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  1. Emerald Spider Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Your friendly neighbourhood spider hero. Catchphrase: "It's the duty for those who can to protect the weak." Theme: Catch Me If You Can, Girls Generation Alternate Identity: Peri Pyeng (Secret) Birthplace: Emerald City Residence: Bethlehem Heights, Emerald City Occupation: Air Conditioner Repairs Affiliations: None Family: Mi-yeong Pyeng (mother, deceased), Jin-ho Pyeng (father), Myung-sook Pyeng (Grandmother), Jae Pyeng (Aunt) Description: Age: 27 (DoB: 25th February 1991) Gender: Female Ethnicity: Korean-American Height: 5'5" Weight: 125 lbs Eyes: Brown Hair: Brown Peri has only recently begun to look more into her appearance, though she still gives it as little attention as she can manage. Her hair is usually kept relatively short and tied up to keep it out of the way. With a little more responsibility she's begun to dress appropriately in a pantsuit, though they are fairly cheap and often dirty from her hands-on way of working. When not working she dresses for comfort and utility not really worrying about how fashionable her choices appear to everyone else. The superhero costume she wears is based on the original hoodie she was wearing when she first appeared as Emerald Spider, though a dark green rather than the black of the original. Over the costume is a fine web-like silver pattern, that increases the efficiency of the Spdr Rig. The Spdr Rig itself has been improved over time and is now three distinct unit's the two gloves, now green with the silver thread like the rest of the costume, and a slim silver belt. The gloves have a series of capsules around the wrist, whilst the belt is mostly made up of them, then generated the quantum field and provides power. To hide her identity beneath the hood she wears a green hood and goggles. History: Peri still remembers well what her mother would always tell her before she went away on deployment, Mi-yeong serving in the armed forces, that it was her duty to protect those that couldn't protect themselves. To her shame, a young angry Peri told her mother that she didn't care about those stupid people, what she said wasn't important (though she can remember it in vivid detail) what matter was that she never came back from that flight. The young Peri didn't cry or show any emotion of her mothers death, instead, she made a promise of herself that she would do everything she could to make her mother proud. Already possessing a keen mind she applied herself to her studies, paying less attention to the science fields that she loved in favour of the more practical fields of engineering. Whilst she didn't have many friends or go on many dates she was content to follow this path and was rewarded with top grades at both High School and University. With such amazing grades there was a clamour of several top companies trying to recruit her to there company. At that point her future looked bright. After careful consideration she chose Nerio Concepts a small research firm that was working to create a device to project a force field to both protect the wearer and allowed limited flight function. The snappily named Spdr Rig was she was told to help emergency services to safely reach trapped and injured people for when they couldn't rely on superheroic help. Though she didn't originally develop the suit she quickly figured out its manufacture and made numerous improvement to the systems operations, indeed she already had numerous ideas for the second Rig once the first proved successful. The one fateful night she was doing final checks on the Spdr Rig's computers when she discovered there was a function to allow the suit to generate and expel a potentially dangerous burst of energy. Digging further she discovered more hidden functions that allowed the Spdr Rig to be weaponised, this went against the purpose she believed for the suit could and should be used for. Carefully she began to rooting through the companies computers she further discovered this was the actual aim of the project and that the Spdr Rig was to be sold off to the highest bidder. However, she wasn't careful enough and was confronted by a group of strangely armored guards, finally making her realised that the company was a front of a Super-Criminal organisation. With no other choice, she donned the Spdr Rig and used it to escape, without harming anyone in the process, escaping into the night. Thinking it was over she was shocked to be awoken the next morning by the police to be informed that the place had been burnt down in a fire, one that they had evidence that she'd started, and had claimed several lives. They didn't quite arrest her but did take her into custody, where a company lawyer explained that this could all go away if she told them where the Spdr Rig was now. She didn't even hesitate and instead told them that the Rig was destroyed, ready to accept whatever they had in store for her. To her surprise instead of arresting her or worse, they released her though in the cruellest thing they could do they had her blacklisted meaning she could never work in the field she had dedicated her life. Never being a quieter she picked herself up and rebuilt her life the best she could, having no plans to do anything with the Spdr Rig she wasn't as far as she was concerned a hero. Collecting the Spdr Rig to finally destroy it, better than it falling into the wrong hands, she spotted a mother and daughter about to be hit by a runaway bus. Without thinking she leapt into action snatching the two up and away from the danger, by scaling a nearby building with them. Having been caught on many cameras overnight she became a local hero, dubbed the Emerald Spider. Finally, she had a way to do good and help others in memory of what her mother had done. With Emerald Cities having few superheroes Emerald Spider was quickly adopted by the populous as there hero, an honor that Peri has taken very seriously. Keeping fiercely independent Emerald Spider hasn't only saved lives and fought villains she's also spoken out about the ills that befallen even a city as lucky as Emerald Cities. Whilst some have criticised her being so vocal most love her for standing up for her home, some snidely pointing out that most of those Freedom City heroes never even set foot in Emerald Cities. Away from the cowl being such a vocal hero has bought Peri out of her shell and bought out the communicator that had been inside her all along. This has allowed her to move up in her job, to a better-paying position, and a new apartment away from her father, though she has to share with her only slightly older Aunt Jae. But being a hero as well known as Emerald Spider can't help but bring out powerful enemies... Personality & Motivation: Peri's entire life has been focused in many ways to helping others, feeling that in this way she honors the memory of her mother. Even though she knows it's not her fault she's never been able to shake the guilt of the last things she said before her mother died. Though she's still very serious her time as Emerald Spider has affected her greatly, allowing her an outlet to enjoy herself has made her less stern. She's even been known to tell a joke now and again! Whilst she's Emerald Spider she's much more relaxed, having little time to overthink things she tends to rely on her instincts to deal with challenges. What started as a way to deal with her nerves, quips and joke at the expense of her enemies, has turned into something she now does naturally. Powers & Tactics: Peri's relies on her enhanced agility to keep constantly moving, making herself a difficult target to hit as can. She will do hit and run tactics, especially on ground base targets, hopefully keeping out of the way of potential danger. Mainly she chooses to make herself the main target of any attack, so others can take advantage of this fact. She's been doing this long enough to be a competent fighter, though she still prefers to use other means before fighting itself. Power Descriptions: The Spatial Distortion Resonance Rig (Spdr Rig) generates a field that works on strong and weak atomic forces to either attract or repel the operator from objects around them. The various way that this can be used is done with a series of complicated finger movements, despite several alterations to the design of the Rig she's kept the hand gestures her main thought is that this makes it's difficult for other to try an operate. The rig itself consists of a pair of gloves and belt and boots that all work together to generate the field, this had been enhanced by the fine silver mesh she's inlaid throughout her costume, the web pattern it forms was just a bonus. Because of the way the three interact lose of any of them will disrupt the function of the device. The Spdr Rig when active generates a shimmer in the air of a twisting of cords in the air, a visualization of multidimensional superstrings or quantum filaments, the solidity of these cords depends on how concentrated that part of the field is currently, from almost hidden by the silver web of her costume for her force field to almost solid for her Spdr Blast. Continued exposure to these fields has subtly altered her own quantum signature allowing her to do some of the Spdr Rig's abilities without wearing the apparatus. It's only recently that she's discovered this and she's still exploring the range of these powers and what possible harm they could cause to her. Complications: Don't run on Triple A's: Manipulating the fundamentals of the universe is a little power draining, to say the least, at the most inopportune moments her Spdr Rig can sometimes run out of juice making things difficult, to say the least. With Great Power: Peri is driver by the memory of her mother to always try and do the right things. She will push herself to her very limits, and sometimes beyond, to try and stop the villains. Can't fool Nana: Whilst Peri has managed to hide her identity in Emerald City from everyone except one, Nana Myung-sook. Nana had seen through her disguise almost immediately and got Peri to confess to the fact. Whilst it's mostly a bonus, giving Peri someone to talk to about her problems, Nana Myung-sook can't help but try to get involved in her granddaughter business putting herself in danger. Superheroin' don't pay the bills: Whilst she's managed to earn herself a better job, though she still spends lots of time on skyscraper roofs, the continuous improvement and power needs of the Spdr Rig still take up a substantial portion of her wages. Abilities: 0 + 6 + 0 + 12 + 6 + 6 = 30PP Strength: 10/18 (+0/+4) Dexterity: 16/24 (+3/+7) Constitution: 10/22 (+0/+6) Intelligence: 22 (+6) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3/+7 Attack: +10 Spdr Blast +8 Base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +8/+16 Knockback: -5 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +6/+10 (+0/+6 Con, +4 Force Field) Fortitude: +5/+11 (+0/+6 Con, +5) Reflex: +8/12 (+3/+7 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 132R = 33PP Acrobatics 8 (+11/+15) Bluff 7 (+10) Climb 6 (+6/+10) Computers 9 (+15) Craft (Electronics) 9 (+15) Craft (Mechanical) 9 (+15) Diplomacy 7 (+10) Escape Artist 3 (+6/+10) Gather Information 7 (+10) Intimidate 7 (+10) Investigate 4 (+10) Knowledge (Physical Sciences) 9 (+15) Knowledge (Technology) 9 (+15) Language 1 (English [Native], Korean) Notice 12 (+15) Perform (Percussion) 1 (+4) Search 9 (+15) Sense Motive 7 (+10) Stealth 8 (+11/15) Feats: 11PP Acrobatic Bluff Attack Specialization (Spdr Blast) 1 Dodge Focus 4 Evasion 2 Move-by Action Takedown Attack 1 Uncanny Dodge (Auditory) 1 Powers: 12 + 8 + 8 + 2 + 24 + 1 + 8 = 63PP Enhanced Constitution 12 Quantum Enhancement [12PP] Enhanced Dexterity 8 Quantum Enhancement [8PP] Enhanced Strength 8 Quantum Enhancement [8PP] Leaping 2 Quantum Enhancement [2PP] Spdr Rig 8 (40PP Device, Easy to Lose) Quantum Manipulator [21PP] Damage 10 (Spdr Blast, 80ft range, Extra: Range Feat: Alternative Powers 4) [24PP] Dazzle 10 (Blinding Filaments, Visual Sense, 100ft range) [20PP] Snare 9 (Snaring Filament, 90 ft range Feats: Slow Fade (1 minute), Tether) [20PP] Snare 6 (Snaring Filaments, 60 ft range, 30ft area Extra: Area Burst (General) Feat: Slow Fade (1 minute), Tether) [20PP] Trip 9 (Trippin' Filament, 90 ft range, 45ft area Extra: Area Burst (General) Feat: Slow Fade (1 minute), Improved Throw) [20PP] Flight 4 (Swinging Filament, 100 mph / 880 ft/rnd Flaw: Gliding, Forward Only) [3PP] Force Field 4 [4PP] Impervious Toughness 1 [1PP] Super-Movement 2 (Quantum Cohesion, Slow-Fall, Wall-Crawling 3) [8PP] Super-Senses 1 (Field Distortion, Danger Sense) [1PP] Super-Strength 4 (+20 Str, Heavy Load 4,800 lbs) [8PP] DC Block Attack Range Save Effect Spdr Blast Ranged DC Toughness Damage Dazzle Ranged DC 20 Fort/Ref Blinded Snare Ranged Area DC 16 Ref Snare Snare Ranged DC 19 Ref Snare Trip Ranged DC 19 Trip Unarmed Ranged DC 19 Toughness Damage Totals: Abilities (30) + Combat (28) + Saving Throws (15) + Skills (33) + Feats (11) + Powers (63) = 180/180 Power Points
  2. Hell Girl Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +4 attack / -4 damage (tail swipe) In Brief: Daughter of a demon prince and a mortal. Fights against an evil reputation to do superhero work. Catchphrase: "Don't be evil!" Alternate Identity: Tanya Keshmiri (public) Birthplace: Brooklyn, New York City, New York Residence: Clinton Hill, Brooklyn Base of Operations: United States (and major parts of Canada) Occupation: Musician Affiliations: Monster Blast (the band) Family: Aaliyah Keshmiri (mother) Description: Age: 21 (DoB: 6 July 1997) Apparent Age: Gender: Female Ethnicity: Iranian-American mother, Demon father Height: 5'7" Weight: 120 pounds Eyes: Purple/Black Hair: Black Tanya is a slim, brown skinned beauty at first glance, but that's not what people are looking at. Below her knees are goat legs and hooves. Above her butt is a thick brown flesh tail that reaches up to five feet. At the end is a spade. On her back are two retractable wings, leathery and black, 3 foot a piece for a 6 foot wing span. Her pupils are unnaturally colored a dark amethyst, and the rest of her eyes are colored black. Her hair is long and silky, reaching down to her mid back. She keeps it down, mostly. Needless to say, it's hard to find clothes. She wears wraparound skirts and tanks or vests for tops. History: Samael has been known as an angel, a demon. An accuser, a seducer, a destroyer. He's been known to father half mortal progeny to be his eyes and ears on the mortal realm when they get old enough. This version, of the infinite multitudes of reality, was a demon. A very high ranking one in his Hell realm. Summoned to Earth, he was tasked by his summoner to make half-demon children so the summoner would have powerful retainers. Half-reluctantly, Samael went about his business. Once the deed was done, Samael would give the summoner his fate, taking his life. The half-demon children would be his... in Hell. The body Samael wore to seduce Aaliyah Keshmiri was the most beautiful man she had ever seen. The one night stand she had with the beautiful creature was something she regretted a few months later when she found out she was with child. Aaliyah kept the child, not knowing what she was giving birth to. When the time came to deliver her child, she and the doctors found out with much horror, that the child had demonic features. Most prominently hooves for feet, but also small wing and tail nubs. Also an almost too healthy set of lungs. This scared Aaliyah, but she wanted to keep her child. She would raise it right, she hoped. Tanya's features, early on, got her more friends (or gawks, at least) than enemies. Kids are much nicer than adults when it comes to appearance. People around the neighborhood became used to the winged, hooved, tailed girl. She didn't act evil so they didn't treat her like it. Also, she would dress up as a cute little angel for Halloween. High school, though, proved to be a testing ground of her patience and temper. Uppity with her human hormones, she was not about to hold back and take it. This was where she learned she couldn't go to church. Confession physically hurt her. Being on the premises hurt her soul. She ran away from the building and never returned. Disheartened, Tanya felt she had to do something for penance. Down in Freedom, they did superhero things for good. So she studied about her kind and learned what she could do. This is when her dark powers started kicking in. Samael spoke to her. He told her that this would be the toughest journey. That hate would most likely conquer, but that if she wanted to do good, it was her own choice. He would be watching. This also is when she started having nightmares of her father's realm. He told her to pick up an instrument, it helped to sooth things. Guitar was what she did. She got real good at it, and thought this would be her calling. Picked up small gigs, and eventually formed a band with a few like minded folks who didn't care about her appearance. They were mostly from Freedom City. The newly formed group took the name Monster Blast; Tanya did guitar, Brandon was on bass, Jack was on drums, and Serena sang. Late nights with her new friends is where