aviators of the world were also fighting back, right alongside their brothers in capes and cowls. Deion lost some of his closest friends during the fight against the Communion, and he himself was blown out of the sky by a Communion drone. It took weeks for aid to come, but when Torpedo Lass drug him back to a US Navy vessel, Deion breathed a sigh of relief. That sigh wouldn't last long. His sister had died during the Incursion, and he was grounded from flight awaiting "Psychiatric Evaluation", though he could live with that for now. After everything was said and done, Deion's contract ended in early 2017, by which time Deion had already found himself a new line of work: As a test pilot for MarsTech, working on a project that was supposedly going to "blow out the competition". Deion packed his bags, and moved from California to Oregon to start his new life in Emerald City, though for the better part of six months Deion wasn't actually doing anything. In theory, Deion was supposed to be their "ace pilot" operating some cutting edge technology that the world had never seen before, but the only thing Deion was jockeying was his desk. Right around the time disillusionment started to set in, Deion received a call from Max Mars himself and Deion had found his life changed forever. Max Mars presented him with the bracelets that housed the Blackfish nanosuit, and told him what the aim of the project was, "Mr. Carter," he said "I've done quite a lot for this city and the world as we know it, but I can't help but think that I should be doing more." The two of them came to an agreement: Deion was still the test pilot of some non-descript project, when in reality the project was MarsTech's newest nanosuit. Though, Deion would find that the suit had a secret of its own, one that the technicians at MarsTech hadn't planned on: The Suit could...think. It took some time to get used to, and eventually, Deion debuted as Blackfish, MarsTech's newest hero. Personality & Motivation: Deion is a man of determination and perseverance, and this has lead him to believe that he can attack all problems head on. Though he is quite a bit of a hot-headed individual, Deion does have the best interests of the people at heart, even though quite a few of his actions would end him up with a formal reprimand. The Blackfish AI, however, acts as a bit of a counter-balance to Deion's personality. The AI is calm, calculated, and driven off of a logical point-of-view, and in more than a few ways acts as a bit of a "private" counsel towards Deion when it comes to the business of being a hero. Though, this doesn't explain why Deion does what he does. Deion typically targets groups that scavenge out at sea, though he does target groups on land, because of what he saw in the aftermath of the Incursion. Groups of scavengers had no qualms with hunting down the salvage of the Incursion, and where once Deion had no option but to hope, now he can actively fight back against their operations, and although that brings him into frequent conflict with groups like the Trident, this has only strengthened his resolve. Powers & Tactics: Blackfish tends to stay out of direct combat and focuses more towards aerial and underwater support, favoring at-range blasts instead of laying the pain up-close and personal, though he has the ability to do so. That being said, Blackfish has a tendency to shoot before asking questions, and this has lead him to cause more than a few problems in the past. When forced into a corner, Blackfish will use his powerful stun punches to push his enemies back and then keep his distance from his foes to re-engage. Power Descriptions: The Blackfish suit itself almost appears alien in origin, though Deion has chalked that up to its clear adaptation to reach the least amount of resistance in both the air and the water. What appears to be thick metallic plating covers Deion's body as a protective shell, the suit an almost midnight black aside from the bright light that emanates from the central reactor in the center of his chest. Smaller white lights are studded into the knuckles of the suit, with what appears to be slightly smaller reactors inlaid into the palms of the suit. Blackfish's beams, like the reactors that produce them, are a bright white light, similar to the optical sensors that glow from the pitch black glass of the helmet fabricated by nanomachines. One thing, however, that has been curiously noted in Blackfish's public appearances is the MarsTech symbol, as well as manufacture number on the upper-right arm. Complications: MarsTech Calling!: Regardless of how Deion feels about it, Max Mars is the one who gave him the suit and - ultimately - has final say in what he is actively doing. When Max Mars calls, there could definitely be a hard conflict between what Mars wants and what Deion or the AI want. Technology Not of This World: The Blackfish suit, unbeknownst to Deion, is based off of Tellax the Redeemer - a Preserver creation meant to "uplift" the peoples of the Universe through nanotechnology. Unfortunately for Deion, this makes him a target of groups seeking out technology of this nature like the Ghostworks and other technologically-based villains, and they will pursue him to capture the technology he uses. "Adapting to New Parameters.": The AI that inhabits the Blackfish suit is derivative of the AI that operates Tellax the Redeemer. Given Tellax's nature as an adaptive machine, the artificial intelligence that governs the suit is similarly adaptive, causing it to adapt and change rapidly to survive as it encounters new threats and experiences. Recall Notice: When Tellax wakes up, he's going to want the suit back. Abilities: 2 + 4 + 6 + 4 + 4 + 0 = 20PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +6 Attack: +4 Base, +8 Strike, +12 Force Blasts Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed Grapple: +4/+10 Knockback: -7 Saving Throws: 5 + 4 + 4 = 13PP Toughness: +15 (+3 Con, +12 [Protection]) Fortitude: +8 (+3 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatics 13 (+15) Drive 10 (+12) Knowledge (Physical Sciences) 8 (+10) Knowledge (Technology) 8 (+10) Knowledge (Tactics) 2 (+4, +12 while in Suit) Notice 3 (+5) Pilot 12 (+14) Feats: 13PP Accurate Attack Acrobatic Bluff Benefit 3 (use Knowledge [Tactics] in place of Stealth to set up a surprise attack; use Knowledge [Tactics] in the place of Notice or Sense Motive to detect an ambush or avoid a feint in combat; use Knowledge [Tactics] in place of an Intelligence check for the Master Plan feat) Defensive Attack Dodge Focus 2 Improved Initiative Master Plan Move-by-Action Power Attack Uncanny Dodge (Audio) Powers: 80 = 80PP Nanosuit Housing Unit (Device 20) (Hard To Lose) (Nano-Technology) Combat Protocols (Array 18) [38/100 DP] BP: Blast 8 (Force Blasts; Extras: Autofire (Interval 2, max +5), Penetrating, Power Feats: Accurate 4)[36/36AP] AP: Strike 12 ( Stun Fists, Extras: Linked, Power Feats: Accurate 2) + Stun 10 (Descriptor: Force, Extras: Linked) [34/36AP] AP: Blast 10 (Homing Missiles; DC 25; Explosion Area (100 ft. explosion - General); Homing 2 (2 attempts)) Flight 7 (Speed: 1000 mph, 8800 ft./rnd) [52/100 DP] Immunity 9 (Life Support) [61/100 DP] Protection 12 (+12 Toughness) [73/100 DP] Enhanced Trait 2 (Environmental Adaptation - Aquatic, Eidetic Memory) [75/100 DP] Enhanced Skills 2 (Tactical Hud, Knowledge (Tactics) 8) [77/100 DP] Super-Senses 5 (Darkvision, Direction Sense, Infravision, Radio) [82/100 DP] Super-Strength 5 (Max-Load: 3 Tons) [92/100 DP] Concealment 4 ( Active Camouflage, Type: Visual Senses, Flaw: Blending) [96/100 DP] Comprehend 2 (Universal Translator, Type: Languages) [100/100 DP] Drawbacks: -4 = -4PP Normal Identity (Full Round Action) [-4pp] DC Block ATTACK RANGE SAVE EFFECT Energy Blasts Ranged DC 23 Toughness Damage (Energy) Stun Fists Touch DC 27 Toughness/DC 20 Fortitude Damage (Bludgeon)/Stun Homing Missiles Ranged DC 20 Reflex/DC 25 Toughness Damage (Explosion) Totals: Abilities (20) + Combat (14) + Saving Throws (13) + Skills (14) + Feats (13) + Powers (80) - Drawbacks (4) = 150/150
