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  1. Supercape


    Rev Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: None In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City Occupation: Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 24 Apparent Age: 24 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: Platinum Blonde Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans (her favourite is probably dungarees). Her only oddity is red eyes (although she often wears sunglasses). Her hair is platinum blonde to the point of being white. She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With progressive power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! After a spell in Claremont, Rev has set up shop us the Superhero Mechanic, with her own garage. Personality & Motivation: Thrill seeking, Loyal, Friendly Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) have inbuilt jets she can fire to fly or spray fire, She cyborg limbs can also separate from her body and have increased strength. One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Using hyperburn power will drain fuel extremely fast. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Jet Crash: Normally, Rev flies reasonably gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Red Eye: Using Infravision makes Rev's Eyes glow. Sure, she can see in the dark, but everyone call also spot her (two glowing points of red light!) Oxygen Dependent Using her jet powers requires oxygen. They will rapidly fail if in an oxygen depleted environment such as space or underwater. Abilities: 20 + 8 + 6 + 4 + 0 + 6 = 44 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +12 (+4 Dex, +8 Improved Initiative) Attack: +10 (+12 with Cutter) Defense: +10 (+10 base, +5 flat footed) Grapple: +22 (additional +2 from elongation) Knockback: -5 Saving Throws: 7 + 9 + 7 = 23 PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +10 (+3 Con, +7) Reflex: +13 (+4 Dex, +9) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+12) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+18) Skill Mastery Intimidate 4 (+7) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 6 (+10) Sense Motive 4 (+4) Feats: 26 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 9 Evasion 2 Favoured Opponent (Vehicle) Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Move-by Action Prone Fighting Second Chance 2 (Toughness save vs. Crashes and Reflex save vs Fire) Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) As Enhanced Traits: Improvised Tools Equipment: 9PP = 45EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] [35 EP Total] Headquaters: Chop Shop Toughness 10 [1 EP], Size: Small, Features: Communications, Fire Prevention System, Garage, Living Space, Security System 3, Workshop [8 EP] [Total 9 EP] [Location: Southside) Caltrops [1 EP] Powers: 8 + 13 + 4 + 1 + 1 + 6 + 34 + 1 + 6 + 7 + 10 + 2 + 1 + 1 = 95 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Elongation 2 (10’, Range Increment 20’, +2 to Grapple/Escape Artist, Extras: Continuous) [4 PP] “Servo Limbs” (Mechanical, Cybernetic) Quickness 3 (x10, Flaws: Limited to one task: Craft Mechanical [-2]) [1 PP] “Inbuilt tools” Enhanced Trait 1 (Feat: Improvised Tools) “Inbuilt tools” Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (30 PP Array, Feats: Alt Power 4) [34 PP] “Jets!” BP: Blast 10 (Extras: Area Burst) [30/30 PP] “Fireball” AP: Dazzle 10 (Extras: Area [Burst]) [30/30 PP] “Jet Flare” (Light descriptor) AP: Trip 10 ( 5 x 25-205’ Line Extras: Area [Line], Knockback, Feats: Decrease Area 9, Improved Trip, Flaws: Range [Touch]) [24/24 PP] "Wind Tunnel" [Cybernetic, Wind] AP: Corrosion Strike 8 (Feats: Accurate, Improved Critical 1, Precise) [11 PP] Linked with Drain Toughness 8 (Extras: Affects Objects, Feats: Accurate, Improved Critical 1, Precise) [19 PP] “Cutter” AP: Blast 10 (Extras: Secondary Effect) [30 PP] "Ignite" Speed 1 (10mph) [1PP] [1PP] (Mechanical, Cybernetic) “Cybernetic Strength” Super Strength 2 (+10 Effective Strength, Feats: Groundstrike, Shockwave) [6 PP] (Mechanical, Cybernetic) “Cybernetic Strength” Protection 7 [7 PP] “Sub dermal plating” Flight 5 (250mph) [10 PP] “Jets” Flight 2 (Stacks with basic Flight power for 1000mph, Flaws: Unreliable [5 uses/round only]) [2PP] “NO2 boost” Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 44 + Combat 40 + Saving Throws 23 + Skills 20 + Feats 26 + Powers 95 = 248/250 Power Points