she picked up her love of alcohol; it's been a mentor to her as well as an adversary. Eventually the gang made it to Freedom City. Of course, Serena and Jack lived there, but Tanya was intrigued by the setting. Her dark powers allowed her to visit whenever she wanted, but with her friends, she finally got a good look at the city of heroes and villains. And? While it was a fun romp, she only felt like a tourist. Monster Blast set up a few gigs in different places. Tanya would go home afterwards. Safe from the hutle and bustle of super heroics. Then she remembered that she had a lot to learn about herself and her powers. Monster Blast traveled still, with Tanya, but she spent most of her days in Freedom. Taking the name Hell Girl - because looking like her, so much for a secret identity -, she did her part of heroism in the city. Personality & Motivation: Tanya is a boisterous sort. She believes in living life to the fullest. "Eat hardy, for tomorrow isn't promised," to mix a phrase. She's not mean, but can come as such. Her style of friendliness is close contact, not actually hitting, but the concept of personal space seems a foreign concept to her. The only time she seems focused is when she's playing guitar or doing magic. Her motivation is to avoid the slings and arrows of the demonic side of herself. Don't be evil is pretty much her motto. Though she seems to toe in it with her infernal powers. She has to go to dark places to get it to work, so she halances her life with activities to counter the evil. Powers & Tactics: Start off with a warning. If you can scare them, you won't really have to hurt them. If you must fight, then win. Make them wish they had never crossed a (half) demon. Your infernal powers are mostly melee range, turn on the force field as slap them silly with your tail swipe, or worse your evil magic. You're not aiming to kill them, but they're going to wake up with such a headache.. Power Descriptions: Being a 'bog standard' demon of her type, she has a tail, wings, and hooves. No horns yet, not powerful enough. Though her study of the arcane arts, she naturally knows 'spells'. Incantations that allow her to access her demonic power. The words are a crutch that she doesn't need, she'll eventually get past them. She can use evil itself as a barrier against blows, manifesting as a dark looking aura lining her body. Anyone near her will feel 'wrong' mentally as long as she focuses on it. Complications: "But mom!": Living under her mother's roof means following her mother's rules. Commuting: She lives away from the major hero cities. Dark Humor: Really, only among friends, but her ability to laugh at an inopportune time or tell a joke that could be taken wrong. Demonic Features: She has wings, a tail, and hooves for feet. This might not sit well with some. Holy Ground: She's part demon. It will weaken and eventually kill her. "I'm with the band.": She pays guitar for Monster Blast. "PS I love you.": She does love her mother and would go all out if anything were to happen to her. Recurring Nightmares: She has dreams of hellish realms, ones she feels comfortably home in. When she wakes from her dreams, she might not feel so well. 'Them thar turrists': Being brown in America gets you free hostility. Use Your Words: She uses incantations to access her infernal 'spells'. If she cannot speak, she thinks she cannot use them. Vices: Hoo boy, does she like to drink. Abilities: 8 + 6 + 8 + 2 + 4 + 10 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 base, +10 Melee, +10 Move Object, +14 Tail Swipe Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +14, +20 Move Object Knockback: -2, -5 with Force Field Saving Throws: 3 + 4 + 8 = 15PP Toughness: +4/+10 (+4 Con, +6 Force Field) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Bluff 12 (+17) Concentration 11 (+13) Intimidate 12 (+17) Knowledge (arcane lore) 4 (+5) Knowledge (theology & philosophy) 4 (+5) Language 5 (Arabic, English [native], Farsi/Persian, Greek, Hebrew, Latin) Notice 8 (+10) Perform (stringed instruments) 8 (+13) Sense Motive 8 (+10) Feats: 16PP Attack Focus 4 (Melee) Attack Specialization 2 (Tail Swipe) Distract (Bluff) Distract (Intimidate) Dodge Focus 6 Move-by Action Unbalancing Strike Powers: 4 + 31 + 5 + 6 = 46PP Damage 2 (tail swipe; Feats: Extended Reach 1 [+5ft], Mighty) [4PP] (body part, natural) Flight 3 (wings, 50MPH; Drawbacks: Power Loss [if bound]) [5PP] (body part, natural) Force Field 6 (wreathed in evil) [6PP] (evil, magic) Infernalism Array 12 (24PP Array; Feats: Alternate Power 7) [31PP] (evil, hellfire, magic) Base Power: Drain 10 (Lash of Weakness; drains any trait; Extras: Alternate Save [Will]; Feats: Extended Reach 2 [+10ft], Slow Fade 2 [5 minutes]) {24/24} Alternate Power: Damage 8 (Dark Gout; Extras: Area [Cylinder], Range [Ranged]) {24/24} Alternate Power: Damage 10 (Consume Life; Extras: Alternate Save [Fortitude], Vampiric; Flaws: Requires Grapple; Feats: Persistent, Regrowth) {22/24} Alternate Power: Insubstantial 4 (Hellfire Mote; Incorporeal), Enhanced Traits 4 (Affects Corporeal [unarmed]) {24/24} Alternate Power: Mind Control 10 (Subvert Conscious; Extras: Conscious, Instant Command; Flaws: Range [Touch]; Feats: Mental Link, Subtle) {22/24} Alternate Power: Move Object 10 (Darkness' Hands; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Feats: Accurate 2 [+4], Indirect [in front of you, directed away], Precise) {24/24} Alternate Power: Summon 8 (Demonic Duplicate; Extras: Heroic) {24/24} Alternate Power: Teleport 8 (Dark Path; 800ft move action, 2000 mile full action; Extras: Accurate) {24/24} Drawbacks: (-3) = -3PP Vulnerable (holy attacks, +100%; Frequency: Uncommon; Intensity: Major) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage (Physical) Consume Life Touch DC 25 Fortitude Damage (Hellfire) Dark Gout Range, 40ft Cylinder DC 23 Toughness Damage (Hellfire) Lash of Weakness Touch, 15ft DC 20 Will Drain (any trait) Subvert Conscious Touch DC 20 Will Mind Control Tail Swipe Touch, 10ft DC 21 Toughness Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (16) + Powers (46) - Drawbacks (3) = 150/150 Power Points
  3. Player Name: Heritage Character Name: The Shrike Power Level: 10/12 (180/180PP) Tradeoffs: Defense +3/Toughness -3 Unspent PP: 0 In Brief: Snarky barista/musician wielding magical artifacts. Alternate Identity: Gretchen McDaniels Identity: Secret Birthplace: Portland, ME Area of Operations: Emerald City, OR Occupation: Barista/bookseller/personal crime-fighting assistant Affiliations: Grimalkin, Silberman's Books Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend) DOB: November 21, 1991 Gender: Female Height: 5'1" (5'4" in costume) Weight: 113 lbs. Hair: Brown Eyes: Blue Gretchen is an attractive young woman in her mid-twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner. As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger. The Shrike is a mysterious figure wrapped in black; her costume is a mostly black armored jumpsuit with silver accents, topped with a hawk-like silver half-face mask bearing a large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height to make her slightly more intimidation, and her gloves are padded for extra protection. A black hooded cloak reaches down to her ankles; the hood helps to hide her features a bit better, and the cloak softens her outline in the shadows. A small carbon fiber shield is strapped to her right arm, which she keeps on her back when not in use. A silver ring with another ruby is visible on the index finger of her left gloved hand. History: For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder. But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same. Due to a rather bizarre set of circumstances, Gretchen now bears the Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these two magical artifacts adapt to their user, so her costumed identity is very different from her predecessor's. After having been in a committed, very intimate relationship with Lynn for over two years, Gretchen felt the need to make a change; it's not that her feelings for Lynn had lessened; in fact, they'd grown more intense. But Gretchen nonetheless felt the desire to get some space, to work through some things, and do some solo crime-fighting on her own. After much discussion over the course of a long summer road trip, Gretchen and Lynn came to an agreement. Gretchen would help open a new Silverman's Books location in Emerald City, under her own management and operation. The two would still remain dating, but had permission to see other people, though they would still be very much a couple connected by strands of magic. This whole situation is very new, but Gretchen hopes it will help her shake off the feeling that she is being smothered by someone she loves. After a year, both parties will review the situation and go from there. Personality & Motivation: Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world. Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude. Powers & Tactics: The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease. The Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' and allowing her to become immaterial, abilities that greatly increases her combat flexibility. Since losing the Cloak of Mystery, Gretchen's supplemented her magical devices with tactical gear, including armor and several varieties of handmade, non-lethal grenades. Complications: Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her. I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values. Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter! The Distance Between Us: Gretchen and Lynn are attempting maintain an open, long-distance relationship assisted by magic. It's challenging and very much I'm work in progress Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP Strength: 12 (+1) [Heavy Load: 130 lbs.] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 24 = 36PP Initiative: +3 Attack: +6 Ranged, +6 Melee, +10 Ring of Power Grapple: +7, +16 Ring of Power Defense: +12 (+13 w/Shield) Knockback: -10 (-1 without Cloak) Saving Throws: 8 + 7 + 8 = 23PP Toughness: +2/+7 (+2 Con, +2 Defensive Roll, +3 Protection [EP]) Fortitude +10 (+2 Con, +8) Reflex +10 (+3 Dex, +7) Will +10 (+2 Wis, +8) Skills: 152R = 38PP Bluff 8 (+10) Computers 12 (+15)* Craft: Chemical 2 (+5) Craft: Electronics 12 (+15)* Disable Device 12 (+15)* Drive 2 (+5) Gather Information 3 (+5) Investigate 7 (+10) Knowledge (Arcane Lore) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 7 (+10) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 2 (+5) Knowledge (Technology) 7 (+10)* Medicine 3 (+5) Notice 8 (+10) Perform (Keyboards) 13 (+15) Perform (Singing) 13 (+15) Perform (Stringed Instruments) 13 (+15) Search 7 (+10) Sense Motive 8 (+10) Stealth 7 (+10) Feats: 8PP Attack Specialization 2 (Ring of Power) Defensive Roll 2 Improvised Tools Inventor Precise Shot Skill Mastery* Equipment: 0PP (40EP from Rewards) Silberman's Northwest (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Library Living Space Powers 6 (144PP, see below) Security System 2 (DC 25) Workshop  Shrike's Gear Armored Jumpsuit 3EP Small Shield 1EP Laptop 1EP Tactical Harness [20EP Utility Belt] Tear Gas grenade (ME: Dazzle 4 + Nauseate Explosion 4) [18EP] Flash-Bang grenade (AP: Dazzle Burst 4) [1EP] Smoke grenade (AP: Obscure 2 [visual])[1EP] Powers: 17 + 32 = 49PP (All have Magic descriptor) Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP] Comprehend 2 (All Codes and Written Languages) [4PP] Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP] Device 9 (Ring of Power, Magical Ring, 40PP, Flaws: Hard-To-Lose) [32PP] Magic Blast Array 10 (23PP Array, Feat: Alternate Power 3) [26PP] Base Power: Ranged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP] Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP] Alternate Power: Move Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle) [1PP] Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle 2) [1PP] Dimensional Pocket 1 (Flaw: Limited [Storage only], 100 lbs.) [1PP]  Flight 5 (250 mph) (Power Feats: Subtle 2) [12PP] Super-Senses 1 (Communication Link [with Grimalkin]) [1PP] Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/180 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness Damage (Physical) Blast Ranged DC25 Toughness Damage (Physical) Flash-Bang Ranged DC14 Reflex Dazzled Magic Bomb Ranged DC21 Toughness Damage (Physical) Smoke Grenade Ranged - - - Obscure (visual) Tear Gas Ranged DC14 Reflex Dazzled and Nauseated
  4. Delta Power Level:10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +0 Attack / +0 Damage, -5 Defense / +5 Toughness In Brief: Telepathic Cyber soldier from the Terminus trying to hide from his squad and the man who made him. Catchphrase: "No it's not Halloween, those are my eyes." Alternate Identity: Unknown Birthplace: The Terminus Residence: Freedom League Lodgings Base of Operations: Freedom City Occupation: Cybersoldier Affiliations: Freedom League Family: Alpha, Beta, Charlie and Echo - the squad that is hunting him down still mind control by Dr. Düster. Description: Age: 10 years of memories since awakening Apparent Age: 28 Gender: Male Ethnicity: Terminus Height: 6ft Weight: 300lbs Eyes: Large Bulbous mechanical looking Cyber eyes both seem to 'wrap' around his head to the back with cables connecting the eyes the base of his skull where the Cyberarms start. Hair: None Dark brown skin covers what would normally be a pretty well muscled frame, but is contrasted against by black and red metal that seems to cover large swathes of Delta's body. He is clearly an ungodly amalgam of man and machine and no amount of politeness could pretend otherwise. Large bug like cybernetics have replaced his eyes, they have overlapping plates that wrap around his head covering the base of his skull and running down his neck where they join more plates running up from the cybernetic shoulders, arms and glowing power plant that is in the center of where his shoulder blades would normally be. The metal itself is a strange ore from deep in the terminus that is normally pitch black, but some parts are picked out in red and the power plant is a raised disc that glows cherry red when he uses his arm cannons. The lip of the disc is raised a further inch from his back in what must be some kind of heat dispersal. The plates themselves slide and move allowing tools and weapons to slide out of them. The base of his skull has further raised parts that whir and hum like a large DVD player when he is using the various computer parts installed there. Covering the rest of his body there are signs of more implants in his legs, arms and face, but most of that is covered by an obviously armored suit that has a number of collapsible gadgets hanging from the belt and pouches on the light jacket covering his chest and on the pants and shoulders. The clothing is camo greens and browns but is not manufactured from this present time seeming to have no seam and offers much more protection than normal. History: Delta's memories started ten years ago, when he woke on a surgery table his body 18 years old, his mind almost a total blank and a face he would become very familiar with looking over him asking if he was alright. It was Dr. Düster, the surgeon who had decided that after the last defeat at the hands of super heroes that they didn't need more soldiers, they need an infiltration squad to take down super heroes, their families and surgical strikes contested by super heroes. So he was putting together, he hand picked Terminus residents, prisoners, soldiers and mercenaries from around Lord Omega's realm. Then he got to work, he created five of them and named them like a scientist creating soldiers would. Alpha, Beta, Charlie, Delta and Echo. First he removed most of their personal memories, most of their personality, treated them with genetic treatments, implanted computers and mind control chips in their heads and equipped them for infiltration, military action and then he added more cybernetics.That was when Delta woke up and started training, his MO was the Engineer, computer expert and flanker. Simulations gave way to live fire and then strikes with in the Terminus all part of the training. About four years in something went wrong and an enemy got behind Delta and did severe damage enough to require the amputation of both of his arms and major rebuilding of the back of his skull but that didn't slow down Düster down he simply found a rare metal local to the are that would work, a few interesting materials and he put together a set of arms that made Delta even more flexible...but the materials interacted with Delta's genetic mutations and developed one of their own. It started slowly but Delta became aware, first that the mind chip was still delivering commands but that he could not ignore them as he developed more and more self control and then it got weird things started closing the last inch to his hand with out any outside source of movement he started finishing peoples sentences, people he had just met. He kept it hidden it as best he could, having four mind controlled squad mates helped as they did little more than follow orders. Another 3 years of free will went by, Delta helped the people he could but deep in Terminus territory he had no where to