  19. Chromium - PL 7 Power Level: 7 (105/106PP) Unspent Power Points: 1 Trade-Offs: -3 Attack / +3 Damage, -5 Defense / +5 Toughness In Brief: Mechaphage driver who infected Rev, and is now coming to terms with his new form Catchphrase: What doesn't kill you makes you stronger! Alternate Identity: Jason Igglioni Birthplace: Bedlam City Residence: Bedlam City Base of Operations: Occupation: Wanna be AEGIS Agent Affiliations: AEGIS, Igglioni Family survivors Family: Anthony 'Screwtop' Igglioni (Father, Igglioni Enforcer was absorbed into Scarpias) ; Rossalind Igglioni Description: Age: 18 (DoB: 2000) Apparent Age: 17 Gender: Male Ethnicity: Used to be Caucasian Height: 6ft Weight: 1080 lbs (Used to be 180) Eyes: Silver Hair: Seemingly bald, likely silver Chromium looks like he is made out of solid chrome, polished to a mirror finish. Every detail is perfect, down to his silver eyelashes and the ridges of his muscles. He stands about 6 feet tall but because he is made of metal he weighs considerably more. He often wears a trenchcoat, with a fedora or other clothing that will cover most of his body and hide his silver features from the public view. This is of course when he's not pretending to be a Porsche 911. History: Jason was born into the Igglioni family, except it was already part of the Scarpias at that time. Born into the Mafia meant he had a lot of privilege and a lot of wealth but not a whole lot of morals readily visible other than all the time he spent in the Catholic church. Wealthy and privileged he was not unaware of the work his father had to do to earn the place in society he had, or the schools he went to or the cars his father used to drive. As he grew older he wanted to be involved in the family business, and his mother, of course, wanted to keep him out so she tried to keep him busy with sports, and he fell for it becoming very involved in wrestling to were it looked like he was going to be getting a scholarship for a University, far away from his fathers business of course, only to have it all fall apart one fateful day. His father was part of a chain of couriers, normally a job for someone lower on the ranking, but they were transporting a very valuable substance a live culture of the Mechaphage a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components and it was all supposed to be very secret, so secret that Tony didn't even do more than stop at home, leaving his car running while he got out and spoke to his wife. Jason, figuring it wouldn't hurt, hoped in the Porsche 911and drove it down the long road of the estate, but much to his consternation he slid on the road and crashed the car. Releasing the Mechaphage and bonding him to the Porsche and beginning his transformation. Moments later he awoke and, not really knowing what happened, tried to run away only realizing once he was on the highway and headed to Freedom City that he was the car....he almost caused several accidents at that point. He hid in Freedom City, trapped in the body of a Porsche for about 4 days. Then he started to drive around, he didn't have much else to do and then started to race people. Eventually bumping into Lexa Venn, soon to be Rev, they raced, she cheated and they crashed. Infecting her with the Mechaphage and getting him picked up by AEGIS. AEGIS, while many things, was not unsympathetic once he told the story. They did inform him there was a bounty on his head, his dad had assumed he had stolen the car and the cargo and the higher ups had done the rest. They also informed him they could help him get out of the car....sort of. A year later, many, many tests and hours of attempts and he was able to transform into his current form, a dense metal being. The charmers of AEGIS managed to convince him to stay with him to get his powers under control, and after ripping a door off of the hinges he agreed. So began his training, and tutoring under the eyes of AEGIS..they a very large file on Chromium, his assumed name but when he displayed an interest in becoming an AEGIS agent they were less than thrilled, after all he was just turning 18 and he was a superhuman. They wanted him to go to the Academy in Freedom City and he wanted nothing to do with it. In the end he managed to get away, his powers growing to the point where it was hard to keep him pinned, he headed to Bedlam, and watched by AEGIS from afar started looking for someone to teach him the skills he needed to become an AEGIS agent. Personality & Motivation: Jason is young, lonely yet not afraid. If anything he feels he is almost invulnerable because of the changes the bacteria has made to his body, but it tends to him taking unnecessary risks. AEGIS has trained him in their equivalent of High School but wanted him to go out and do his own things at Claremont Academy he wanted to make a difference right away. So now he is in Bedlam, being stubborn, and trying to learn more about fighting Crime and the bad guys that are in his hometown..a never ending task. Powers & Tactics: Chromium's fighting style is dictated by how the Macrophage Bacteria has changed him, his dense body and metallic outside means he can take most blows without flinching, he typically drives into battle and once he is in punching distance transforms into his metallic humanoid form. Either he uses Shockwave and Groundstrike to disable any minions or crowds that are trying to stop him before shaping his hands into blades, hammers or other weapons crackling with Energy to take care of any harder to crack targets. Doors, walls and other obstacles seldom slow him as if he can flow around them he can simply smash them apart. His biggest weakness is his lack of skill and knowledges that would allow a more experienced hero the foresight to prepare for different obstacles or possibly withdraw in the light of heavy odds...being a teenager and nearly invulnerable is not a good combination. Power Descriptions: Go be a Porsche: Jason has the ability to morph into the Porsche he initially bonded with, there is more than a little yellowish energy crackling over him till he is transformed completly but once he is then he looks just like a 911S Porsche although he performs a little better than your typical 911s and his windows are heavily tinted, hiding the fact that there is no driver. When he heals, or eats matter that is harder than what normal humans would eat, there is more of the yellow crackling energy around the wounds, or his teeth, as it works to heal him or tear apart the matter into it's constituent parts to add to his mass. He is constantly adding bulk which is compacted into his dense structure, not getting any larger than he was as a human but becoming more and more dense. There is more crackling energy when he transforms into his liquid state, and it covers the weapons he forms out of his hands disrupting matter they touch and giving him the ability to slice through most things he could chew through. Complications: Ring a ring a rosy: Although the Macrophage Bacteria seems to be very busy converting his body to cybernetic metal capable of amazing things, he is still contagious, although it requires much closer contact than he typically involves himself in it is possible he could create more problems for himself by exposing the People of Bedlam to him. This causes problems with those in the know, health officials who find out about it and of course AEGIS is watching him...speaking of which. AEGIS, Big brother is watching!: While he may have intimate knowledge of AEGIS they know much, much more about him. They are watching all the time, which means those he associates with are also under their scrutiny. There is a possibility