  2. Reyna Rojo/Nemesis Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: None on Melee, Judgement Delivered -3 Attack/+3 Damage In Brief: The Goddess of Justice Incarnated into the body of a woman trying to escape from a criminal life Catchphrase: "You shall be Judged!" Theme: Nemesis; God's Gonna Cut You Down Reyna; Luke Combs- Where the Wild Things Are Alternate Identity: Reyna Rojo (Secret) Birthplace: Carson City, Nevada Residence: Freedom City's Southside Base of Operations: Her House Occupation: Struggling music artist Affiliations: The defunct biker gang the Red Bettys, a variety of bar owners across the southside Family: Single Mother; Teresa, who lives in Carson City. Dead Father and Brother; Miguel and Miguel Jr. Description: Age: 23 (DoB: 2000)/ Very Old Apparent Age: As Age (Reyna), How Old is a God? (Nemesis) Gender: Female Ethnicity: Hispanic Latina/ Ancient Greek Height: 5'3 (Reyna), 6'2 (Nemesis) Weight: 110 lbs (Reyna), 172 lbs (Nemesis) Eyes: Brown (Reyna), Glowing White (Nemesis) Hair: Brown with red highlights (Reyna), Silver and Red (Nemesis) Reyna is a short, thin, almost reedy looking woman who is often wearing biker leathers of some variety and carrying a beaten guitar case with an equally beaten guitar in it. She has a beater motorcycle that starts most of the time. Her long hair is often in a messy ponytail. Nemesis is a tall, statuesque woman with powerful muscles. While she prefers flowing togas and the like, she's forced to conform mostly to Reyna's fashion sense; biker's leathers- with the symbol of a sword and scales instead of what is on Reyna's-, and a heavy motorcycle helmet that the light of her glowing eyes escapes from. When she passes judgement, she opens the face-plate of her helmet, exposing her true face before passing the sentence. History: Reyna Rojo was not meant to be the container of the Goddess Nemesis. The choice was Mary Hernandez, an up and coming prosecutor in the Freedom City District Attorney’s office. Having escaped the gang life in the South Side of Freedom, Mary had all the attributes to be a good inheritor of the Goddess’ powers. An unbreakable, resolute will. A drive to clean up the streets and make them safe for others. A take no prisoners attitude about making sure everyone who committed a crime ended up appropriately punished. An exacting, precise, extensive knowledge of the criminal statutes of Freedom City, New Jersey, and the United States. Mary died. It wasn’t an accident, far from it. Mary had been kidnapped by a notorious Southside Gang; The Black Snakes, specifically for the same reasons she was a good candidate for Nemesis. They were going to send a message. But Mary escaped, and the process had already begun; from up high on Heliopolis, Nemesis hurled her scales, chariot, and sword to Earth, on a collision course with Mary Hernandez, to save her from her pursuers and begin the mighty work that would be making the world just a little more Just and Righteous. What was not accounted for in these actions was Reyna Rojo. Reyna Rojo was a starving, semi-failed musician who had never escaped the culture of the Southside. A high-school dropout with a stint in the Red Bettys motorcycle gang, the gang broke apart a few years ago under pressure from other, more violent gangs. She had spent her life since then performing in dive bars and busking on street corners, only ever having enough money to pay off whatever debt she had accumulated the day before. She was no one and had been, in most effects, left behind by the world. She owned the clothes on her back, the guitar in her case, and the motorcycle that she could barely afford the gas for. She dreamed of big things that she realistically knew would never happen, and traveled her path lit by a lantern fueled only with that dream, weak and flickering. Then Mary Hernandez, fleeing from her kidnappers, smashed into her on the street late at night. This was fortuitous for the kidnappers, who opened up with their cruel weapons. It was not fortuitous for the two women, entangled on the street and unable to escape. But Mary threw herself on top of Reyna, trying to shield a woman she had never met against objects she had no hope of surviving. It did, by the twist of fate, work. The Scales of Nemesis arrived in the intervening moment of Mary passing and Reyna following, and without Mary to say the word, Reyna was instead given the choice. SPEAK MY NAME, AND BE EMPOWERED. I AM VENGEANCE, JUSTICE, AND RIGHTEOUSNESS CAST YOURSELF IN MY NAME, AND PASS JUDGMENT ON THE WICKED I AM NEMESIS A baffled, delirious Reyna croaked out the word ‘Nemesis?’, and the contract was forged. Nemesis was incarnated in the body of Reyna Rojo, and since then, when the guilty oppress the innocent, the