go. Finally the strike on Earth and Freedom city, Delta waited till they were through the portal on a strike mission and he ran for it. His target the same as his brothers, a freedom league outpost, he got there first warned them what was coming and earned himself the amnesty, and a place he could call his own and not have anyone in his head...but he started developing the ability to put commands in peoples head as well and he is starting to fear he is becoming the things he fears. Personality & Motivation: Delta has limited memories to draw on, but most of them are of the blasted lands of the Terminus, he will do whatever it takes to stay on Earth. He will fight whoever he needs to if it means friendly relationships with the powers that be on Earth. Delta is motivated primarily by the search for freedom and for freedom for his 'brothers' he wants to free the rest of his team and in the end the rest of the Terminus. A grand dream but he has so little else to hold on to, a normal life is not for him, he looks like something out of a horror movie and knows it, he longs for a normal life and wonders about who he was before he was captured. The last decade holds nothing but war, fighting and training and so Delta tends to react more strongly in many circumstances than he should logic and tactics rule his thinking and he is continuously suspicious of other peoples motives and even more so of his growing powers. He inherently respects other peoples freedom and will react with more force than needed to the sight of those oppressed, enslaved or otherwise helpless as he feels a strong bond with them. Powers & Tactics: Although Delta has the power to take on many more powerful foes head on his preference is stealth, misdirection and striking from a position of knowledge and power. He likes to plan, he likes to scout out what he is about to face and then he likes to strike like a bolt of lightening from an unexpected direction. Between his ability to teleport, send out scout robots and hack computers from a distance he typically dissects a situation very thoroughly before he jumps in but his abilities and power often allows him to do that in a very short space of time. Power Descriptions: The obvious things are his massive cyber arms, cyber eyes and the modifications made to his skull, all black metal, spikes and red edges the large disk shaped power source on his back glows red when he is exerting his strength or firing his arm cannon. The flexible black metal on his arms slides and shapes itself to allow blades, spikes and blunt edges to form allowing him to strike with any kind of surface he would like, his telekinetic short range abilities have manifested with extreme precision allowing him to mimic many of the weapons hidden in his arms with telekinetic blows of varying degrees of 'sharpness' within about a 10' radius those of course are all but invisible but for their effects. When ranged combat is needed his hand retracts exposing a massive cannon that runs the length of his forearm and allows him to shoot bolts of bright scarlet energy with extreme precision. His less precise long range telekinesis allows him to lift great weights, even pinning people in place without any obvious source other than the pulsing of the disc shaped power source on his back. More dangerous than his weapons is the computer assembly and the telepathic powers that are crammed into his skull. His cyber eyes look like something of a cross between a camera lens with a large visible shutter and the front end of binoculars when fully exposed. Various antenna extend from the black cybernetics mounted in his skull as he access computers or communicates over long distances. When he is in full processing modes small red LED's flash along the sides and back of his skull as he uses more power than normal to have the computer fully focused on what he is doing, colorful overlays giving him instructions are visible in front of him as he activates the skill chips in his processing core and when he uses his telepathic powers small arc of electricity leap from implant to implant...usually larger arcs mean something went wrong. His armor contains a belt that teleports him in a flash of light, a cloaking device strapped to the center of his chest that looks like a black donut about the size of his palm with multiple electric blue overlays that flash before he vanishes in a shimmer. Several black and gold tubes of nanite activators hang from his belt to activate the nanites in his body as well as several cyber implants repairing damage to flesh and machine. In a small pouch he has four orbs that expand into scouting robots that cloak themselves and fly around scanning the area around him feeding information about what they see and hear directly into his mind leaving him vulnerable to attacks on the drones. Finally a strangely shaped square strapped to his back expands out to a hover board allowing him to fly at great speeds, the board itself is controlled by some of the mechanics in his headware and can be recalled to catch him if he is knocked off, it has red jets beneath it to keep it up and the same at the back to drive it forward. Finally in combat he can call up an almost transparent yellowish field of telekinetic energy that protects him from most small arms and close combat weapons, but it has been known to overload with too much damage causing it to implode in a rush of energy that can both blind and deafen Delta if he doesn't react quickly enough. Complications: There is only War!: Delta's only memories is training and war, he views almost all things as tactical problems that can be solved by brute strength or cunning. This is not necessarily the best thing to deal with social situation, police officers, people who want to ask questions, reporters or putt-putt courses. Frequently his reaction is overbearing, aggressive or violent when there is in fact a better way. Mad Scientist alert: Dr Düster is out there, and so are his brothers they are looking for him as is anyone else in charge of looking for soldiers/deserters from the last Terminus invasion. There may even be a price on his head for villains, bounty hunters or others who have contact with the Terminus system. It's not Halloween: Delta is not pretty, he hardly looks human and he has more machine parts than your average blender. This causes many awkward situations when he has to go through metal detectors, fancy dress parties or anything that normally requires you not to look like something out of a Terminator/Alien mash up. He makes children cry, raises fear in the locals he's come to rescue and has a hard time getting into places where weapons are not welcome. Lobotomy: Large portions of Delta's brain was removed in the operations that made him what he is most of those had to do with his memories from his past, others were to do with his personality and compliance. This sometimes manifests, even though he has redeveloped much of his capabilities through his psionic power, in him having phantom memories of his past, not catching jokes/innuendo or subtle body language, following instructions that he shouldn't and taking things extremely literally...a problem in a society where comments like 'well just shoot me', 'let it burn' and 'squash them like a bug' are a somewhat regular occurrence. Not the eyes!: Delta's eyes have been completely replaced by his cybernetics, cybernetics made from the same material that seems to have interacted with his genetic changes to spark his psionic powers. The problem is they are still machines, they tend to get swirly around strong magnets, turn off altogether if they get hit with a certain frequency or jarred in a certain way. All kinds of failures occur from time to time, usually when it's least convenient from something as innocuous as switching colors, getting focused on something they shouldn't be so everything else is blurry up to glowing red for no apparent reason or...on occasion...shooting out some kind of beam that may or may not melt whatever he was looking at. Dr Düster made many modifications to his eyes and he is only scratching the surface of what they can do. I have a machine in me: As with his eyes there are many, many implants in Delta and a swarm of nanites occupy his blood building molecular level implants around his body even now. It is unclear whether it is some kind of high speed evolution but it means there is always something going on inside of him and that there are a number of implants that have abilites he is not aware of. This can manifest positively in unexpected beneficial powers but also in things happening around him that he doesn't expect. Cars stop working as he walks past, all the electronics in a room reset and send all their information to him, his thoughts manifesting on screens around him. His eye view showing up on the mall security screens miles away from where he is, most of the time he is very much in control but every now and again something he doesn't expect happens... Abilities: 4 + 6 + 6 + 4 + 4 + 0 = 24 PP Strength: 14/26 (+2/+8) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14/36 (+2/+13) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 4 = 16PP Initiative: +3 Attack: +6 Base (+10 Cyberarms) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +2/+8 Knockback: -2/-4/-8 (Con/Armor/Force-field) Saving Throws: 3 + 3 + 7 = 13 PP Toughness: +3/+8/+15 (+3 Con, +5 Armor, +7 Telekinetic Force Field[+7 Impervious]) Fortitude: +7 (+3 Con, +1 Gear, +3 Base) Reflex: +9 (+3 Dex, +1 Gear, +5 Base) Will: +7 (+2 Wis, +5 Base) Skills: 80 R = 20 PP Computers 14 (+16/+27)skill mastery Disable Device 14 (+16/+27)skill mastery Drive 4 (+7)skill mastery Knowledge (Tactics) 8 (+10/+21) Notice 12 (+14) Pilot 4 (+7)skill mastery Search 8 (+10/+21) Stealth 8 (+11) Survival 8 (+10) Feats: 15 PP Accurate Attack Ambidexterity Attack Specialization (Cyber Arms) 2 Dodge Focus 3 Elusive Target Evasion Lucky 3 Power Attack Skill Focus(Computers, Disable Device, Pilot, Drive) Stunning Attack Powers: 1 + 3 + 1 + 7 + 16 + 23 +16 = 62 PP Super Senses(Cyber eyes; Infravision, Ultravision, Drawbacks: Noticeable) 1 PP Enhanced Feats(Built in Skill Chips; Beginners Luck, Eidetic Memory, Jack of All Trades) 3 PP Enhanced Feat(Built in Tools: Improvised Tools) 1 PP Protection 7 (Telekinetic Force Field; Extras: Impervious 7, Flaws: Side Affect (Dazzle 4 [Auditory + Visual]) 7 PP Techno-pathic Array 5.5 (11 PP Array; Feats: Alternate Power 5) [16 PP] Base Power: Super Senses 9 (Radio Scanner; Radio, Enhancements: Accurate [+2], Extended 2 [10 000ft, Notice], Danger Sense [Radio], Uncanny Dodge[Radio] Counters Concealment 2 [Radio]) [11PP] (technology) Alternate Power: Datalink 10 (Internal Computer; 200 000 miles, Feats: Machine Control) [11PP] (technology) Alternate Power: Communication 10 (Long range radio; 200 000miles, Feats: Subtle) [11PP] (technology) Alternate Power: Enhanced Intelligence 22 (Full processing power; Flaw: Sustained) [11PP] Alternate Power: Mind Control 10 (Flaw: Side Effect[Stun 5]; Feats: Mental Link) [11 PP] (psionic) Alternate Power: Mind Reading 10 (Extra: Action[Move/Standard]; Flaw: Side Effect[Stun5]; Feat: Subtle) [11PP] (psionic) Techno-kinetic Array 10.5 (21 PP Array; Feats: Alternate Power 2 Drawback: Noticeable) [23 PP] Base Power: Strike 2 (Cyber-weaponry; Feats: Mighty, Variable Descriptor[Blunt, Slashing, Piercing]) + Enhanced Strength 12 (Cyberarms; Drawback: Arms Only) + Elongation 2(Close range Telekinesis; 10' Extras: Projection, Indirect 3, Drawbacks: Arms Only) [21PP] (psionic/technology) Alternate Power: Move Object 10 (Telekinesis; Feats: Subtle) [21PP] (Psionic) Alternate Power: Blast 10 (Arm Cannon; Feats: Precise) [21PP] (Technology) Device 4 (Combat Suit; 20 PP Container; Flaws: Hard to lose) [16PP] (Technology) Protection 5 (Armor) [5PP] Enhanced Trait 2 (Environmental Protections; +1 Fort Save, +1 Ref Save) [2PP] Gadget Array 5 (10 PP Array; Feats: Alternate Power 3) [13PP] Base Power: Teleport 7 (Teleportation Generator; Flaws: Short Range Only, Feats: Turnabout, Change Velocity, Change Direction) [10PP] Alternate Power: Concealment 4 (Cloaking Field; All Visual; Feats: Close Range, Selective) [10PP] Alternate Power: Healing 8 (Nanite Activator; Flaws: Self Only, Feats: Persistent, Regrowth) [10PP] Alternate Power: ESP 4 (Scout Bots; 1 Mile, Visual + Auditory; Flaws: Feedback, Feats: Rapid 4 (x10000), Subtle 2) [10PP] Drawbacks: (-3) + (-0) = -3PP Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate[x1.5]) -3 PP DC Block ATTACK RANGE SAVE EFFECT Cyberarm/Telekinetic 10' DC 25 Toughness Damage (Slashing/Piercing/Bludgening), Indirect 3 Arm Cannon 100/1000 DC 25 Toughness Damage (Precise) Totals: Abilities (24) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (15) + Powers (62) - Drawbacks (3) = 150/150 Power Points
  5. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [283] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female Height: 5'3" Weight: 122 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension. Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus) Knockback: -5 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective) [9PP] (Magic Wards) Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe) Features 1 (Temporal Inertia) [1PP] Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards) Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror) Rusty's Ranch (PL10 Training Area) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory]) [12PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  6. Sun Dragon Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Toughness / -2 Defence In Brief: Prince of a fiery new nation, come to bring freedom to the world. Catchphrase: "By boiling blood!" Theme: Legend of Korra OST: Red Lotus Theme Alternate Identity: Leroy Remilikun Ransom-Conte, 'Larry' Birthplace: New Atlantis City, Earth-W Tech 94527 Residence: Freedom City, Earth-Prime Base of Operations: Claremont Academy, Lantern Hill(803 Aperson Ave.) Occupation: Prince, philanthropist Affiliations: Claremont Academy, New Atlantis, Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle), Siblings by age: 30-25 Olokuye Ransom-Moko(elder sister), Olokode Ransom-Moko(elder sister), Olukoju Ransom-Seyi(elder sister), Olufon Ransom-Moko(elder sister), 24-20 Olaore Ransom-Seyi(elder sister), Olaiunu Ransom-Moko(elder sister), Oludotan Ransom-Seyi(elder sister), Olukoraiwa Ransom-Seyi(elder sister), 19-10 Olagoke Ransom-Moko(elder sister), Oluyemi Ransom-Moko(elder sister), Olutoye Ransom-Moko(younger sister), 9 Oloroo Ransom-Conte(younger sister) Description: Age: 16 (DOB: August 10th, 2002) Apparent Age: Mid-teens Ethnicity: Yoruban Nigerian/African-American Height: 6'5"/1.98m Weight: 210lbs/95.25kg Eyes: Gold Hair: Black Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is cut close into a Caesar on top and shaved meticulously at the sides and back, the geometric effect lending an almost inhuman look. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar. His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather. On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. As Sun Dragon, he uses his powers to shape a suit of black armor veined with yellow, a black featureless helmet concealing his face. A winged yellow starburst serves as an insignia. History: Leroy Ransom-Conte was born into a world at peace. Earth-W Tech 2 has never known war, crime, fear or hate. The best and brightest use powers as disparate as sorcery and cybernetics to create a better world for all, guided by the world's leader, his mother Amatekon. Amatekon is a former hero of Earth-Prime's Silver Age, a psychic warrior called Lioness who used her powers to make herself nigh-invulnerable and protect the innocent across West Africa. However, during the troubles of the 60's and 70's, and as she grew to better understand the deep roots of fear festering at the heart of humanity, she began to despair of making any lasting change. Growing convinced that only a new world, a totally new way of life, could demolish the prejudices and hate she met every day, Amatekon set out to find a new home for humanity. She found one in an Earth slowly sinking into the global ocean, its core failing and the only human inhabitants a failing branch of the Atlanteans. With her powers and their technology Amatekon drew forth and tamed dragons from the mantle, forging a lasting friendship between them and her followers. Together they reignited the core, reclaimed land from the seas and established the great capital of New Atlantis. Discovering that her deeds partly matched the religious lore of her Yoruban ancestors, Amatekon also learned that by fulfilling and embodying prophecies and mythic archetypes she could attain even greater power, making her dreams that much more attainable. Focusing on Earths ruled by tyranny, the Lioness made a point of destroying such regimes and giving those oppressed the option of joining her in her new world. As a result, her power grew by leaps and bounds. With billions of minds working at once, the technology, magic and natural talents available to New Atlantis soon outstripped that powers much older could muster. But after years on her own Amatekon was lonely, the enormous pressures of her new life were almost overwhelming and she'd grown to miss her old home. So, starting in the early 1980's, she began making trips back to Earth-Prime, discretely searching for like-minded souls. During one such excursion she met her first and second husbands, Lafenwa and Sola, via foiling an attempted assassination of President Shagari by New Freedom super-assassins. The three had clicked immediately during the defense and the two men, with powers of their own, found her vision of a new Earth compelling. Together they moved to Earth-2. where they began raising a family alongside the patient work of creating a whole new civilization. Amatekon returned to Earth-Prime several times since then, spreading her message and lending support where she felt her presence wasn't destabilizing or made the local community a target. One such event was the day the Centurion died, where during the cleanup and recovery she met her third husband. Leroy's father was the brother of Leroy Conte, the Golden Marvel, a light-wielding superhero who in the late 80's and 90's fought crime in Freedom City. Unlike Lavernius, a gentle and dedicated music teacher, Leroy seethed at the injustices of life in Lincoln and the crooks in costumes or suits pushing people around. His brother was arrested and imprisoned for killing one of his rogues' gallery, and soon after came the Terminus Invasion of 1993. His life destroyed and his family gone, Lavernius attended one of Amatekon's rallies advertising "Earth-2" hoping to catch some of the renewed love of life other Freedonians had. He and the would-be savior met, and to the surprise of both became fascinated with each other. Lavernius' resilience despite his weakness, tragic past and drive for excellence in his art appealed to the romantic in her, and her ideals of self-direction and freedom from the past struck a powerful chord in him. He decided to stay on his world, partly to advocate for his brother, but maintained a relationship with Amatekon that grew into marriage in 2000. Thanks to her, he unlocked powers similar to his brother's, though nowhere near as strong, and after the rally began a productive career teaching music at Freedom School for the Arts in Southside, visiting his wife and her two other husbands regularly. Leroy Ransom-Conte was born the 12th child and first son of Amatekon, and ever since his earliest days there were murmurs. As he quickly became all-too aware, he was smaller and weaker by far than his siblings, all of whom took after their titanic mother, without their talents for art, science, the mysteries of magic or the mind. He was older than any of his sisters when he bonded with his dragon, and worst of all his powers weren't developing along nearly the right lines, gravity instead of light answering his commands, despite inducing mutations via exposure to the realm of the Phoros, the living stars. Amatekon was determined he would be cared for and find a place where his talents could be nurtured, encouraging him to practice with his siblings and teaching them to respect disparate levels of strength. Noticing his fascination with tactics and historical revolutionaries, she tutored him herself before arranging for longer-term studies on Earth-Prime, where she hopes he will become a rallying point for her movement. Claremont Academy was the natural choice, the crucible where the future of the superhuman establishment is forged. In the fall of 2018, over forty years since his mother embarked on great experiment, Sun Dragon set out on his own. Personality & Motivation: Leroy is blessed with the confidence and goodwill to all that comes from living in a utopia, but with a vein of steel from being brought up with the expectation of defending that shining realm against an omniverse of threats. He's not blind to the ways people try and trick or hurt others for their own gain, but his upbringing keeps his eyes firmly on the reason why crime seemed so appealing in the first place. Earth-Prime has its virtues, even if he won't easily admit to them, but the systemic flaws driving people to choose between morals and living feed a constant low-level simmering anger at the injustice going seemingly unchallenged. On top of that, Leroy is here on a mission. He's easy to befriend but he's looking constantly for allies he can win to his mother's cause. Yet the very fact that it's his mother's cause, not his, is slowly growing a seed of doubt at his place in the wider plan. Most of all Leroy is devoted to his dragon, Dio, his closest and truest friend. He's arrogant, but not so much that he doesn't appreciate the help and camaraderie the two give each other. Powers & Tactics: Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire. His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself. Power Descriptions: Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power of light is only seen in the hard-light shell he's learned to reflexively don, its assertion highlighted by light visibly warping and bending around him. Complications: Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot. Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason. Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light. Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family. Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard. Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted. Responsibility(Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from. Temptation(Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible. Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP Strength 30/18 (+10/+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 6 + 8 = 14 PP Attack: +3 (+10 Melee) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +2 Grapple: +37/+20/+10 Knockback: -6/-2 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +12/+4 (+4 CON, +8 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +6 (+2 DEX, +4) Will: +7 (+2 WIS, +5) Skills: 60r = 15 PP Diplomacy 8 (+11/+15 w Attractive)Skill Mastery Gather Information 7 (+10) Handle Animal 3 (+5) Intimidate 12 (+15)Skill Mastery Knowledge (physical sciences) 3 (+5) Knowledge (tactics) 8 (+10)Skill Mastery Notice 8 (+10)Skill Mastery Ride 3 (+5) Sense Motive 8 (+10) Feats: 58PP All-Out Attack Attack Focus (Melee) 7 Attractive Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1 Challenge (Fast Startle) Defensive Attack Dodge Focus 4 Interpose Luck Master Plan Move-By Action Power Attack Sidekick 30(Dio, 150PP) Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice) Startle Uncanny Dodge (audio) Powers: 2 + 12 + 22 + 9 + 8 + 1 = 54 PP All powers have the Cosmic descriptor along with any others given Comprehend 2 (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Unreliable)[2PP] Training Enhanced Strength 12 (Super-Dense Cells)[12 PP] Biology Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area; Feats: Dynamic, Dynamic Alternate Power) [22 PP] Gravity DAP: Super-Strength 17 (Mass-Shifting; as STR 47, +85 to Carrying Capacity rank(95/89); Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[20PP] Immunity 9 (Life Support) [9PP] Biology Protection 8 (Manifest Hard-Light Shell)[8 PP] Light Super-Senses 1 (Communication Link(Dio))[1PP] Psychic Drawbacks: (-1) + (-4) + (-3) = -8PP Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP] Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage(Staged) Ground Strike Burst(270ft) DC 27 STR/REF Tripped Shockwave Cone(170ft) DC 25 TOU/DC17 REF/STR Damage(Staged) Abilities (34) + Combat (14) + Saving Throws (13) + Skills (15) + Feats (58) + Powers (54) - Disadvantages (8) = 180/180 PP
  7. 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: 10PP Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Luck 1 Move-by Action Skill Mastery Takedown Attack Powers: 27 + 3 + 10 + 2 + 1 + 12 + 5 = 60 Magic Mesa Guardian Array 12 (24PP Array, Feats: Alternate Power 3)[27PP] (Magic, Sand) Base Power: Guardian's Strength (Linked) {24/24} (Magic, Sand) Enhanced Strength 12 [12PP] (Magic, Sand, Rock) Enhanced Trait 2 (Improved Critical [Unarmed Attack]) [2PP] (Magic, Sand) Super-Strength 5 (Effective Strength 55, heavy load 24 tons) [10PP] (Magic, Sand, Rock) Alternate Power: Blast 10 (Sand Bullet; Feats: Accurate 2, Incurable, Precise) {24/24} (Magic, Sand) Alternate Power: Damage 10 (Sand Blade; Extras: Penetrating; Feats: Accurate Attack 2, Extended Reach 2 (10 ft.)) {24/24} (Magic, Sand) Alternate Power: Environmental Control 6 (Sandstorm; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration (Continuous); Flaws: Range (Touch)) {24/24} (Magic, Sand) Immunity 3 (Aging, Sleep, Starvation & Thirst) [3PP] (Magic, Sand) Protection 10 [10PP] (Magic, Sand) Regeneration 2 (Resurrection 1/day) [2PP] (Magic, Sand) Super-Movement 1 (Sand Man; Trackless; Flaws: Limited to Sand) [1 PP] (Magic, Sand) Walking Desert Array 5 (10PP Array, Feats: Alternate Power 2)[12PP] (Magic, Sand) Base Power: Impervious Toughness (Solid Rock Form) {10/10} (Magic, Sand, Rock) Alternate Power: Insubstantial 2 (Whirling Sand Form; Gaseous Form) {10/10} (Magic, Sand) Alternate Power: Teleport 9 (Travel through sand; Extras: Accurate; Flaws: Long-Range, Medium (Sand)) {9/10} (Magic, Sand) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1)[5PP] (Magic, Sand) Base Power: Flight 2 (Flight) {4/4} (Magic, Sand) Alternate Power: Super Strength 1 (Strength of Sand; Effective Strength 23/60, heavy load 600 lbs./50 tons. Feats: Shockwave, Super-Breath) {4/4} (Magic, Sand) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage, Crit 18-20 Sand Bullet Ranged DC 25 Toughness Damage Sand Blade Touch, 10 ft DC 25 Toughness Damage, Penetrating Shockwave 40/100 ft DC 14/20 Reflex Damage Super-Breath 40/100 ft DC 14/20 Reflex Trip Totals: Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (10) + Powers (60) - Drawbacks (0) = 150/150
  8. Nick

    Arcana

    Arcana Power Level: 10 (150/153 PP) Trade-Offs: None Unspent PP: 3 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 / 153 Power Points
  9. Venomax Power Level: 10 (150/151) Unspent Power Points: 1 Trade-Offs: None In Brief: Child of a Mercenary making the most of what he's inherited Catchphrase: None Theme: Playlist Alternate Identity: Vernon Bilker (Secret) Birthplace: Freedom City Residence: Emerald City Base of Operations: Emerald City Occupation: Lab Intern Affiliations: Family: Brad Bilker (Estranged Father) Friends: Description: Age: 19 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 84 Kg Eyes: Brown Hair: Black History: The son of Brad bilker AKA: the infamous gas man has lead a hard life, his mother was much too young and far too in love and clung to the idea of her lover returning long after he'd given up hope of ever meeting his father and spent his early life watching his only parent slowly destroy themselves with grief over someone who clearly didn't care about them in the slightest even on her deathbed she clung so tightly to the hope that he would return that she saw her own son as his father. playing along to help his mother pass with ease he felt himself being wracked with guilt wondering if it had been his own mutant gifts that had sapped her strength and eventually killed her mixed with burning rage at the man who had abandoned him With nothing left to stay in freedom city for he found himself leaving for Emerald city with nothing but the clothes on his back to make a new life far away from his villainous old man Personality & Motivation: Motivated by Loss and Pain Vernon can come off as quite harsh to those who don't know him, displaying a great distain for things and weilding his mutation with a coldness close to callousness but in truth he understands that his abilities can be effected by his emotional and physical state so does his best to control both to avoid causing lasting harm and focus his mind to the strain that comes with using them. Vernon takes his self appointed responsibilities very seriously and has chased criminals across country before now believing that they are his burden, dragging them personally to the local authorities or even blackstone by hand. Powers & Tactics: Vernon is a cold, calculating and cunning combatant who fights with sudden and brutal applications of force and poison he will attempt to quickly and decisively remove as many combatants as possible from the situation whilst causing as little collateral damage as possible, though he looses little sleep over those few who do suffer his venom, he will pursue fleeing opponents relentlessly across vast distances limited only by his funds and obligations. His powers come from the unique organ in his abdominal cavity capable of synthesizing various chemicals from what he ingests running the gamut from Bee venom all the way to nitroglycerin or other far less savory concoctions though he refrains for anything that causes unessicary lasting harm. Power Descriptions: Though his Chemical synthesizing organs are inborn to him he has augmented his usage with the applicator gauntlets on his suit allowing him to project the secretions at a distance, aerosolize them , combine them with an adheisve binder or create a two staged dosage Complications: Gut Rot: perhaps due to the peculiar diet (necessary to keep his abilities stocked) or even some sort of irony Vernon has a sensitive stomach and is often plagued with cramps, nausea and other gastrointestinal problems whilst these are in themselves a problem, having to run off to use the bathroom at random times can prove inconvenient which is to say nothing of the mockery and embarrassment someone with his unique power-set faces. I hate you, Dad!: Vernon hates his father Brad Bilker with a biblical passion for abandoning him and his mother and will actively seek out opportunities to interfere in his business, embarrass and otherwise cost him financially or socially, though he refrains from inflicting physical harm to honour his mothers dying wish he find some kind of peace with the man and of course, Brads immunity to all known forms of chemical and biological weapons includes his sons powers. Guilt: Vernon believes that it might've been his own toxic Secretions that killed his mother, though he has never dared to find out, it is something that can be used against him by particularly cunning villains such as his callous father. Breaking Bad: there are several parties who would like to aquire Vernon and use his unique gifts to produce dangerous chemicals or metahuman enhancement compounds such as MAX and Zoom without having to go through the labyrinth. Largely Immune: Though immune to his powers in the dosages and concentrations in which he uses them his siolated Specialized Organs contain far more potent concentrations, enough to overcome his resistance to the effects, they might be damaged or forced to empty their contents by various means they will affect him normally. Doctoring Dosages: Vernon has carefully learned the safe dosages and dilutions for use on other humans but anything out of the ordinary is purely guess work on his part, the more alien or extreme the difference the more he has to guess either using too little to have an effect or more disastrously too much as well as of course different concoctions affecting radically different biologies in entirely unforeseen ways. Abillities: 8+4+8+4+4+0= 28pp STR: +4 (18), DEX: +2 (14), CON: +4 (18), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) Combat: 20+12=32pp Attack: +10 (Base: +10) -Ranged: +10 -Melee: +10 Defense: +10 (+6 base +4 dodge focus Flat-footed: +3), Grapple: +14 (+10 Base attack +4 Strength) Knockback: -5 Initiative: +2 Saves 4+4+6 = 14pp Tough: +4/+10, (+4 Con +6 Protection (Venomax Costume)) Fort: +8 (+4 Con +4) Ref: +6 (+2 Dex + 4) Will: +8 (+2 Wis +6) Skills: 12pp (48 Ranks) Craft (chemical) 8 (+10), Knowledge (physical sciences) 8 (+10), Knowledge (technology) 8 (+10), Medicine 4 (+6), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10) Feats: 9pp All-Out Attack, Dodge Focus 4, Move-by Action, Power Attack, Precise Shot, Take down Attack Powers: 37 + 16 + 1 + 1 = 55pp Chemical Synthesis Organs (Array 15; 30 pt array PFs: Alternate Power 7; Mutation) [37pp] BE:Confuse 10 ("Toad Toxins"; chemical Extras: Alternate Save (Fortitude), Poison, Secondary Effect) AE:Damage 10 ("Nerve Agents" Chemical; Extras; Alternate Save (Fortitude), Poison) AE:Damage 10 ("Acidic Sweat" Extras: Contagious, Secondary Effect) AE:Drain 10 ("Malady Mixtures Chemical drains: any trait, Extras; Poison) AE:Obscure 10 ("Pepper Spray Sweat" Chemical affects: 1 type + visual - olfactory, Radius: 5000 ft.) AE:Paralyze 10 ("Spider Venom" Chemical; Extras: Alternate Save (Fortitude), Poison) AE:Snare 10 ("Cobra Spit" Chemical; Extras:Suffocating) AE:Stun 10 ("Toxic Shock" Chemical;Extras: Poison) Venomax Costume (Device 4; technology; 20 DP device) (Hard to lose) [16pp] Brand Loyalty (Immunity 1) Rare Descriptor (Own Powers) [1pp] Produce useful chemicals (Feature 1) [1pp] DC Block Name Range Save Effect Toad Toxins 100ft DC20 Fort Confusion Nerve Agents Melee DC25 Fort Damage Acidic Sweat Melee DC25 Tough Damage Malady Mix Melee DC20 Fort Drain Pepper Spray 100ft N/A Obscure Spider Venom Melee DC20 Fort Paralyze Cobra Spit 100ft DC20 Reflex Snare Toxic Shock Melee DC20 Fort Stun Totals: Abilities 28 + Skills 12 (48 ranks) + Feats 9 + Powers 55 + Combat 32 + Saves 14 + Drawbacks 0 = 151.