that he could still be whisked off to Claremont at a moments notice or if he trips the right triggers he could have an AEGIS team striking in to neutralize and contain...if they can. Teenagers eat everything!: Jason is a teenager and needs a lot as he grows, more importantly the macrophage allows him to eat literally anything, tires, metal, garbage and more importantly plot hooks, important keys, documents etc. He has the unconcious habit of putting things in his mouth and simply chewing them, great when it's just trash not so great when it's the tool you need to defuse the bomb or the key to closing the terminus portal. The young and the reckless: Jason is 18, and prone to lapses in judgement, speeding when he shouldn't. Talking back when he really might be better off being quiet, punching that annoying dude who is looking for him when he should be hiding. And if that pretty girl is in trouble...no way he's sticking back. Everyone is out to get me: Being trained by AEGIS Jason has a suitable amount of paranoia, he tends to see things when they aren't there, particularly growing up in Bedlam he knows what it is like with all the crime etc. He tends to jump at shadows, sit with his back against a wall and generally have issues trusting anyone he hasn't known for awhile constantly questioning their motives. He ain't heavy he's my brother: Jason is heavy, 1080 lbs right now, and is only going to continue to increase in mass. He makes floorboards squeak and is in real danger of falling through rotten or weak flooring. As he grows this problem will only get worse. He breaks ordinary chairs, smashes tables and typically has a hard time with regular furniture having to sleep on the floor most of the time as things are just not built to hold his weight in such a 'small' area. Metal, magnets, electricity etc: Jason is made of metal, this causes all sorts of problems not least of with metal detectors, magnets and people who can control magnetic fields. He can be moved, his shape changed, even his color with the right powers. He reacts strangly to EMP and electricity too. EMP shuts down his shaping abilities and electricity makes him hyper, hungry and messes with his stability making it hard for him to hide in the streets of Bedlam if he's charged by electricity somehow. Abilities: 0 + 4 + 10 + 4 + 6 + 0 = 24PP Strength: 10/24/30 (+0/+7/+10) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 4 = 12 PP Initiative: +2 Attack: +4 Base Defense: +2 (+2 Base, +0 Dodge Focus), +1 Flat-Footed Grapple: +13/+18 Knockback: -6/-9 Saving Throws: 1 + 4 + 3 = 8 PP Toughness: +12 (+5 Con, +3 Impervious Toughness (Density), +4 Impervious Protection] Fortitude: +6 (+5 Con, +1) Reflex: +6 (+2 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 32R = 8PP Computers 2 (+4) Diplomacy 3 (+3) Drive 4 (+6) Gather Information 4 (+4) Intimidate 4 (+4) Knowledge (Civics) 2 (+4) Knowledge (Current Events) 2 (+4) Knowledge (Streetwise) 2 (+4) Notice 4 (+7) Search 5 (+7) Feats: 5 PP Accurate Attack Power Attack Chokehold Improved Grab Improved Pin Powers: 22 + 7 + 4 + 15 = 48PP Descriptors Mutant Density 7 (Made of Cybernetic Metal; Extras: Continous; Flaws: Permanent Feats: Innate) 22pp [Strength +14; Impervious Toughness 3; Immovable 2; Super Strength 2) Protection 4 (Chrome Skin; Extras: Impervious 4; Drawback: Noticeable) 7 PP Immunities 4 (Metal body; Suffocation 2, Disease, Poison) 4 PP Metallic Cybernetics 6 (12 PP Array; Feats: Alternate Power 5; Drawbacks: Power Loss (EMP) -2) 15 PP BE: Enhanced Traits ('I am Metal';Enhanced Strength 6; Super Strength 2 (Feats: Groundstrike, Shockwave) 12 PP AP: Strike 3 ('Shaped Weapons'; Extras: Penetrating 7; Feats: Variable (Any Physical), Mighty) 12 PP AP: Matter Eater 7 ('Gaining Mass'; 5+7 ranks) 12 PP AP: Insubstantial 1 ('Big Silver Puddle';Extras: Continuous); Super Movement (Slithering; Wallwalking 2) 12PP AP: Healing 5 ('My Mass just spreads a little more' ;Extras: Total; Flaws: Self Only; Feats: Persistent, Regrowth) 12PP AP: Alternate Form (Car): Speed 5; Growth 7 (' Porsche's new self driving car'; Flaws: Dispersal, Drawbacks: Fullpower Only); Super Sense (Radio) -1 Combat Modifier 12PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage 'I am Metal' Active Touch DC 20 Toughness Damage 'Shaped Weapons' Touch DC 20 Toughness Damage + Penetrating 7 'Groundstrike' 100' burst DC 20 Reflex Trip -1 DC/10' out from center 'Shockwave' 100' cone DC 20 Reflex Damage Totals: Abilities (24) + Combat (12) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (48) - Drawbacks (0) = 105/106 Power Points
  20. Sakurako "Endeavor" HinoPower Level: 7/10 130/147PPTrade-Offs: NoneUnspent Power Points: 17In Brief: Sakurako is the super-intelligent young inventor enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.Base of Operations: Claremont AcademyCatchphrase: "By Sagan's Cardigan!" and other "By _____ _____!" Exclaimations.Alternate Identity: Sakurako HinoIdentity: PublicBirthplace: Minneapolis, MinnesotaOccupation: StudentAffiliations: Claremont Academy, Freedom CityFamily: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).Description:Age: 18 (DoB: January 8th, 1998)Gender: FemaleEthnicity: Japanese AmericanHeight: 5'7"Weight: 145 pdsEyes: MagentaHair: PinkSakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.Power Descriptions:Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.History:There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.Personality & Motivation:Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.Powers & Tactics:Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.Complications:"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic."My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents."I'll Try Anything Once.": Sakurako is extremely naive about new experiences."Curses, no bars!": Sakurako's datalink relies on a WiFi protocol and doesn't work outside of it. If it isn't broadcasting as a WiFi signal, she can't connect to it."I got sister issues": Sakurako has a Sister who has become a mercenary for hire by the name of Hardwire, a professional hacker, and has it out not only for Sakurako, but also her family."Why cant you see you're wrong!": Sakurako is used to being right with her intellect, and when she butts heads with her chaotic teenage compatriots or with adults who might actually be wiser than the young genius, Sakurako can turn into a stubborn brat.Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PPStrength: 8 (-1)Dexterity: 10 (+0)Constitution: 10 (+0)Intelligence: 22 (+6)Wisdom: 16 (+3)Charisma: 8 (-1)Combat: 6 + 6 = 12PPInitiative: +0Attack: +3 Melee, +7 RangedGrapple: +2Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -3Saving Throws: 4 + 5 + 4 = 13PPToughness: +8 (+0 Con, +8 [From Suit])Fortitude: +4 (+0 Con, +4)Reflex: +5 (+0 Dex, +5)Will: +7 (+3 Wis, +4)Skills: 100R = 25PPComputers: 4 (+10) Skill MasteryCraft (Chemical): 9 (+15) Skill MasteryCraft (Electronic): 9 (+15) Skill MasteryCraft (Mechanical): 9 (+15) Skill MasteryDisable Device: 4 (+10)Investigate: 4 (+10)Knowledge (Business): 4 (+10)Knowledge (Physical Sciences): 4 (+10)Knowledge (Technology): 4 (+10)Language: 1 (Japanese, Native: English)Medicine: 7 (+10)Notice: 12 (+15)Search: 4 (+10)Sense Motive: 7 (+10)Survival: 7 (+10) Swim 11 (+10) Feats: 17PPAttack Focus (Ranged): 4Benefit - Wealth: 2 (Rich)Dodge Focus: 4Improvised ToolsInventor Luck 2Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)Equipment: 2 Equipment (Underlined is masterwork): 2PP = 10EPCell Phone [0 EP]Gas Mask [1 EP]Laptop Computer [1 EP] +2 to Computer ChecksVideo Camera [2 EP]Mission Vest Comlink [0 EP] Flashlight [0 EP] GPS Reciever [0 EP] Medkit (Basic) [1 EP] Multitool [1 EP] +2 to checks Tablet computer [1 EP] Parachute with Auto-Trigger [2 EP] Inflatable Life Preserver [1 EP] Powers: 15 + 6 + 28 = 49PP Device 5 (25PP Device, Electromagnetic, Technology; Flaws: Easy to Lose) [15PP] The EM Wand Electromagnetic Synchronization System 8 (16 pp array, Feats: Alternate Power 3) [19PP] Base Power: Electrical Control 8 (Electricity, Technology) {16/16} Electric Discharge Mode Alternate Power: Healing 7 (Feats: Persistant, Regrowth) {16/16} Magnetic Healing Accelerant Alternate Power: Magnetic Control 8 {16/16} Magnetic Actuation Mode Alternate Power: Strike 8 (Extra: Penetrating 4; Feat: Accurate 2, Precise 1) {15/16 pp}Magnetic Plasma Blade Light Control 3 [6PP] Electromag Light System Device 2 (10PP Device, Technology; Easy to Lose) [6PP] Comm-Glasses Communication 4("Networked Commlink"; Sense Type: Radio, Feat: Omni Directional (One-Mile Radius); Extra: Selective) {9 PP} Super Senses 1("Advanced Visual Array"; Infravision) {1 PP} Device 7(35PP Device, Technology; Hard to Lose) [28PP] X1 Exploration Suit Datalink 1 (10 Feet, Sense: Radio via WiFi) [1 PP] Wireless Computer Interface Flight 8 [16PP] Flight Repulsor System Immunity 2(All Suffocation) [2PP] Atmosphere Regulation System Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System Protection 8[8PP] Reactive Nanotex Membrane Environmental Adaptation: Zero Gravity[1PP] Microrepulsor Thrusters Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) E.D. Mode Ranged DC23 Toughness Damage (Electricity) Plasma Blade Touch DC23 Toughness Damage (Physical) Totals: Abilities (14) + Combat (12) + Saving Throws (13) + Skills (25) + Feats (17) + Powers (49) - Drawbacks (0) = 130/147 Power Points
  21. Dara Tiagara Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / +2 Damage In Brief: Runaway Elven Prince with a borrowed relic trying to prove he's a hero. Catchphrase: The sound of silence is always something to be afraid of. Theme: (Optional) A theme song for the character. Alternate Identity: Darryn Garret (Public) Birthplace: Kingdom of Uithuan, in the Elven Mystical Dimension Residence: Lantern Hill Base of Operations: Dimensional Hideaway Occupation: Affiliations: Family: High King Entuk (Angry Father), High Prince Otzar (Rightful Heir to the living steel weapons), Ex-Queen Reta (Dara's mother and a powerful sorceress) Description: Age: 321 (DoB: Year 14th Year of the Waxing Blood Moon....1967) Apparent Age: 22 Gender: Male Ethnicity: Elven Height: 6ft Weight: 180lb Eyes: Golden Hair: Black With long black hair, pale alabaster skin and golden irises Dara doesn't look human, his long pointed ears and features that are just a little off the human norm, which would be because he's an Elf, from another dimension and this is clear in his weapons and armor as well as his body. Along his neck, arms, chest back and legs he has golden, silver, red and blue runes that glow when he has magic flowing through them, this is seldom on display as Dara usually is wearing the armor of Anath Raema or has his real appearance covered by the powers of the Torc of Seraphon. The Armor is made of leather, died black and worn over a black gambeson that flows down to his knees, red runes are scribed on the lames of the black leather, a pair of black leather bracers with living steel worked into the leather in the shape of a tree in them, the living steel is covered in fine golden runes that allows Dara to manipulate the magic within as needed for his defense. Soft black leather boots and pants complete the ensemble with red highlights, blue and silver runes in place to place where he has enchanted the armor or clothing. A dulled platinum Torc wraps around the back of his neck, two dragons meeting in the center, the one with sapphire eyes, the other with onyx, many, many small runes decorate the surface of the torc. Most of them are much, much older than the runes on Dara's other equipment and seem almost faded by use, but is simply the affect of the lacquer made from living steel painted over it to allow Dara to continue to add more magical runes to it and enhance it's considerable power even further although, only three new runes have been added thus far, one right at the back of his neck and one behind each of the dragons heads that meet at his pale throat. He is tall and walks with grace that is almost inhuman, with the Spear of Drannach in his left hand he looks the consummate warrior and ready for battle, it's length of living steel crusted with runes of silver, gold and blue, a black and red leather handhold sits in the center covered in gold and silver runes and seems to fit in Dara's hand almost as if it's part of his body, when he is in battle the living steel seems to almost flow like liquid as the weapon changes from spear, to sword and bow, normally when not in battle he carries it in it's star thrower mode which is essentially just the black and red leather handle with enough of an opening for the storm of slivers of living steel to whir out and makes it the most compact for carrying. History: Dara is the second son of High King Entuk, ruler of Uithuan, and Entuk's second wife Lady Reta. All was well when Dara was born, King Entuk's succession was secure with Dara's half-brother Otzar already a more than two centuries old and Dara was really an indulgence in a royal family after Entuk's first wife died of a strange disease that the court physicians had been unable to cure. The Kingdom of Uithuan is found in the Elven mystical dimension and is something of an outcast in the firmness with which they cling to their magic and the trees they breed made of living steel that responds to the thoughts of those who are of the right bloodline, they are outcast because...well...they are dimensional pirates and raid other dimsensions for the resources they can't provide themselves. Their flying ships look like they've stepped out of Earth's viking times after being allowed to stew in the mind of a fantasy author of some repute as they attack people with swords, bows and magic. Otzar was a natural loving the life of a raider, enjoying slipping in stealing what he could get and slipping back out, fighting was fun and death something seldom thought of. Dara was different he was more introverted and interested in pursing the magical connection between his family and the living steel. His mother, a powerful sorceress and more than a little power hungry, encouraged this as there were secrets she could not get to because her bloodline was not as pure as that of the King and his children. Dara had to undergo his rites of passage and participated in his fair share of raids once he reached his first century but he hated the stealing, killing and fighting although he displayed more than a little talent for it he just didn't want to get taken away from his studies because his mother made him think he was learning things to lead to the betterment of the Uithuan Elves. Of course it was all a plot, and when Dara uncovered the secret to growing the living steel trees, a strange power source that converted seemingly normal trees to living steel and was somehow tied to the Uithuan Royal bloodline his mother moved. Encouraging him to study it further and find ways to control it for those with..well..less royal blood like her. Her husband became aware of her plot, or at least part of it, and divorced Reta but was unaware of how polticially connected she had become. He couldn't exile her without a civil war springing up and couldn't deny Dara's skill at manipulating the power source and the trees so a kind of cold war ensued where his father and mother warred for control of him all while Etun was trying to feed Otzar every scrap he could find of Dara's work so he could use it too. Dara, a little naive even at 200 years of age, figured the power source and he were the problem and that the land of Uithuan would be happier if he departed did what he thought was best. He stole the power source and fled into the other dimensions, for the last 120 years he has been leaping from dimension to dimension