starving artist is forcibly transformed into the administer of Justice and Vengeance. This has not been the best for either of the two; Reyna can not understand the spirit that speaks to her through the mirror- because she was not the intended host, the connection is unstable-, and Nemesis was expecting a brain that knew the legal codes of Freedom City and current times exactingly, which Reyna does not know. The actions of the two are fraught and frantic, with Reyna trying to live her life and Nemesis trying to carry out her duty, and they are rarely on the same page. Reyna wants to do the right thing, she wants to help others, but she is not confident in her own abilities to do so, and giving in to Nemesis leaves her with blank spots in her memories and a concerns about Nemesis’ methods; concerns that are valid when one considers that Nemesis does not have a precise, perfect grasp of the American Legal Code. Still, when the Guilty oppress the Innocent, or when Evil rears its head, the change takes her over, and Reyna Rojo, a struggling artist, former gang member, and all around forgettable person, becomes Nemesis, the Goddess of Justice, the Wings of Vengeance, who saves the oppressed from those who would torment them. Reyna, unaware of most Greek history, thinks that she has instead become the host of Santa Muerte But what of the Chariot and Sword? Well, Dear Reader, That requires an understanding of Nemesis’ reason for incarnation! While Nemesis incarnated to attempt to bring Justice and Righteousness to the World, there was a second reason; the God of Death, Thanatos, had similarly incarnated himself into the World at a similar time, under orders from Lord Hades himself. Nemesis was bade by the council of the Gods and her own nature to attempt to bring the rogue God to heel and send him back to Hades. But in the wars of great beings, the one who strikes first is often the victor, and Nemesis was responding to Thanatos, not proactively engaging him. When the Scales, Sword, and Chariot were sent hurtling from Heliopolis to Earth, Thanatos struck, splitting the Goddess’ panoply into its components. Sending his agents out, Thanatos gathered both the Sword and the Chariot. While he- or his agents- can not use the objects to their full power, they still have great potency, and can be used against Nemesis, or any Hero that attempts to interfere in Thanatos' plans, whatever he and Hades are plotting. Nemesis would explain this to Reyna, but Reyna is the one person in the world who can not understand what she is saying, which leaves her in the dark. Personality & Motivation: Reyna is not a confident woman at the best of times, despite being a musician. She's more at home on the stage singing her songs and opening herself up that way than talking to people; when forced into a conversation, she shies away and is a wallflower. A lifetime of looking out for violence has made her quite adapt at noticing it and knowing when to get out of the way, but survivor's guilt- and growing up in a place where you have to look out for each other- has made her the person who grabs someone else before fleeing from danger. She wants to be a successful musician, but she also wants to pay back the fact that someone died for her. Nemesis is a God with a capital G. She issues proclamations with the force of her divinity, and expects them to be listened to. Anyone who she can't intimidate she is fine dealing with with her fists, and when she judges someone guilty she carries it out without pause. While she can be robotic in her actions- not that she is a robot, but rather she is a God with singular purpose that carries it out-, she does not harm innocents in her attempts to carry out Justice, and protects them from those who would hurt them, because that is also Justice. Powers & Tactics: Reyna's first instinct is to flee from danger, but she'll grab an innocent bystander that also needs to get out of the way if she can. If she's forced to not run, she tries to fast talk her way out of trouble and look for a chance to escape. Nemesis begins any engagement with an attempt to cow her opposition into submission; before she even raises her hand, she will raise her voice, promising severe retribution if she isn't heeded. If it is refused, she lashes out with her divine fists and combat style, cloaking her body in her Divine Mantle to enhance her abilities. Against those who have committed heinous crimes, she recites their transgressions and sentences them; the most severe and terrible of foes are sentenced to receive her full Judgement which, when she opens the motorcycle