  10. Player Name: KnightDisciple Character Name: Thunderbird Power Level: 10 (150/152PP) Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 Toughness Unspent Power Points: 2 In Brief: Young weather controller seeking to learn to control his powers, and maybe see a bit more of the world beyond Oklahoma. Residence: Claremont Academy, Freedom City [School year]; Bartlesville, OK, USA [Summer/Family home] Base of Operations: Claremont Academy Alternate Identity: Micah Roebuck Identity: Secret Birthplace: Tahlequah, OK, USA Occupation: High School Student Affiliations: Claremont Academy Students Family: Lawrence Roebuck [Father, Deceased], Amelia Roebuck [Mother]; William Herrington [Maternal Uncle], Tess Herrington [Aunt], Janet Herrington [Cousin, informally called "Aunt" by Micah; also the superhero Stormchaser, member of the Barnstormers] Description: Age: 16 (August 2002) Male: Ethnicity: Cherokee [born member of the Cherokee Nation] Height: 5'9" Weight: 155 lbs. Eyes: Dark Brown; Electric Green when using his powers Hair: Black Micah is the picture of a still-growing teenage boy; his frame is somewhere between "lanky" and "filled out", but he's been told he's still got some growing to do. His father was over 6 feet tall, after all. Micah's hair tends to be kept short right now, mostly due to his mother wanting him to look good for "that nice school out East". His skin bears a fair deal of tanning, but other than a small scar on the back of his left hand ("accident in the kitchen with a can of beans"), is free of marks or blemishes. Micah tends to wear rugged clothes, with a preference for jeans and thicker t-shirts, complimented by a denim jacket. If dressing up, he does have a simple black suit, which he wears surprisingly well, but those on-campus may well never see him in it. He owns a couple of ribbon shirts, but is leery of wearing them for fear of looking "too stereotypical". As Thunderbird, he currently wears a sleeveless version of the Claremont uniform, complimented with fingerless gloves, a sturdy bandanna across his mouth, and a large, sturdy pair of goggles that cover his eyes and give protection against possible debris and irritants. Power Descriptions: Micah possess the metahuman ability to control weather. This typically manifests as him summoning up winds, lightning, and perhaps rain or hail. The lightning he directly summons is often tinged green, apparently a "tell" that it is artificially summoned; if he manipulates the weather as a whole to create conditions that support lightning, those strikes will look normal. When manipulating weather on a large scale, he sometimes manifests an aura colored like the Aurora Borealis. When flying above 100 miles an hour, he begins to manifest the same effect, but focused into a pair of wing-like shapes. Micah's control over wind is particularly excellent, enough to allow him to utilize it as a "speed booster" alongside bursts of ionic energy, such that even aside from flight itself, he is capable of delivering a high-speed barrage of blows. As an adaptation for this and for high-speed flight in general, his ability to process and react to information is high above the average person. As well, his body has adapted itself to function not only at high speeds, but high altitudes. Beyond high-speed strikes and blasts of lightning, Micah has one last option to bring directly against an opponent in a fight. He calls it the "Borealis Burst", since the manifestation includes a large burst of light similar to the Aurora. This veritable explosion of lightning, thunder, and wind is liable to knock over most any opponent while also given them more than one kind of headache. All of these things are accomplished, at their core, by Micah's powers manipulating ionization of the air, temperature patterns, and the rate of condensation in an area. By wildly changing these factors far outside the normal, natural rates, he is capable of manifesting and manipulating weather in the blink of an eye. By channeling these manipulations to himself, he achieves his flight, speed, and other close-range abilities. History: Micah grew up knowing where he came from. Where his parents, and their parents before them, came from. What his people had been through, but also what they were working to become. Micah was, if not immersed in Cherokee culture, very much exposed to and living in it all of his life. His father worked for the Cherokee Marshal Services, and his mother still works as a teacher of both the Cherokee language, and literature classes at the high school level. His grandparents on his father's side live on a farm well outside of Oklahoma City, and his mother's parents live on the outskirts of Muskogee, still helping run a local store for both Native American and tourist customers. Micah himself was born in Tahlequah, to a pair of loving, humble parents. He grew up knowing the traditions he came from, and was taught Cherokee and English in almost the same breaths. He went to school with only Cherokee kids during his younger years, and that was a grand old time. Then Lawrence Roebuck had a heart attack and died right before Micah would have gone to middle school. In the aftermath of the loss, Micah and his mother ended up moving to Bartlesville, to live with his Aunt and Uncle William and Tess. And his cousin Janet, whose older age had Micah referring to her as "Aunt Janet" (much to her vexation) was Micah's largest role model. He'd always been interested in cars, bikes, and other machines with engines, but her career in the Air Force piqued his interest in flying machines, especially jets. And his lanky frame lent itself well to the running that his Aunt Janet had done in her own time on the track team. However, while the presence of family helped heal some wounds, middle school made others on its own. For the first time, Micah was not in a Cherokee-only school, and his first encounters with children outside the tight-knit sphere of the Cherokee Nation was...mixed. Amelia tried to find a way to get him back into the old school system, but couldn't find a way for them to both stay in Bartlesville and get him into a Cherokee-only school. It wasn't long before he found himself clashing with the much more intensely clique-centric culture around him, and enduring more than a few rounds of teasing based on his background, as if one town in Oklahoma was that significantly different from another. While certainly not the same scope of problems and struggles others of his ancestry might face, for a young boy they were difficult things indeed. Micah withdrew from most all of his schoolmates, mostly spending time with those who came from the Nation or one of the other Tribes in Oklahoma (the city drew people from fairly wide backgrounds and areas in the state, all things considered). He kept his mouth shut and smiling at home; his mother was working more hours, not only teaching but also tutoring, to help make ends meet. William and Tess were doing what they could, but times were lean even for them; Janet would send back money sometimes, but William and Tess typically rejected the gesture if it wasn't to help with a particular bill. So Micah got to add being a poor kid, who didn't have a dad, to the list of things he was teased for and just bottled up. When he got to junior high, Micah joined the track and field team, looking to use sports as at least something of an escape; the school didn't have an auto club, and trying to copy his "aunt" was the next best thing. While Janet had been a distance runner and jumper, Micah found himself excelling at sprinting and the discus. He wasn't necessarily a shoe-in to get the gold at state, but he did well enough that some of the social pressure eased up, even if just by virtue of more attention in general being on him. After a while, he even started to make friends with the various boys on the track team. Even if they occasionally asked insensitive questions or told jokes that just made him flinch; at least they'd apologize for them when he told them why. Micah opened up, just a bit. He even talked to his mom about what he'd gone through in middle school, and endured The Talk from her. Micah's freshman year was when things changed. Just as spring turned and they were entering the "final stretch" of the year, and as the track team was going to the regional meet that would set them up for state, things changed. The night after the meet, a supercell storm cropped up when, by all rights, it should have been a cool, clear night. The heroine Stormchaser raced to the scene, and diffused a tornado before it touched down, less than a mile from Micah's hotel. However, when two more funnels tried to form, Stormchaser realized that, intentionally or not, someone in the area was using powers similar to hers. She could "taste" the ionization in the air, could tell it was working similar, but not the same, as hers. After almost an hour, Stormchaser felt the last ebbs of the power stop, and the storm calm into a normal rainstorm, instead of what could have been the most destructive storm of the year. Two days later she got a frantic call from her parents about how she needed to talk to Micah. He finished the year out at school, but as soon as track was done, any and all after-school activities stopped. He grew distant from the friends he'd made, keeping in touch mainly with texts. Finally, they found out he was going to some fancy school out East the next year, his sophomore year; some of his friends grew angry, others promised to stay in touch. None of them were told the truth: that Micah had awakened an enormously powerful gift that he needed help learning to control, help that his cousin couldn't dedicate to help him. So instead, he was going to attend Claremont Academy. Personality & Motivation: Micah is a young man who's almost desperate to figure out his place in the world. His life has had multiple upsets, and this latest one, of both gaining great and terrible power and then moving half a country away from his family and friends, has left him all but reeling. In response, he turns inward, seeking to focus on schoolwork, working on a car (if he can manage it), or perhaps playing on his guitar somewhere no one (supposedly) can find him. There are times he seeks out or "allows" himself to be put in extroverted situations, but the motivation is difficult. When it comes to his actual schoolwork, Micah is determined to excel, to prove any of the jerks from years ago wrong about how stupid he is. Even if he doesn't get flawless grades, his determination means he rarely falls behind. One of Micah's core motivating ideas is "living up to the legacy" of both his father and his cousin. His father was a good, just, kind man who made his mother happy and taught him everything he could in the time they had together. His cousin is a veteran and a superhero, someone casually at ease with both, and who, despite wielding enormous power, is more than willing to spend time with family, friends, and even random people, just to make their day better. Micah often measures himself against what he imagines either of them might do in a situation, which of course leaves him falling short and frustrated. Micah tends to be very level-headed and slow to anger; years of dealing with bullies and ignorant folks means he has practice with patience (as his mother likes to say). However, if pushed to anger, he gets angry, and is somewhat likely to get physical. The same levelheadedness meas he tends to be very reserved in general; unfortunately, the same principle of "holding it down until it bursts forth" holds true, especially with him being in the roaring midst of puberty. Micah's emotions tend to spike a bit if he's pushed past a certain point. Which can be a bad combination with his powers. His patience for ignorant questions from clueless people is present, but by no means endless, and if he senses he is being intentionally mocked, it quickly shortens his temper. Before getting his powers, Micah wanted to be a pilot like his cousin. After getting his powers, he found himself unsure if that's still his dream, since he can fly on his own now. He knows what he likes to do, but isn't sure if those hobbies are where he wants to take his career. Despite everyone telling him he has years before he needs to decide, he is already feeling pressure within himself to decide a path and start preparing for it. Some of Micah's favorite musicians and groups include Johnny Cash, Bon Jovi, Aerosmith, and other classic country, bluegrass, and rock artists and groups; more recently he's been trying out genres like metal or modern rock, though he's reluctant to pick favorites just yet. Powers & Tactics: If pushed to fight, Micah tends to be quiet and focused, sometimes to his detriment; he has a tendency to doggedly work on something until it's done, be it a term paper or a single opponent in a fight. This mono-focus means he handles single opponents well, but when dealing with larger groups of foes, he can have a few moments of indecision. His primary tools in a fight are his rapid-fire strikes with his arms and legs, and his potent blasts of lightning. Often he opens up from a distance with the lightning, and only starts trying to punch people when they've closed the distance; Thunderbird's powers lend themselves to working at a distance, and he has had little reason to decide to do otherwise. If engaged in melee, Micah tends to start with what he views as the easiest target, and try to use his superior speed and maneuverability to quickly dispatch a great number of enemies. If faced with a situation where he needs to shift things in favor of the heroes rapidly, or perhaps do something like cover an escape, he will rapidly and dramatically shift the weather in an area (albeit one smaller than what his cousin can affect) to impede his foes. He's reluctant to use this in the course of a normal fight, but depending on the situation he can apply it with just enough finesse to avoid too much friendly fire. The Borealis Burst, though, is very consciously a measure of last resort. Not only does it leave him drained, but the area it affects is larger even than his general control over the weather. The fact that it leaves deafened, disoriented, and knocked-down targets of its indiscriminate shockwave in his wake means he's barely even tried generating this burst of power. Thunderbird is unlikely to deploy this unless he has no other choice that he can discern. Beyond his offensive powers and approach, Thunderbird is a blindingly fast flyer whose body and mind can naturally adapt to the heights and speeds he achieves, though he has found he needs goggles to keep his eyes from being damaged by high-speed but minuscule debris. Complications: Thunder Rolls and Lightning Strikes: Micah's patience is rather good for a teenage boy, but it's not infinite, and when it begins to wear thin, he is likely to have an explosive outburst of anger. This may cause friction with his team, distract him in a fight, or even briefly surge his powers out of his control. Every Nightmare Blown Away: Micah's control over his powers is currently nearly non-existent while asleep. Most nights this is a non-issue; his dreams are calm and disassociated enough no real changes happen in local weather patterns. But if he experiences intensely emotional dreams, especially nightmares, it can radically and dangerously shift the weather. To prevent destruction brought on by indigestion-induced bad dreams, Micah must wear special power-dampening bands around his head, wrists, and ankles. These bands are easy to remove (1 full action), but until all of them are off his powers won't function properly, or at all, leaving him a fairly mundane human being. Every Storm Runs Out of Rain: Micah's powers work in most any outdoor conditions, seeing as they can manipulate the environment to produce weather. However, if he finds himself in a tightly-closed system (such as a hermetically sealed building, a spaceship or station, or inside some kind of powerful shield or the like), he may have difficulty manifesting the full measure of his powers. Cold Kentucky Rain: While Micah's powers work in most extremes, sufficiently low temperatures may also impede his powers, more