hiding the power source and looking for a world with enough 'static' to hide the power source from the prying spells of the King and his mother. He has finally found it, or so he thinks, on planet Earth. The planet itself seems to hum with a similar resonance to that of the power source and hides it better than anywhere else it resides in his dimensional home hidden in the folds of the dimensions around Earth invisible from all the Elven eyes looking for him..at least for now as he slipped from Dimension and dimension he learned that not all people and races were as bad as his own, and once he got to Earth he learned that there were heros, many of them, and he had the skills necessary to fight evil, as long as his family never found out. With all the static they'd be fine. Personality & Motivation: Dara prefers time alone with his studies but more and more he has been driven out, first into the world of war and raiding by his race, then by his father and mother into the world of politics and plotting and finally by his decision, motivated by his mother, to steal the power source and flee. He is stubborn and focused but has lived in a darker society most of his life so he is aware of, and happy to use, cunning and guile to achieve his goals. Right now he has to find away to make sure the source stays hidden and his family stays away from the relatively peaceful people of Earth. Powers & Tactics: Dara prefers to observe from the shadows first, using his speed and concealment to get into positions to watch what is going on as he travels around Freedom City. His ability to impersonate almost anyone with his Torc allows him to get close to the planners, and brainiacs who put together the evil plots, plans and doomsday devices and then he has the right weapon to end their plan everytime. A bow for range, a sword that can cut through anything, a rain of shuriken shaped slivers of metal to wear down the biggest crowds of minions and a spear that can weaken his toughest opponent. All while he's magic keeps him out of range and healthy enough to keep on fighting. Power Descriptions: Spear of Drannach: it's length of living steel crusted with runes of silver, gold and blue, a black and red leather handhold sits in the center covered in gold and silver runes and seems to fit in Dara's hand almost as if it's part of his body, when he is in battle the living steel seems to almost flow like liquid as the weapon changes from spear, to sword and bow, normally when not in battle he carries it in it's star thrower mode which is essentially just the black and red leather handle with enough of an opening for the storm of slivers of living steel to whir out and makes it the most compact for carrying. The spear glows with a dull red length as it absorbs the life force of those Dara fights, the sword seems almost ordinary if not for the almost microscopic silver and gold runes that run along the very edge, making that edge sharp as anything in creation. The bow, recurved steel arms, fires living steel arrows that bend int he air to find their target, the silver shiruken released on the storm of stars bend in the air curving towards the places that Dara wishes them to go. All of them leave traces of their magic behind in the wounds they cause, making them heal ever so slowly defying magical means of healing. Armor of Anath Raema: Armor is made of leather, died black and worn over a black gambeson that flows down to his knees, red runes are scribed on the lames of the black leather, a pair of black leather bracers with living steel worked into the leather in the shape of a tree in them, the living steel is covered in fine golden runes that allows Dara to manipulate the magic within as needed for his defense. Soft black leather boots and pants complete the ensemble with red highlights, blue and silver runes in place to place where he has enchanted the armor or clothing. The metal bands in the wrist are used to deflect bows and the magic enables him to survive in any climate and, more importantly, shift his fighting style to suit his foe. Torc of Seraphon: A dulled platinum Torc wraps around the back of his neck, two dragons meeting in the center, the one with sapphire eyes, the other with onyx, many, many small runes decorate the surface of the torc. Most of them are much, much older than the runes on Dara's other equipment and seem almost faded by use, but is simply the affect of the lacquer made from living steel painted over it to allow Dara to continue to add more magical runes to it and enhance it's considerable power even further although, only three new runes have been added thus far, one right at the back of his neck and one behind each of the dragons heads that meet at his pale throat. At it's most basic the torc's magic absorbs some of the force of the blows, leaving glowing runes crackling just above the source of the impact when the rune behind the back of his neck glows it covers changes his shape making him look like any humanoid he can imagine. The rune behind the onyx eyed dragon doesn't glow, it seems to absorb light as it hides him from sight and hearing of almost anyone who wishes to find or hunt Dara. Finally the rune behind the sapphire eyed dragon glows when he reaches into his dimensional storage to retrieve something or send it into storage. Runic Tattoos: Along his neck, arms, chest back and legs he has golden, silver, red and blue runes that glow when he has magic flowing through them. Gold and silver glow as he knits his flesh and bones back together, getting him ready for yet another battle. The red and blue, more often glowing, allow him to move faster than many horses and leap 60 feet high in a single bound, add to that his ability to run straight up walls and always land on his feet and he is a mobile warrior indeed....and not a single track is left behind as he runs. Complications: Royal Blood: Dara's bloodline is steeped in magic, his blood allows him to control the trees of living steel and the weapons and artifacts made of living steel. It is also very interesting to anyone researching magical things, needing something to control or alter living steel and generally anyone with any skill in Knowledge (Arcane Lore) or Cosmology. Mama knows best: A powerful sorceress, politician Reta has manipulated the Elven court for ages, and although at the moment she has what she wants, the power source out of the hands of the Uithuan bloodline and in the hands of her son she's been grooming for just this reason it all fell apart when Dara ran away. She searches for him, even as she tries to prepare politically for when she finds him and brings him back to take the throne of Uithuan so she can manipulate it from behind the scenes. Her agents scour the dimensions for signs of her son and where he has hidden the power source. Daddy's boy: Etun is also looking for him, but has settled on the fact that if he can lock up Dara to provide his brother with information on the living steel it would suit him very well. He's agents are also looking for Dara, perhaps with a little less subtlety as they wish to kidnap him and the power source, preferably without the old Queen knowing. Brotherly love: Otzar has seen a more direct way to solve the problem. Kill Dara and his problems are resolved or so he thinks. With that in mind he has hired many and multiple bounty hunters to run through the dimensions looking for Dara and kill him...although Otzar's resources are far less than Etun and Reta he still has a fair amount of sway and has been in more dimensions than most...his minions reach is long. Mystical Power Source: The power source in question is in fact sentient, although no one is aware of it, and is also manipulating Dara, it has plans for Freedom City of it's own. The problem is it thinks in centuries rather than minutes and it's plans are slow and subtle as it tries to arrange