so than extreme heat. If it's cold enough, his speed might drop and his lightning struggle to work, though Micah would likely be able to manipulate any existing weather and moisture in that environment. Whirlwind in the Thorn Tree: Micah's powers can sometimes cause more damage in an area than expected. High-speed winds can be extremely dangerous, and if there's sufficient debris around, any wide-area usage of Micah's powers risks possibly shredding friend and foe alike, something that might well stay the weather controller's hand at using such power at all. Sky Is Falling Through: Controlling the weather is tricky at the best of times. While Micah's speed and thunderbolts are no real risk, his manipulation of wider weather area, as well as the Borealis Burst, run the risk of getting carried away even when their effects normally fade. Given just the right combination of factors, a pocket of weather created and molded by Micah may not fade, but instead grow out of control when released from his "grip", growing into a full storm of its own right; sometimes this artificial storm may horribly mismatch the existing weather patterns, or just build on what was there already. Song of a Summertime Storm: Micah is a young man of a heritage that's pretty rare in Freedom City, far from home and family, struggling to maintain not only his own secret identity, but more importantly his cousin's secret identity. That's a lot of balls for a kid to juggle. Abilities: 4 + 8 + 4 + 2 + 0 + 2 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 12 (+2) Combat: 12 + 16 = 28PP Initiative: +8 Attack: +6 Base, +8 Melee, +8 Lightning, +12 Flying Fists Grapple: +10 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +6 (+2 Con, +2 Costume, +2 Defensive Roll) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+4 Dex, +5) Will: +7 (+0Wis, +7) Skills: 72R = 18PP Acrobatics 10 (+14) Bluff 8 (+9) Craft (Mechanical) 8 (+9) Craft (Electrical) 4 (+5) Drive 8 (+12) Knowledge (Current Events) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Popular Culture) 7 (+8) Languages 1 (Cherokee [Native], English) Notice 10 (+10) Perform (Stringed Instrument) 4 (+5) Feats: 20PP All-Out Attack Attack Focus (Melee) 2 Defensive Roll 1 Dodge Focus 6 Equipment 1 (5EP) Evasion 1 Improved Initiative 1 Luck Move-By-Action Power Attack Set-Up Takedown Attack 2 Uncanny Dodge (visual) Equipment: 2 + 3 = 5EP Costume: Protection 2 [2EP] Goggles: Immunity 1 (eye irritants); Super-Senses 2 (Visual; Counters Obscure [clouds/fog]) [3EP] Powers: 13 + 2 + 2 + 1 + 28 = 46PP Flight 6 (500MPH, Power Feats: Moving Feint) [13PP] Quickness 2 (x5) [2PP] Power Reserve 1 (2PP; Flight [up to 7 (1,000 MPH/10,000 feet/round)] or Quickness [up to 4 (x25)]) [2PP] Immunity 1 (high altitudes) [1PP] High Flier Array 12.5 (25PP, Power Feats: Alternate Power 3) [28PP] Base: Damage 6 (Extras: Area [Targeted, Burst] [8], Selective Attack [8] Power Feats: Accurate 2, Mighty) [25PP] (Bludgeoning, Air/Wind) ("Borealist Blitz") AP: Damage 12 (Extras: Ranged, Power Feats: Accurate 1) [25PP] (Electricity/Lightning) ("Green Lightning") AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (Electricity/Lightning, Sonic) (Borealis Burst) AP: Environmental Control 6 (24PP, Mix-and-Match Environments: Cold, Distraction, Hamper Movement (High Winds, Icy or West Surfaces), Heat, Reduced Visibility [Precipitation]; Extras: Independent [+0], Power Feats: Reversible [Maximum Radius 250ft]) [25PP] (Weather) ("Stir the Storm") DC Block ATTACK RANGE SAVE EFFECT Borealis Blitz Touch DC 23 Toughness Damage [Physical] Green Lightning Ranged DC 27 Toughness Damage [Energy] Borealis Burst Area DC 25 Toughness Damage [Energy] Borealis Burst Area DC 20 Reflex Blinded, Deafened [Energy] Totals: Abilities (20) + Combat (28) + Saving Throws (18) + Skills (18) + Feats (20) + Powers (46) = 150/152 Power Points
  11. Player Name: Cubismo Ms Thursday Power Level: 10 (151PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 1 In Brief: The bastard daughter of another Earth's Thor and a warrior of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Musician Affiliations: The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Anders Torsten (Brother), Magni, Móði, Þrúðr (Half-Siblings). Numerous other Aesir gods and goddess. Description: Age: 16 (DoB: January 19th, 2002) Gender: Female. Ethnicity: Norwegian/Asgardian. Height: 5 ft. 10 in. (180 cm) Weight: 140 lbs. (113 kg) Eyes: Blue Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce blue eyes as the God of Thunder. From her mother she inherited a rural comeliness and a row of light freckles that decorate her cheeks and nose. Having had a rough and tumble childhood growing up in her hometown of Risør, Astrid has always been been in decent shape and ready for a fight, but after training in the practice yards of Valhalla she's become athletic. Similarly, while she's always been tall, learning about her heritage has seemingly caused her to go through another growth spurt that allows her to tower over most girls her age. While itching to be a hero, Astrid doesn't really possess a superhero costume and much prefers her own wardrobe of causal wear than classic form-fitting spandex when fighting the forces of evil. That said, she does make a habit of ensuring that whatever she wears while crime-fighting or monster-slaying at least has the symbol of a thunderbolt or hammer somewhere on it. Her favorite "battledress" and the closest thing she has to a superhero costume is a rune-inscribed black-leather jacket with a large thunderbolt symbol on the front. While Astrid has a distinct southern Norwegian accent its been influenced by her travels across Europe, and recently the States. It's not uncommon for her to pepper her words with not only her home country's slang but that of other countries she's visited as well. While Astrid has a brash and straightforward way of talking that can be quite intimidating when she's in a berserker rage, she's usually laid-back and friendly, and can be even be downright motherly when she's around her younger brother. When she's acting as an agent of Asgard she plays up the Viking warrior princess attitude, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget about. While her childhood wasn't perfect it was a mostly happy one. Her parents loved her and while her father would disappear for months at a time he'd always come back eventually. Until he didn't. When that happened everything changed. Her mother fall into a depression and once she started using alcohol to self medicate things only got worse. When her mother wasn't blaming her for her father leaving she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her mother. At first she'd try to find her father when she did, but as she got older the futility of doing so and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out rockers that she would see performing in bars whenever she runaway to a large town. The cycle of running away and crashing with friends, only to come back for one reason or another, finally came to an end when her mother died in a car accident during a thunderstorm while looking for her. Filled with grief and guilt over not resolving her differences with her mother and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far. Fortunately for her, a Valkyrie came to her rescue and whisked away to Asgard. The Valkyrie was sent by none other than Thor, the God of Thunder and her long lost father. He explained that he was a Thor from a another Midgard that had to come her's to circumvent a Pact that prevented the gods from his world from interfering with humanity. By doing so he could return to his favorite hobby of quietly slaying monsters that secretly threatened the world, even it if wasn't his own. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her, only to have to leave back to his world or risk the ire of Odin himself. When Astrid's mother dead the Odinson thought it necessary to finally intervene in her life again. While his explanations didn't do much to calm her, Astrid did accept his offer to let her and her brother live in Asgard to hone their developing powers. After going though some Asgardian training Astrid returned to her Midgard so that she could finish her education while her brother opted to stay in Asgard and be with the father he hardly knew. Given that Astrid was a bonafide demigoddess the only the place that could possibly finish her training was a school in the USA. Personality & Motivation Rebellious, bold, impulsive, stubborn, brash, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off by something. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death, the revelations about her father's true nature, and becoming her brother's guardian has prompted a positive change in her though. While still prone to brashness, Astrid has learned to rein in a lot of her worse impulses, becoming more responsible and reflective about her faults. Furthermore her new responsibilities have given her a sense of direction and purpose that was non-existent beforehand. Her primary motivation is providing for her little brother, Anders, which in out itself is motivated by her desire to alleviate her guilt of not being around when he needed her when their mother was still alive. Everything else, including being an agent of Asgard, going to Claremont Academy and her pursuit of a music career is secondary to that. Astrid has a thing for 80s American culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her "cool girl" mystique Astrid has a wide-eyed love of history and folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go splat. That's Astrid primary tactic, and it usually works, but when she's separated from her bat she typically relies on her fists to pummel or grapple whatever gets in her way. Although she went through some training while in Asgard, and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid fighting style mostly takes after her experience with street and bar fights. As such, headbutts, groin attacks and eye-poking are perfectly acceptable tactics in her mind. Power Descriptions As the half-human daughter of almighty Thor, Astrid naturally possess many of the superhuman physical traits that characterize the Aesir. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a jötunn over her head without strain, leaping vast distances in a single bound and pulverizing foes with just her fists. The daughter of Thor is likewise quite durable being able to resist attacks that would outright kill a normal human and do some without being no worse for wear. Furthermore, Astrid shares the Aesir's natural immunities to extreme heat, cold and even disease, having never been sick a day in her life. Along with her natural gifts Astrid also wields Þórrklubba, a warclub forged in Niðavellir by the legendary dwarven weaponsmiths Eitri and Brokkr as a gift from her father. Þórrklubba is a magical weapon and with it Astrid can call upon the primordial forces of the firmament, striking foes with bolts of lightning, summoning icy rainstorms, and even allowing herself to fly. Þórrklubba also acts as Astrid's key to the Bifröst, granting her passage to the Nine Realms, along with the ability to teleport short distances in a flash of multi-colored light. While a devastating weapon Þórrklubba looks from a distance as just a large baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubbais a martial masterpiece, a silvery club beautifully inscribed by golden Nordic runes that infrequently crackles with magical static energies. Complications: Responsibilities: As a child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir whenever they need something done on Midgard. Big Sister: While Astrid's little brother Anders is as much a demigod as her is and safe in Thor's hall in Asgard, Astrid considers herself his true guardian and will go into a panicked rage if she learns something has happened to him while she was away on Midgard. Nazis!: Besides the obvious reasons, Astrid really, really hates Nazis due to them exploiting the power of her Earth's Aesir during WW2. She's also quite peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene and will go into a berserker rage whenever she confronts villains that share their twisted ideology. Culture Clash: While something of an americaphile, Astrid isn't aware of many of the culture's social taboos and honestly wouldn't really care about breaking them even if she did. Daddy Issues: Has an extremely complicated relationship with her father. His excuses for why he left his mortal family have never satisfied her and she partially blames him for her mother's death. Violence Is The Best Answer: She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to most problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. Abilities: 16 + 4 + 20 + 2 + 0 + 4 = 46PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 20PP Initiative: +2 Attack: +8 Melee (+5 Base, +3 Attack Focus), +5 Ranged Grapple: +16/+21 (+8 Melee Atk, +8 STR, +5 Super-Strength) Damage: +8 (Unarmed) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -8 Saving Throws: 12 = 12PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 with Attractive) Diplomacy 4 (+6, +10 with Attractive) Intimidate 8 (+10) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (English, German, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Feats: 16PP All-Out Attack Attack Focus 3 (Melee) Attractive Benefit (Status: Daughter of Thor) Dodge Focus 5 Interpose Lion Heart Luck Power Attack Takedown Attack Powers: 18 + 24 = 42PP Device 4 ("Þórrklubba") (20PP Device; Hard to Lose, Only Usable by Thursday) [18PP] (Divine) Base Power:·Strike 4 (20PP Array; Alternate Powers 5, Feats: Mighty, Thrown 2 [100 Ft./Incr 20 Ft.], Improved Critical 2 [18-20], Affects Insubstantial 2 [Full Power], Extra: Penetrating 4) [15/15] Alternative Power: Blast 6 "Leiptr!" (Range: 60 Ft, Feats: Accurate, Indirect 2 [Any Point, Directed Away]) {15/15} Alternative Power: Flight 5 "Flaugun!" (Speed: 250 MPH) {10/15} Alternative Power: Super Movement 2 "Kveðja til sín Bifröst!" (Dimensional: The Nine Realms) {4/15} Alternative Power: Teleport 4 "Fara!" (400 Ft. [Move Action], 1 Mile. [Full Action], Feats: Easy, Mass Progression 2 [Carry 500 lbs.], Extra: Accurate 4) {15/15} Alternative Power: Weather Control 3 "Torevêr!" (Cold [Extreme], Hamper Move [25%], Range: 30 Ft., Radius 25 Ft.) {12/15} Container 4.8 ("Asgardian Physiology") [24PP] (Divine) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Extra: Unstoppable) [2PP] Immunity 4 (Cold, Heat, Disease, Own Powers) [4PP] Impervious Toughness 5 [5PP] Leaping 1 (Jumping Distance: x2, Running Jump: 38 Ft., Standing Jump: 19 Ft., High Jump: 9 Ft.) [1PP] Super-Strength 5 (+25 STR carry capacity, Heavy Load: 14.7 tons; Power Feats: Super-Breath [+8, Cone: 80 Ft. DC18], Thunderclap [Area: 40 Ft. DC18]) [12PP] DC Block ATTACK RANGE DC EFFECT Unarmed +8 Touch DC23 Toughness Damage (Physical) Strike +8 Touch DC27 Toughness Damage (Physical) Blast +7 Ranged (60 Ft) DC21 Toughness Damage (Lightning) Totals: Abilities (46) + Combat (20) + Saving Throws (12) + Skills (14) + Feats (16) + Powers (42) = 150/151 Power Points