whatever mystical meeting it has planned on the planet it has finally landed on. I'm an Alien, an illegal Alien: Although he has managed to manufacture a disguise for himself he fits very badly on Earth. He has little to know understanding of the vast bureaucracy that is a government and even less understanding of the technology that surrounds him now providing the static he sought. He regularly struggles to navigate the needed systems to obtain things legally, or even shop at a mall or use a cellphone. Abilities: 0 + 10 + 6 + 0 + 4 + 0 = 20PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20PP Initiative: +17 Attack: +6 Base, +12 with the Spear of Drannach Array Defense: +10 (+4 Base, +5 Dodge Focus, +1 Defensive Bracers), +2 Flat-Footed (+5 When using Defensive Roll) Grapple: +11 Knockback: -5 (-7 when using Defensive Roll option in Array) Saving Throws: 3 + 6 + 3 = 12 PP Toughness: +10 (+3 Con, +7 Protection) (+15 When using Defensive Roll option in Array) Fortitude: +6 (+3 Con, +3) (+7 When using Defensive Roll Array) Reflex: +11 (+5 Dex, +6) Will: +5 (+2 Wis, +3) (+6 When using Defensive Roll Array) Skills: 120R = 30PP Acrobatics 8 (+13) Bluff 8 (+8) Concentration 8 (+10) Diplomacy 8 (+8) Escape Artist 8 (+13) Intimidate 8 (+8) Knowledge (Arcane Lore) 8 (+8) Knowledge (Cosmology) 8 (+8) Language (Native: Elven, English) 1 Notice 15 (+17) Search 8 (+8) Sense Motive 8 (+10) Slight of Hand 8 (+13) Stealth 8 (+13) Survival 8 (+10) Feats: 15 PP Blind Fight Elusive Target Evasion 2 Grappling Finesse Hide in Plain Sight Improved Initiative 3 Instant Up Power Attack Move by Attack Quick Draw Uncanny Dodge (Vision) Equipment 1 Equipment: 1PP = 5EP Dimensional Pocket Home - Seraphon's Humble Hideout - 5 EP Toughness 10 +1 EP Tiny -1 EP Sealed - Pocket Dimension, dimensional travel for others than the owner of the Torc +1 EP Library +1 EP Living Space +1 EP Power System +1 EP Magical Laboratory +1 EP Powers: 4 + 1 + 16 +16 +8 + 8 = 53PP Super Senses 1 (Elven Senses; Danger Sense (Hearing), Ultravision, Hearing Accurate, Extended Range (Hearing) 4 PP (Racial Ability) Immunity 1 Immunity (Aging) 1 PP (Racial Trait) Runic Tattoos 8 (15 PP Array; Feats: Alternate Power 1) [16 PP] (Elven Runic Magic) BE: Healing 7 (Extras: Action (Standard Action);Flaws: Self Only; Feats: Persistent) [15 AP] AP: Super Movement (Speed 3 [50 MPH, 210 ft per round], Leaping 4 [x25 (250', 125', 60')], Wallcrawling 2, Safefall 1, Trackless 1) [15 AP] Device 5 (Spear of Drannach; 25 PP Container; Flaws: Easy-to-lose; Feats: Restricted: Elven Blood) 16 PP (Magical Item) Weapons Array 10(20 PP Array; Feats: Alternate power 2, Accurate 3) 25 DP BE: Damage 8 (Spear of Drannach; Feats: Extended Reach) linked Drain (Constitution) 10 (Feats: Extended Reach) [20 DP] AP: Damage 8 (Sword of Kelthrai; Extras: Penetrating 10; Feats: Precise, Incurable) [20DP] AP: Blast 8 (Bow of Uraithen; Feats: Homing, Improved Range 3 [800' increment, 800' range]) [20 DP] Device 2 (Torc of Seraphon; 10 PP Container; Flaws: Hard-to-lose) 8 PP (Magic) Magic Array 3.5 (7 PP Array; Feats: Alternate Powers 3) [10 PP] BE: Protection 7 [7DP] AP : Morph 3 (Infiltration Masks; Any Humanoid Feats: Clothing affected) [7 DP] AP : Concealment 6 (Fade into the Shadows; All Visual 4, All Hearing 2; Flaws: Blending; Feats: Close Range) [7 DP] AP : Dimensional Pocket 1 (Dimensional Storage; Feats: Progressive 5 [5000lbs]) [7 DP] Device 2 (Armor of Anath Raema; 10 PP Container; Flaws: Hard-to-lose) 8 PP (Magic) Shield 1 (Defensive Bracers) 1DP Immunity (Heat, Cold, Poison) 3 DP Array 2.5 (5 PP Array; Alternate Power 1) [6 DP] DBE: Enhanced Trait 5 (Dodge Focus 5) DAP: Enhanced Trait 5 (Defensive Roll 2, Enhanced Constitution 2, Will Save +1) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 10 Toughness Damage Spear of Drannach +5ft DC 18 Toughness Damage linked +5ft DC 20 Fort Save Drain linked Sword of Karathrai Touch DC 18 Toughness Damage, Penetrating 10, Incurable Bow of Uraithen 800' DC 18 Toughness Damage, Homing Totals: Abilities (20) + Combat (20) + Saving Throws (12) + Skills (30) + Feats (15) + Powers (53) - Drawbacks (0) = 150/150 Power Points
  22. Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform (Keyboards) 4 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
  23. Lord Steam Power Level: 8 (250/250) [254] Unspent Power Points: 0 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 37 (DOB 03/03/1981) Apparent Age: 37 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. He has all manner of intriguing and useful gadgets; in particular a spiffy walking cane (full of concealed tricks), and a spring powered Grapple-hook gun (The latter is of course not something one would bring to a dinner party normally). If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 16 + 12 + 12 = 60 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 26 (+8) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 220 R = 55 PP Acrobatics 8 (+12) Skill Mastery Buff 8 (+14) Craft [Art] 4 (+12) Craft [Chemical] 8 (+16) Skill Mastery Craft [Mechanical] 12 (+20) Skill Mastery Craft [Structural] 8 (+16) Skill Mastery Diplomacy 8 (+14) Disable Device 12 (+20) Skill Mastery Disguise 8 (+14) Drive 8 (+12) Skill Mastery Handle Animal 4 (+10) Intimidate 4 (+10) Investigate 12 (+20) Second Chance Knowledge [Art] 4 (+12) Knowledge [Behaviour Sciences] 8 (+16) Knowledge [Civics] 8 (+16) Knowledge [Earth Sciences] 4 (+12) Knowledge [Life Sciences] 4 (+12) Knowledge [Physical Sciences] 8 (+16) Knowledge [Technology] 12 (+20) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform [Keyboards] 4 (+10) Perform [Oratory] 4 (+10) Pilot 4 (+8) Skill Mastery Ride 4 (+8) Search 12 (+20) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 63 Attractive [High Society Natural] Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Distract (Bluff) Eidetic Memory Elusive Target Equipment 17 Evasion 2 Favoured Opponent 2 (Robots, Criminal Masterminds) Grappling Finesse Improved Critical 1 (Unarmed Strike) Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Inventor Master Plan Minions 6 (Blakely) Power Attack Redirect Second Chance 3 (Investigate, Notice, Search) Set Up Skill Mastery 2 (Acrobatics, Craft [Chemical, Mechanical, Structural], Disable Device, Drive, Medicine, Pilot) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Equipment 85 EP = 17 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Security System 5 [DC 40], Stables**, Staffed, Workshop) [24 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Alternative Vehicle [“Nessie”, Identical Car base in Earth Victoriana] Usually Carried Equipment Multi Tool [1 EP] “Adventuring” Equipment (When out on a job) Flash Goggles [1 EP] Rebreather [1 EP] Tool Belt [15 PP Array, Feats: Alt Power 5) [20 EP] BP: Magnesium Flare (Dazzle 5, Extras: Area Burst) [15/15] AP: Incendiary Bomb (Damage 5, Extras: Range, Area Burst) [15/15] AP: Shiny Brass Hammer (Strike 2, Feats: Mighty) [3/15] AP: Splendid Sling Shot (Blast 2, Feats: Subtle) [5/15] AP: Methylene Cutting Torch (Corrosion 1) [3/15] AP: Sodium Light Glow Stick (Environment Control 2 Bright Light, Feats: Slow Fade 1) [5/15] Usually stored Equipment (E.g. In Boot of Car) Master work Mechanical Tools, Masterwork Investigating Kit [2 EP] Powers 10 + 6 = 16 PP Device 3 (15 DP, Flaws: Easy to Lose, Feats: Subtle [Appears to be a cane]) [10 PP] “Splendid Antique Cane” Cane Array (12 PP Array, Feats: Alt Power 3) [15 PP] BP: Damage 2 (Feats: Improved Critical 1, Mighty, Variable Descriptor [Slash, Pierce, Bludgeon]) [5/12 PP] “Blow from a Cane” AP: Paralyse 4 (Extras: Poison) [12/12 PP] “Poison Tip” AP: Stun 4 linked with Dazzle 4 (Visual, Extras: Alt Save [Fort +0], Flaws: Range [-1] Melee) [8+4=12/12 PP] “Mace Spray” Device 2 (10 PP, Flaws: Easy to Lose [-2]) [6 PP] “Grapple Hook Gun” Grapple Hook Array (8 PP Array, Feats: Alt Power 2) [10 DP] BP: Blast 4 (Feats: Improved Critical 1, Subtle, Drawback: Maximum range 100’ [-2])[8/8 DP] “Propelled hook!” AP: Flight 2 (25 Mph, Feats: Subtle, Flaws: Limited to towards Grapple hook point up to 100’ away) [3 DP] Linked with Super Movement 1 (Swinging) [2 DP] “Ascend!” AP: Trip 4 (Feats: Improved Critical 1, Subtle, Drawbacks: Maximum Range 100’ [-2]) [4/8 DP] “Go for the feet!” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane: Blow Touch DC 19 Tough Damage Cane: Spray Touch DC 14 Fort Dazzle + Stun Cane: Tip Touch DC 14 Fort Paralyze Grapple Gun Ranged DC 19 Tough Damage Grapple Gun Ranged Trip 4 Opposed Trip Brass Hammer Touch DC 19 Tough Damage Mg Flare Ranged/Burst DC 15 Ref/Fort Dazzle Incendiary Bomb Ranged/Burst DC 20 Tough Damage Sling Shot Ranged DC 17 Tough Damage Cutting Torch Touch DC 16 Tough/Fort Damage + Drain Totals: Abilities 60 + Combat 48 + Saves 10 + Skills 55 + Feats 63 + Powers 16 = 250/250 PP
  24. Player Name: Jander Prime Character Name: Pinnacle Power Level: 10 (150/158PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 8 In Brief: Teenaged foster child discovers his powers and aspires to become a hero, while trying to determine the nature and origin of his superhuman abilities. Residence: South Shores, Emerald City, OR Base of Operations: Emerald City, OR Catchphrase: “It’s over, just surrender, there’s no need for this. <sigh> Why does nobody listen?” Alternate Identity: Christian Alexander Kline Identity: Secret Birthplace: Southside General Hospital, Freedom City, NJ Occupation: Elysium Hills High School Student; Debate Club Captain. Affiliations: None. Family: Tyler Caswell [Father, age: 46, b. December 21, 1971] Claire Johnson [Mother, b. May 11, 1979; d. September 9, 2011] Issac Kline [Foster father, age: 40. b.July 17, 1977] Therese Kline [Foster mother, age: 36, b. November 17, 1979] Janaina Kline [Foster sister, age 15, b. February 3, 2003] Madison Kline [Foster sister, age 12, b. September 30, 2006] Description: Age: 16 (b. August 14, 2001) Apparent Age: 16 [24 in Idealized Form] Gender: Male Ethnicity: Afro American Height: 1.8m [5’11”]; 1.91m [6’3”] Weight: 71kg [157 lbs.]; 99kg [216 lbs.] Eyes: Hazel [Brown-Green] Hair: Black, Tapered Fade Power Descriptions: Were someone to witness the process of Christian’s actualization, they would see a shimmer surround the young man, only for him to be replaced by his heroic identity, as the psychic energy required for the transformation washes over the observer. This emotional bleed causes the observer’s perceptions of Christian to meld into that of his heroic nature, Pinnacle. When Christian self actualizes his heroic nature, he transform into an idealized version of himself. Mature, charismatic and almost superhumanly self confident, his nature, his pinnacle, is preternaturally powerful, resilient, and enduring. History: Christian was born to Claire Johnson & Tyler Caswell, in mid August, Southside General, Freedom City, NJ. Claire was a strong woman, who raised her son with a stern, but loving pragmatism, but Tyler was largely absent from their lives, returning to their lives intermittently, for a number of weeks or months, before departing again. These brief reconciliations were often accompanied by extravagant gestures, and when Tyler was once again gone, it left both Christian and his mother with doubts and uncertainties. Claire turned towards her faith during these periods of anger, doubt and confusion, a deeply religious woman, she would accept no disobedience from her son or involvement in activities which could lead him down the nebulous path of his often absent father. When Christian was 7 years old, he clearly remembers the night when AEGIS raided the Southside Projects where the family lived. It was the first time Christian observed his father’s abilities, the ability to control and manipulate a subject’s emotions, to dominate them. This allowed Tyler to dominate the first few officer’s as they made their way into the projects. The wave of fear, despair, and despondency washed over Christian and his mother during the encounter, however, the second team was equipped with devices that allowed them to withstand the emotional backlash, finally apprehending and arresting Christian’s father. Claire vowed to never expose herself, or her son, to Tyler’s manipulations again, and so uprooted the family before the trial moving herself and her son to the opposite side of the country, relocating to Emerald City, OR. Claire found an apartment for herself and her son in Bethlehem Heights, working a large number of part time, and seasonal jobs, she eventually secured a position with Majestic Industries, as a warehouse manager. She put in long hours at the warehouse, and so Christian became largely self sufficient, cooking meals and cleaning their tiny two bedroom in the Heights. However, he looked forwards to Sundays with his mother, St James Cathedral in Royal Hill, lunch at Overlook Park, and a walk through the Yellow Brick Row. A few years later, as Christian was graduating Grade 8, his mother was diagnosed with pancreatic cancer. Less than a year later she had passed away from her illness, during that time Christian relied on Father Gordon’s goodwill and the charity of the Parish. With no legal guardians, Christian was entered into the custody of the Child Protective Services, eventually being placed with a new foster family during his first year of High School. The Kline family, also parishioners of St James Cathedral, opened their home to the young man, he was at first reluctant, but due to the devoted nature of Issac, the father of the family, as well as the welcoming nature of the younger Kline sisters, he has opened up to the well meaning family. Issac works as an Investment Banker, for one of the many MarsTech subsidiaries, while Therese is a Marketing consultant who works from home, while raising her two daughters, Janaina and Madison. In early March, during a Grade 9 & 10 field trip to Joint Base Clark-Gordon a logging truck drifted over the meridian of the Bay Bridge, side swiping the Elysium Hills school bus. The driver swerved, the bus rolled through the barricades and hung precariously over the cold waters of Mallory Bay. Christian watched in horror as his sister, Janaina slide towards the rear of the bus, impacting solidly with the emergency exit. The glass spider webbed, and she plunged through, while he himself was overwhelmed with a sense of calm, he released his hold falling through the self same window. As the wind whistled past his ears, he felt a sense of purpose, of clarity that he had never experienced before, and suddenly he was accelerating past his sister’s stunned form. Christian reached out, pulling her to his chest, and mere feet from the surface of the water he stopped, hovering. His physical form had altered, changed. He was no longer Christian Johnson-Kline, he was Pinnacle. Personality & Motivation: Given his difficult childhood, Christian is a young man with singular focus and determination, much of which can be credited to his upbringing among the Kline family. Initially sullen and rebellious, with the care and concern of his foster parents, and not a little coaxing by their two daughters, he developed into a responsible young man. Upon discovering his abilities, he managed to prevent a bus full of his Elysium High peers from plunging into the frigid waters of Mallory Bay, and following the example set by his parents decided to use his powers selflessly. He decided to continue using his abilities for the betterment of his fellow man, to safeguard them, to inspire them. His work ethic extends to his heroic identity as well, as he attempts to learn the skills and procedures that would aid him in providing support to emergency services such as fire, ambulance and police. Powers & Tactics: While Christian is unaware of the nature of his