  12. Quelqu'un Power Level: 10 (150/151) Unspent Power Points: 1 Trade-Offs: +3 Defense / -3 Toughness. +5 Attack / -5 Damage (unarmed). In Brief: Get psychic powers? Go to America to improve them! Learn to fight after you survive the first few nights. Catchphrase: "Un. Deux. Trois. Fini." Theme: Alternate Identity: Raphael Valcourt (secret). Birthplace: Beauvais, France. Residence: Freedom City University Dorms. Base of Operations: North End, Freedom City. Occupation: Massage Therapist. Affiliations: None. Family: Marie Valcourt, mother. Description: Date of Birth: 9 September 1999. Apparent Age: college age. Gender: Male. Ethnicity: Caucasian. Height: 5'10". Weight: 175 pounds. Eyes: Blue. Hair: Black. An athletically lithe and strong build due to his training in parkour and martial arts. Muscular, but not excessively so. Keeps his hair short so it doesn't get in the way when he's free-running. Very slacker-esque wardrobe. Jeans, t-shirts, sandals, knit cap. Seems to prefer browns. Costume is one made of morphic molecules, clings to everything. it switches from black to dark blue sometimes. History: Raphael's mother always referred to him as her little angel baby. Marie was tricked into believing her abduction and 'experimentation' was a visit from the holiest of holies, when it was really just some curious aliens wondering what Earth people were like. Not that Raphael thought his mother was crazy, but he didn't question her either. He spent his younger years very active. Running, crawling and tumbling over anything he could get on. Just like his parkour and skateboard heroes. A few scrapes and bruises were nothing in the pursuit of happiness. Come his mid to late teenage years he started to have headaches of the unbearable type. For no reason the doctors could find. They put him on pain medicine and watched him. It went for days, weeks, one time he couldnt get out of bed for a whole moth, which was hell on him for more than just the headaches. When he slept he dreamt of weird alien landscapes. And angels for some reason. His mother was there too. Was she not crazy after all? Was he going crazy? After that the headaches lessened. But when they stopped, the real weird stuff happened. He could use his mind to influence others. Like a superhero? He saved up come cash. Instead of going to Uni in France, he wanted to get some help with his powers in Freedom City. He left to go to the States and particularly, Freedom City University. He settled in before he ran around the city like a vigilante. But the first few nights were a wake up call, just because you have superpowers doesn't mean you don't get your ass kicked. So he went to a place where he could train to fight. He hasn't been back on the street yet, but in due time. Personality & Motivation: A very laissez-faire attitude in his civilian attitude. Seems to let everything slide off of his back. Chill to the point some think him a pacifist until they learn he's very well trained in martial arts. While in hero mode, his attitude takes an energetic about face. He's new to the world of heroes and villains and goes after criminals creatively and on all cylinders. He won't throw himself into danger, but the psychic powers seemingly make the fighting go a little easier. Powers & Tactics: Through his training in parkour, he can run faster, and jump higher than most without such activities. His command of the mind gives him an edge too. It's very easy to apprehend someone when their own mind doesn't agree with them. If they give up after a few brain shots, that's great. But if they're stupid enough, he can go hand to hand (or foot to foot?) very easily. He's not the best at it, but he can hold his own in a fight. Power Descriptions: Leaping, Speed, and Wall-Crawling are 'normal' training of years of parkour. Super-Senses and Telepathy array are because his partly alien lineage. Complications: Foreigner: His English is semi-fluent. He may flub sentences or not know what to communicate. Headaches: If he uses too much psychic power he'll start to feel a low thrum until it grows into a migraine. Job/School: He has to keep up his studies to stay in Uni, and go to work to pay bills. New Here: While he thinks he knows this place, he's in a foreign land and is bound to get lost sometime. Thrillseeker: While getting his hero kicks or just enjoying a parkour run, he like to do big grandiose stunts. Abilities: 10 + 8 + 6 + 2 + 4 + 6 = 36PP Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Attack: +5 base, +15 unarmed Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Initiative: +4 Grapple: +10 Knockback: -3, -1 Flat-Footed Saving Throws: 3 + 5 + 7 = 15PP Toughness: +7/+3 (+3 Con, +4 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +9 (+4 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 68R = 17PP Acrobatics 11 (+15, Skill Mastery) Bluff 7 (+10, +18 Attractive, Skill Mastery) Concentration 8 (+10) Craft (electronic) 4 (+5) Diplomacy 7 (+10, +18 Attractive) Knowledge (physical sciences) 4 (+5) Knowledge (technology) 4 (+5) Language 1 (English, French [native]) Notice 8 (+10, Skill Mastery) Perform (keyboards) 2 (+5) Search 4 (+5) Sense Motive 8 (+10, Skill Mastery) Feats: 29PP Acrobatic Bluff All-Out Attack Ambidexterity Attack Specialization (unarmed) 5 Attractive 2 Conspiracy Theorist 2 (19-20) Defensive Roll 2 Dodge Focus 8 Evasion Improved Throw Improved Trip Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Taunt Uncanny Dodge (mental) Powers: 1 + 1 + 1 + 4 + 26 = 33PP Leaping 1 (x2; 30ft running long jump, 15ft standing long jump, 7ft high jump) [1PP] (parkour, training) Speed 1 (10mph, 100ft per round) [1PP] (parkour, training) Super-Movement 1 (Wall-Crawling 1 [half speed]; Flaws: Limited [while moving]) [1PP] (parkour, training) Super-Senses 4 (Accurate [mental], Acute [mental], Ranged [mental]) [4PP] (blindsight, psychic) Telepathy 11 (Feats: Alternate Power 4) [26PP] (psychic) Base Power: Communication 10 (earth to the moon; Extras: Linked [Mind Reading]; Feats: Subtle), Mind Reading 10 (Extras: Linked [Communication]; Feats: Subtle) [22/22] Alternate Power: Concealment 10 (all senses; Extras: Affects Others; Flaws: Passive; Feats: Close Range, Progression 1 [Affects Others, 2]) [22/22] Alternate Power: Confuse 10 (Extras: Range [Perception]; Feats: Subtle) [21/22] Alternate Power: Emotion Control 10 (Feats: Mind Blank, Subtle) [22/22] Alternate Power: Illusion 10 (auditory, visual; Flaws: Phantasms; Feats: Progression 2 [Area. 25ft]) [22/22] Drawbacks: (-0) + (-0) = -0PP DC Block Unarmed Touch DC 20 Toughness Damage Confuse Perception DC 20 Will Confuse Emotion Control Perception DC 20 Will Emotion Control Illusion Perception DC 20 Will Illusion (auditory, visual) Mind Reading Perception Opposed Power Check vs Will Save Mind Reading Total: Abilities (36) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (29) + Powers (33) + Drawbacks (-0) = 150/151 Power Points
  13. Bee Power Level: 10/12 (180/183PP) Unspent Power Points: 3 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) = 180/183 Power Points
  14. Forever Boy Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: +4 Attack / - 4 Damage, +5 Defense / -5 Toughness In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Let's go straight on 'til morning!" Theme: Storytime by Nightwish Alternate Identity: Pan Barrie (Secret). Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy. Family: None known. Description: Age: 16 (DoB: 2002) Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask. History: In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent 1 year travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Personality & Motivation: Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. Powers & Tactics: Pan’s powers are either an innate part of his alien nature, or an extension of that nature, taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies. While he will taunt and provoke his enemies, he prefers to fight at range. Power Descriptions: While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust. He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him, leaving no trace but the confusion. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them. Complications: Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form. Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet. If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee. All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld. I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings. Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 10 + 10 = 20 PP Initiative: +9 (+5 Dexterity, +4 Improved Initiative) Attack: +5 Melee, +10 Ranged (+5 Base, +5 Attack Focus [Ranged]), +14 Tricks Array (+5 Base, +5 Attack Focus [Ranged], +4 Accurate) Defense: +15 (+5 Base, +10 Dodge Focus), +5 Flat-Footed (+5 Base) Grapple: +7 (+5 Base, + 2 Str) Knockback: -1 (Toughness +3/2) Saving Throws: 3 + 5 + 3 = 11PP Toughness: +5 (+2 Con, +1 Protection, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +4 (+1 Wis, +3) Skills: 20R = 5PP Acrobatics 2 (+7) Bluff 5 (+10) Notice 6 (+7) Sense Motive 3 (+4) Sleight of Hand 2 (+7) Stealth 2 (+7) Feats: 29PP Attack Focus [Ranged] 5 Defensive Roll 1 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Jack-of-All-Trades Move-by Action Quick Change 1 Redirect Taunt Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)] Powers: 6 + 8 + 1 + 9 + 2 + 24 + 3 = 53PP Comprehend Rank 3 (Understand, speak and read all languages) [6PP] (alien, genetic) Flight 4 (Flight at 100 MPH) [8PP] (alien, genetic) Protection 1 (Tougher than normal humans) [1PP] (alien, genetic) Obscure 3 (Creates a golden fog that creates total visual concealment; Feats: Selective) [9PP] (fog, chi, trained) Quickness 4 (Quick thinker; Flaws: One type [Mental]) [2PP] (alien, genetic) Tricks Array 6 (20 PP Array; Feats: Accurate 2, Alternate Power 4) 24PP] (light, chi, trained) Base Power: Stun 6 (Stun Burst; Extras: Ranged; Feats: Accurate 2) {20/20} Alternate Power: Blast 6 (Tracker Blast; Extras: Homing; Feats: Accurate 2) {20/20} Alternate Power: Confuse 6 (Mind Wave ; Extras: Area, Selective, Subtle 2) {20/20} (mental) Alternate Power: Dazzle 6 (Fireworks, affects visual and auditory senses; Feats: Accurate 2) {20/20} Alternate Power: Snare 9 (Binding Bands; Feats: Accurate 2) {20/20} (kinetic, light) Super-Senses 3 (Accurate Hearing, Danger Sense) [3PP] (alien, genetic) Drawbacks: -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Stun Burst Ranged DC 16 Fortitude Dazed/Stun/Unconscious Tracker Blast Ranged DC 16 Toughness Damage Fireworks Ranged DC 16 Reflex Auditory/Visual Senses Useless Binding Bands Ranged DC 19 Reflex Entangled/Bound Mind Wave Ranged DC 16 Will Confused Totals: Abilities (34) + Combat (20) + Saving Throws (11) + Skills (5) + Feats (29) + Powers (53) - Drawbacks (2) = 150/156 Power Points
  15. Player Name: Thunder King Character Name: Specimen Power Level: 10 (150/150) Trade-Offs: -5 Atk/+5 Dam, -5 Def/+5 Tou Unspent Power Points: 0 In Brief: Cobbled together teenage superhero Alternate Identity: Adam Lanchester Identity: Secret Birthplace: In a lab somewhere Occupation: Student Affiliations: None Family: Father Colin, Valerie Description: Age: 16 (DOB unknown, registered birthday is April 3rd, 2002) Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 330 lbs Eyes: Yellow (brown with contacts) Hair: None/Black (When wearing wigs) At a glance, Adam looks like an exceptionally tall and muscular teenager. However, on closer examination the initial impression dissolves. His skin is uneven and textured differently on different parts of his body, his eyes are an unnatural color and light up like a cat's in the dark, and his skin tone has a slightly grayish tinge. From the neck up, he looks normal enough, but from the neck down is a network of surgical scars. When in public, Adam has several cosmetics to discourage stares and his own discomfort. A wig and prosthetic eyebrows to hide that he has no hair anywhere and contact lenses to hide his striking eyes. In costume, however, he foregoes his cosmetics. His costume consists of a gray and dark green sleeveless top with a pair of gray and dark green patterned pants and combat boots. He has a gray jacket that he occasionally wears over his costume because he prefers to have pockets. Power Descriptions: Specimen posseses superhuman strength and durability as well as some degree of superhuman speed. History: In 2008, a raid was performed by AEGIS on a remote laboratory operated by a reclusive scientist by the name of Augustus Clarke. They found Dr. Clarke dead and his lab in shambles, but also a small child in suspended animation. Dr. Clarke's files indicated that the child was intended to serve as a replacement body using the stolen genetics of dozens of superhumans. The body had severe deformities that would have prevented it from functioning on a basic level, so Dr. Clarke created cloned tissues and surgically added or replaced the missing or deformed tissues. It was believed that Dr. Clarke intended to contact a powerful psychic metahuman to implant his mind into the body once it was matured, and that he was researching artificial aging methods to accelerate the replacement's growth. When they unthawed the body, they came to the alarming realization. He was alive. Despite all evidence in the notes to the contrary. A husband and wife team were brought on to study the child. Colin and Valerie Lanchester. Colin was a child psychologist and Valerie was an expert on metahuman biology. The two of them resolved to not just study the child, but raise him, naming him Adam. Adam was raised for the first few years in laboratory conditions. His superhuman strength was discovered quite quickly and studied extensively. They discovered that he didn't suffer from many of the same problems as other feral children, and developed at an accelerated rate until he was comparable to other children his age. He received a fairly typical education, and, like many kids, fell in love with the idea of superheroes, and their history. He decided at an early age that he would become one. The decision to put him in Claremont was not an easy one, and Adam was introduced to other children slowly. He was thoroughly examined, his body and mind, and determined to be perfectly safe to introduce to the frequently chaotic and strange realm of other teenagers. Personality & Motivation: Adam is generally quiet, withdrawn and philosophical. He has a driving question as to the purpose of his life. He knows why he was made, he doesn't understand why he exists. He's determined that if he can't find an answer to that question, he'll make one. However, he's used to having to hold back, keep his strength under wraps. He's motivated to see the world and experience it, and to use his powers for good. Powers & Tactics: Specimen is strong and incredibly durable, more afraid of hurting others than being hurt himself. He wades into fights and trusts his durability to keep him on his feet. Complications: Power Loss; Electricity: Effects with the electricity descriptor could potentially disrupt his super-strength and/or enhanced strength. Don't Get Close: Some people might react negatively to seeing Adam due to his unusual appearance. World of Glass: Adam has a tendency to hold back in fights, and may do so to his detriment, and this may be a problem against foes that are tougher than they look. Naive: Adam is smart, well-educated and insightful, but he still doesn't know that much about the world. Abilities: 8 + 0 + 10 + 6 + 4 + 0 = 28PP Strength: 18/40 (+4/+15) Dexterity: 10 (+0) Constitution: 20/30 (+5/+10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +4 Attack: +5 Melee, +3 Ranged Grapple: +9/+28 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -12 Saving Throws: 0 + 6 + 6 = 12PP Toughness: +15 (+10 Con, +5 protection) Fort: +10 (+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 32R = 8PP Knowledge (life sciences) 6 (+9) Knowledge (technology) 6 (+9) Knowledge (Theology and Philosophy) 6 (+9) Notice 8 (+10) Search 6 (+9) Feats: 16PP Accurate Attack All-Out Attack Attack Focus (melee) 2 Dodge Focus 2 Fast Overrun Fearless Improved Grab Improved Grapple Improved Initiative Improved Overrun Improved Pin Luck 2 Power Attack Powers: 22 + 10 +10 + 9 + 5 + 18 = 74 Enhanced Strength 22 (22PP) Enhanced Constitution 10 (10PP) Impervious Toughness 10 (10PP) Movement Array 4 (8pp Array; Feats: Alternate Power 1) (9PP) Leaping 7 (250x jump, running long jump 6,250ft) [7/8PP] Speed 4 (Feats: Linked [Super-Movement]) + Super-Movement 2 (Wall-Crawling 2) [4+4= 8/8] Protection 5 (5PP) Super-Strength 8 (Effective Str 80, heavy load 800 tons(18PP) PFs: Groundstrike, Shockwave DC Block Unarmed Touch DC30(Tou) Damage (physical) Groundstrike 80ft DC18 (Reflex) Trip (physical) Shockwave 80ft DC18 (reflex/Tou) Damage (physical) Totals: Abilities (28) + Combat (12) + Saving Throws (12) + Skills (8) + Feats (16) + Powers (74) - Drawbacks (0) = 150/150
  16. Character Name: Lady Liberty Power Level: 10/12 (180/186PP) Trade-Offs: +3 Attack / -3 Damage, Unspent Power Points: 6 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) =180/186 Power Points
  17. 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
  18. 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
  19. Fox

    Masque - Fox