abilities, he is aware that during times of crisis he can achieve a state where thought, will and action become one. In this, his pinnacle as he calls it, he has been observed to be highly resilient to physical damage, possesses superhuman strength and durability. He is, however, not a violent man, and typically will attempt to defuse a situation prior to engaging agitated, or hostile opposition, and to date he limited his activities to assisting Emerald City emergency services, fire and ambulance. He is aware that there may come a time where he is forced into a combat situation, and so has made the decision to try out for the Elysium Hills Wrestling Team, hoping that those skills will translate to his alter ego. In truth, his abilities are inherited from his biological father, the ability to amplify emotional response, however, his ability seems to be somewhat limited in that he can only affect himself. This surge in confidence and conviction results in an actual metaphysical change in Christian, resulting in his heroic identity, and transformation into an idealized version of himself. Complications: Disability: Sensorineural Hearing Loss Christian suffered an ear infection as a child which affected his cochlea, or inner ear. This has resulted in permanent hearing loss. If Christian is in a scene without access to his ITC [In the Canal] hearing aid, any Hearing checks should be considered to be Deafened imposing a -4 Initiative penalty & unable to make a Spot (Hearing) check. Interestingly enough this disability does not affect Christian when he has entered his heroic, idealized state. Honor: Raised Right Christian’s foster parents instilled and developed a strong sense of right and wrong into the young man. Their unconditional support for him, their foster child, has renewed his faith in the love of family and the human spirit. Since the discovery of his superhuman abilities, he has fought harder than ever to apply that code to his life, both in his civilian life and his heroic actions. His powers stem from his own self confidence, faith, and conviction, he is aware that changing the world is not always done on a grand scale, but more often through human connection; by being strong for someone in need, there for them, and courageous in the face of fear when they are most vulnerable. In combat Pinnacle will always prioritize civilians and innocents, clearing them from the area to ensure that they are unharmed in any coming confrontation, he will then attempt diplomacy, giving his opponents the opportunity to surrender peaceably. If forced to engage, he will attempt to minimize potential property damage, and remove the conflict from any major center of population. Responsibility: Family values & work ethic Christian loves and respects his foster parents, as well as his two younger sisters, and while he at first rebelled against them, he enjoys the structure that is provided by the family dinners that his parents insist upon. He is also heavily engaged at Elysium Hills High School where he has a role on student council, and as the captain of the debate club. His academic and extracurricular responsibilities, coupled with his family obligations and helping his father restore old furniture on the weekends has made it difficult for Christian to balance his heroic activities with his private life. Secret: All this and a Hero too! Given the physical transformation that occurs when Christian assumes his idealized form, maintaining his civilian identity has been effortless. However, he has discovered that there is a certain weight to maintaining that separation, and hiding his actions as Pinnacle from those he loves. He has confided in Janaina, the eldest of his two sisters, as she was on the school bus when it collided with the transport truck, and saw her older brother fall to his death. She maintains his secret now, but has repeatedly counselled Christian to tell her parents the truth, feeling that they would support his decisions. Abilities: 4 + 2 + 4 + 2 + 6 + 2 = 20PP Strength: 14/40 (+2/+15) Dexterity: 12 (+1) Constitution: 14/30 (+2/+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12/22 (+1/+6) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +5 Ranged Grapple: +7/+20 [+21-25 per Rank of Super Strength] Defense: +5, +3 Flat-Footed Knockback: -1/-7 [-12 vs Physical] Saving Throws: 3 + 3 + 4 = 10PP Toughness: +2/+15 (+2/+10 Con, +0/+5 Protection) Fortitude: +5/+13 (+2/+10 Con, +3) Reflex: +4 (+1 Dex, +3) Will: +7 (+3 Wis, +4) Skills: 48R = 12PP Bluff 4 (+5/+10) Computers 4 (+5) Concentration 12 (+15) Diplomacy 9 (+10/+15) Gather Information 4 (+5/+10) Knowledge: Civics 4 (+5) Knowledge: Current Events 4 (+5) Language 1 (American Sign Language, English [Native]) Medicine 2 (+5) Notice 2 (+5) Sense Motive 2 (+5) Feats: 3PP Luck 2 Ultimate Will Check Heroic Actualization Inspire 2 Leadership Powers: 7 + 80 = 87PP Morph 4 (Heroic Actualization; Morph: Single Appearance: Pinnacle, +20 Disguise, Feats: Inspire 2, Leadership) [7PP] Container Active 16 (Heroic Conviction; Extra: Linked [Morph 4]) [80PP] (Emotion, Psychic) Enhanced Charisma 10 [10PP] Enhanced Constitution 16 [16PP] Enhanced Strength 26 [26 PP] Flight 1-5 (10-250mph;10-2500ft/move, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] DAE: Super-Strength 1-5 (Effective STR 45/65, Heavy Load 6.4-102.4 tons) {10/10} Immunity 5 (Fatigue, Environmental Effects [All], Flaws: Limited: Half Effect) [5PP] Impervious Toughness 10 (Flaws: Limited: Physical Damage [10R]) [5PP] Protection 5 [5PP] Drawbacks: (-2) = -2PP Weakness (Emotion Effects [Fear, Despair]; Frequency: [Uncommon]; Intensity: [Moderate: -1 Attack, Defense & Saves]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 TOU Damage (Phys) Totals: Abilities (20) + Combat (20) + Saving Throws (10) + Skills (12) + Feats (3) + Powers (87) – Drawbacks (2) = 150/158 Power Points
  25. Player Name: Heritage Name: Ditra Fifty-Five Power Level: 10/12 (165/185PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 20 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation) Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat, politician Base of Operations: CoVic Station Affiliations: The Second Hive, the Coalition Family: Hundreds of hive mates Description: Age: 10 Terran years since final assembly Apparent Age: 25 Gender: Female shell Race: Nameless agent (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Black Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled, trained and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that she will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and people to be fascinating. She also loves playing the elaborate, massive multiplayer videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +12 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: -5 (-3 Flat-Footed) Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection) Fortitude +8 (+2 Con, +8) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 64R = 16PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Disguise 4 (+8, +28 Morph) Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Coalition Councillor Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Equipment: 0PP Surplus EVA suit (free) Powers: 30 + 15 + 4 + 19 = 68PP Modified Diplomatic Shell [30PP] • Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] • Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] • Immunity 9 (Life Support) [9PP] • Morph 4 (Humanoids, Flaw: Limited to Females) [4PP] • Protection 8 [8PP] Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] Sensory Package (SensPac) [4PP] • Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP] Tactical Package (TacPac) [19PP] • Blast 8 (Feat: Accurate 3) [19PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 16 + Feats 7 + Powers 68 - Drawbacks 3 = 165 /185 Power Points
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