    Masque Power Level: 10 (180/184PP) Unspent Power Points: 4 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) = 180/184 Power Points
  20. Supercape

    Sgt Shark

    Sergeant Shark Power Level: 10 (192/203) Unspent Power Points: 11 Trade-Offs: None In Brief: Special Forces Soldier turned into Shark-man Catchphrase: “Fortune Favours the Bold” Theme: Derrr dum.... Alternate Identity: Victor Tiberius Finn Birthplace: Dover, England Residence: London Base of Operations: London Occupation: Marine "Consultant" Affiliations: Vanguard, Unison Family: Lisa Drake (Surgeon, Sister) Description: Age: 37 Apparent Age: 37 Gender: Male Ethnicity: [Previously] Caucasian Height: 6’1” Weight: 120 Kgs Eyes: Black Hair: None Victor has transformed into a hairless marine hybrid, with blue-grey skin, black eyes, and sharp claws and teeth. He usually wears little but shorts (to keep it all PG rated). His feet have webbed, splayed toes. History: Victor came from a military family with a somewhat spartan upbringing. He joined the secretive British elite special forces, the Special Boat Service, and was an effective soldier specialising in tactics. An expert in diving, Victor and his team were called to dismantle a sunken experimental submarine. Unfortunately, the reactor had leaked radiation, and it was driving the marine life wild. Victors team were killed by a maddened radioactive shark. Victor though he was dead, being chomped and bitten. He did not, however. He was transformed into a hybrid shark – man, giving him remarkable amphibious abilities, super senses, and incredible strength. Personality & Motivation: Victor has a determined, almost cold, dedication to getting the job done. He is a soldier at heart, although he has other interests such as marine biology and ecology. He has become something of an "eco-warrior" in recent times, seeing the damage done to the worlds oceans. Outside of the "mission", he is still a disciplined man, not drinking or smoking. He has a fondness for the theatre and opera, liking the play of drama, although he has no particular artistic bent himself. He lets very few people into his psyche (Arguably, not even himself), but has a number of more superficial friends, including military comrades (although he is has now retired from military service). Powers & Tactics: Victor is incredibly strong and resilient, and will fight clean and effectively in hand to hand combat. He has immense tactical experience and will always wish to engage with the benefit of surprise, and on his terms. His preferred environment is the open sea / ocean where he is especially effective. As a peculiar effect of his transformation, Victor can communicate with Sharks. Aside from his powers, Victor is a highly trained soldier and has degrees in oceanology and marine biology. Complications: Blood lust: Victor’s brain has some shark like qualities. The smell of blood will make him increasingly aggressive, distracted, and hungry. In any case, he has a taste for raw fish which may give rise to unpleasant social situations. Dry Skin: Victor’s skin needs to be exposed to water twice a day or it will become dry, irritable, and painful, again distracting him or making him lose focus. Protracted periods will cause worse problems. He usually swims twice a day to compensate, but a shower would also do. Yes Sir!: Victor has a tendency to believe and trust (without thinking) senior military officers and obey orders. This tendency is also applies to a lesser degree to rank and file military men / women. Masters of psychology, deception, or disguise might easily manipulate Victor. Colour Blind: Victors eyes are almost all rod cells, allowing him to see in very low light. But this also means he has very poor or absent colour vision. Fighter Not A Lover: Victor looks pretty ferocious and not human. Whilst he is known hero with a solid reputation, he still looks scary, and initial reactions might be startled or uncomfortable. Abilities: 20 + 6 + 20 + 4 + 2 + 4 = 56 STR: 30 (+10) DEX: 16 (+3) CON: 30 (+20) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10 Defense: +10 (+5 Flat Footed) Grapple: +22 Knockback: -5 Saving Throws: 2 + 7 + 5 = 14 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 104 Ranks = 26 PP Bluff 4 (+6) Climb 6(+16) Drive 4 (+7) Intimidate 14 (+16) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 14 (+16) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) Notice 12 (+13) Sense Motive 4 (+5) Stealth 12 (+15) Survival 4 (+5) Swim 8 (+18) Feats: 29PP Accurate Attack All Out Attack Benefit: Vanguard Member Benefit: Wealth Benefit 2: Use Knowledge [Tactics] for Master Plan and to avoid Ambush/Feint Blind-Fight Chokehold Critical Strike Distract (Intimidate) Environmental Adaptation [underwater] Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Grab Improved Initiative 2 Improved Pin Jack of All Trades Leadership Master Plan Move-by Action Power Attack Prone Fighting Startle Takedown Attack 2 Uncanny Dodge (Olfactory) Powers 3 + 1 + 3 + 1 + 2 + 10 + 4 + 5 = 29 All powers have mutation and shark descriptor Strength Bonus (Applies to Unarmed: Improved Critical 2, Variable Descriptor 1 [Unarmed, Claw, Teeth]) [3 PP] Comprehend 2 (Speak to, Understand, Limited: Sharks) [1 PP] Immunity 3 (Cold, High Pressure, Suffocation [Drowning]) [3 PP] Leaping 1 (x2 Distance: Running 40’, Standing 20’, High Jump 10’) [1 PP] Speed 2 (25 Mph) [2 PP] Super Senses 10 (Accurate [Olfactory], Acute [Olfactory], Direction Sense, Extended 1 [Vision], Extended 1 [Olfactory], Low Light Vision, Tracking 3 [All out movement, Olfactory]) [10 PP] Super Strength 2 (+10 STR) [4 PP] Swimming 5 (50 mph) [5 PP] Drawbacks: -2 PP Vulnerability (Fire; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Skills 26 + Feat 29 + Powers 29 + Combat 40 + Saves 14 = 192/203
  21. Vanya "Jack” Davydov Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: NONE In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Due to the Animal spirit bonded to him, Jack has become a Shaman, capable of changing into a Polar Bear Hybrid. Alternate Identity: Arctos Birthplace: St. Petersburg, Russia Residence: Clairemont Academy Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 17 (DoB: September 9, 2001) Apparent Age: 21 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” (11' standing 5' all fours AF) Weight: 300 lbs (1,500 lbs AF) Eyes: Blue Hair: White Jack is a giant among teens, and even among adults. He sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin and white hair. He is extremely well built, and anyone who saw him would immediately wonder if he was on steroids, which of course he isn't, but being able to change into a giant polar bear gives a person very good genes. Jack is a quiet, laid back individual. His beast’s chaotic nature can often make him quick to show emotions like anger, however, and it is a constant battle to keep his temper in check when he feels threatened, friends are in danger, or his territory is threatened. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Kids would often make fun of him for always talking about nature and different adventures he had had, but this inevitably bounced off his thick skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, and always feels he has to save everyone. Jack typically wears very little, just enough to be modest in most cultures. He typically wears basketball shorts and a sleeveless hoodie, which is often left unzipped. In most climates his body overheats in warm weather, so the lack of clothing helps to some extent. In colder climates he may wear pants. Jack rarely wears shoes, as he finds them uncomfortable. Push comes to shove he will wear flip flops or sandals. History: Jack has always been at home in the wilds, far from civilization and the comforts of town and technology. While he was raised in the city, his heart always belonged to nature, the solitude of being the only thinking creature for miles in any direction. Jack has always had a keen sense of his surroundings, and rarely has ever gotten lost. Growing up Jack had a fairly comfortable childhood. His father, Ivan, is a respected artist in St. Petersburg. He was on vacation in a remote part of Siberia, painting scenes for a new collection, when he met Rada. The two courted for several months while Ivan painted. When it was time for Ivan to return home, he asked Rada to come with him and they were soon married. It was his mother who encouraged his love of nature, herself coming from a long line of the Ket peoples in Siberia. During a trip to visit his grandparents, Jack and his grandfather went on a rite of passage of sorts, embarking on a wilderness survival journey. During this Journey, Jack was gravely injured by a Polar Bear. His grandfather managed to kill the bear, but Jack was near death and a very long way from a hospital. His Grandfather did not think Jack would make the journey, but he carried him to the hospital, nonetheless. Unbeknownst to Jack or his Grandfather, the spirits had taken pity on Jack, and woven the spirit of the bear into Jack's spirit, to give him enough strength to survive. This changed Jack's life forever. Jack spent the next several months in a coma, awakening as a new man, with little memory of the incident. Doctors couldn't explain how Jack had survived, and at the time, Jack had cared little as to the why, just glad he had survived. About a month after his release from the hospital, Jack began to notice changes. His body had wasted away during the coma, and so he had begun therapy to recover his muscle strength, making astounding progress. His appetite increased, eating nearly everything in the house several times over. As his body healed it grew, gaining several hundred pounds of muscle and almost a foot of height in the span of a month. It was becoming clear that Jack was changing into something different. His parents, fearing for his safety and wanting him to have something of a life, sent him to live with his grandparents, away from the prying eyes of the city. It was here that Jack shifted for the first time, coming across a seal while taking a long walk. The animal spirit inside him Awakened at the chance for a delicious meal, and there was little Jack could do to hold back his inner beast. Over the next year Jack worked hard to learn to contain the beast inside, still only managing marginal control in certain instances, but managing to control himself well enough to feel at ease being around people. It was about this time that his parents sent word to him to come home for a visit. He did so gladly, eager to see his family. His Father worked long hours as curator of a museum in their hometown, making visits difficult, on top of inclement weather and long travel times. When he returned home he was warmly welcomed by his parents and told of something wonderful. His father had been offered a job in America. Jack had the choice of staying with his grandparents, or moving with them to America. While part of him longed to stay in the countryside with his grandparents, something else urged him to go. It wasn't long after they arrived in Freedom City that Jack learned about the Clairemont Academy. He had never told his parents about the shift into animal form, he was scared they would look at him in fear, but his parents had definitely noticed his size increase, as well as increased strength and stamina. His parents thought it a good idea for him to go to a private school, and Jack prepares for his first semester of school in America. Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messes with someone he seems under his protection. Powers & Tactics: Jack is a brawler by nature, his beastial spirit always seeking to prove itself dominant in any situation. He makes use of his heightened senses when he can, but has a tendency to run into things and start smashing. Power Descriptions: He turns into a giant fuzzy Polar Bear/Hybrid.. His attacks are Bludgeoning or Slashing damage with his fists and claws, and piercing with his teeth. His abilities come from the Bear spirit within him, and as such are Spiritual or Celestial in nature. Complications: Predator: Jack tends to give off an aura that screams 'predator'. This affects people and animals to some degree, inciting panic in civilians who don't know him in his Bear forms. Beastial Nature: Jack is aggressive in his hybrid form, and finds it difficult to back out of a fight, due to his inner beast wanting to prove it's dominance. Colorblind: In his bear forms, Jack can't really distinguish colors; everything looks grayscale. Growls: In Bear Form, Jack is able to speak, however, the angrier he gets the more his bear spirit will take over, which can sometime reduce his speech to animal growls. Abilities: 12 + 4 + 6 + 0 + 2 + 10 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+2) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 20 (5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +24 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -5, -9 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8/+5/+3 (+3 Con, +2 Growth, +3 Protection, +2 Defensive Roll) Fortitude: +11/+9 (+3 Con, +2 Growth, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 120R = 30PP Climb 14 (+20, Skill Mastery) Concentration 10 (+11) Craft [Artistic] 15 (+15, Skill Mastery) Handle Animal 12 (+17) Intimidate 13 (+18, +20 from size) Knowledge [Arcane Lore] 10 (+10, Skill Mastery) Knowledge [Theology and Philosophy] 12 (+12, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 9 (+10) Sense Motive 9 (+10) Survival 14 (+15) Feats: 19PP Animal Empathy Attack Focus [melee] 5 Challenge (Accelerated Climb) Defensive Roll 1 Dodge Focus 5 Improved Grab Imoroved Grapple Ritualist Skill Mastery (Climb, Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy]) Startle Takedown Attack Powers: 27 = 27PP Container 6 (into a bear: 30PP, Drawback: Involuntary Transformation (when exposed to blood or stress), (uncommon, major) [-3], DC 16 Concentration check to maintain) [27PP] Comprehend 2 (speak to and understand animals, Flaws: Limited to ursines [-1]) [2PP] Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP] Protection 3 (tough hide) [3PP] Speed 1 (10 MPH, or 105' per round) [1PP] Super-Senses 7 (bear senses; Danger Sense [Olfactory], low light vision, scent [Accurate, Acute, Tracking olfactory sense], Uncanny Dodge [Olfactory]) [7PP] Super-Strength 1 (+5 STR carry weight (40 total) +1 Grapple) [2PP] Immunity 1 (Immunity to Environmental Cold) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed (Human) Touch DC 21 Toughness (Staged) Damage Unarmed (Bear Touch DC 25 Toughness (Staged) Damage Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points
  22. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  23. White Lioness Power Level: 10 (150/159PP) Unspent Power Points: 9 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Nyeupe Simba Suti 3 (Hight Tech Body Suit, 15PP Device) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super Senses 5 (Danger Sense [Hearing], Low-Light Vision, Tracking [Smell], Ultra-Hearing) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (17) = 150/159 Power Points
  24. Rang Power Level: 10 (150/152) Unspent Power Points: 2 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 275 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Myopia: Without contacts, glasses, or his goggles, he cannot see great distances or small print. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (auditory) Powers 21 + 4 = 25PP All powers are technology Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 18 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Contagious) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 21-26 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/152 Power Points
  25. John Doe

    Rang

    Rang Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 200 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (mental) Powers 21 + 4 = 25PP Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 16 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Regenerating) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 16-21 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/150 Power Points
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