helmet to expose her visage, descends from the heavens in the shape of a sword of pure divine energy. Power Descriptions: Nemesis' Divine Mantle is Silver, Red, and Purple, covering her like an aurora when she fights. The Scales of Nemesis float around her or are held in her hand while she fights, as she draws her power from them. Complications: Not the Chosen One: Reyna was not supposed to be the host to Nemesis, and any Divine or Mystical being can clearly see the two beings are not in sync and attempting to inhabit the same body without cohesion. This may make some think that she has stolen the power of Nemesis, or is using it improperly. Others may try to use this lack of synchronicity to attempt to separate the two beings. Starving Artist: a Struggling artist, Reyna is always paying off some debt or another, living slightly above hand to mouth. She lives in a room above a bowling alley that's been subdivided into 4 'tenements', and her 'roommates' and her are not super talkative to each other. I Can't Understand You!: Due to their lack of sync, Nemesis can not speak to Reyna, and Reyna can not remember the majority of what happens to Nemesis- only bits and pieces-. Essentially, while Nemesis has Comprehend Languages and can speak and understand anything, Reyna is one of the few people that can't understand her. The Rogue Enemy: Due to the actions of Thanatos, Nemesis is lacking 2/3rds of her Divine Panoply. Even worse, Thanatos will freely hand them out to individuals he thinks will make Nemesis' job much harder, recalling them if the pawn has served it's purposes or has been defeated before Nemesis can take them back. GMs can always grant an opponent one of Nemesis' two missing pieces of the Panoply (The Sword and the Chariot/Motorcycle), granting them enhanced Abilities, powers, or the like. Similarly, even outside of that, Thanatos is an eternal thorn in the side of Nemesis. Ye Not Guilty: Nemesis' powers derive from handing out Justice; she is empowered by following rules and legal statue. If she tries to act out on her own against an individual who has committed no crime, or has some other reason as to why their actions were not illegal or incorrect, her powers may simply cease to work entirely on the individual, preventing her from using her Judgement blast, or even weakening her other abilities as long as she tries to ignore the proper law and order. The Weight of Divinity: In general, Nemesis is obviously a Goddess, and this carries both benefits and complications. Wardrobe Malfunction: Nemesis is an extremely tall goddess with a heroic figure. Reyna is a stick-like, thin woman. Her clothes do not appreciate the difference. (Think Bruce Banner and his stretchy pants) Santa Muerte(?): Reyna thinks that she's possessed by the spirit of Santa Muerte; she's a devout Catholic who goes to mass every Sunday. The idea she is possessed not by the Saint of Protection, but instead the Goddess of Vengeance, would (and will) conflict highly with her understanding of her spirituality. Old Leather, New Blood: Reyna's previous association with a dead Biker Gang can get her in trouble; old warrants, rivalries with crime gangs that are still angry at the Red Bettys or were the reason they disbanded, or people who just plain don't like her association with criminal or gang life. Cigarettes: An addiction she can't shake. Abilities: 14 + 6 + 14 + 6 + 6 + 6 = 52PP Strength: 24/26 (+7/+8) Dexterity: 16 (+3) Constitution: 24/26 (+7/+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 14 = 28PP Initiative: +3/+7 (Improved Initiative in Divine Aura) Attack: +7 Base (+8 Melee, +7 Ranged) +10 Aura of Justice Defense: 10/8; +7 Base, +1 Dodge Focus, +2 Dodge focus in Divine Aura (+4 Flat Footed) Grapple: +15/+19 in Divine Aura Knockback: -4/-7 in Divine Aura Saving Throws: 0 + 2 + 5 = 7PP Toughness: +7/+8/+10(+7 Con/+8 Con with Scales of Nemesis/ +2 Protection from Divine Aura, 5 Impervious from Scales of Nemesis) Fortitude: +8/10 (/+8 Con/ +0/ +2 from Divine Aura) Reflex: +5/10 (+3 Dex/ +2/ +5 from Divine Aura) Will: +8/+10 (+3 Wis/ +5/+2 from Divine Aura) Skills: 56R = 14PP Diplomacy 3 (+6) Drive 4 (+7) Intimidate 15 (+18) Knowledge (History) 5 (+8) Knowledge (Civics) 7 (+10) Knowledge (Theology and Philosophy) 5 (+8) Languages 1 (Greek) Notice 5 (+8) Ride 4 (+7) Sense Motive 7/(+10)/ 15(+18) when detecting lies Feats: 13PP Accurate Attack Attack Focus (Melee) Beginner’s Luck Challenge (Fast Startle) Dodge Focus 1 Fascinate (Intimidate) Fearless Fearsome Presence 1 Luck 2 Power Attack Startle Ultimate Save (Will) Powers: 1 + 1 + 43 = 45 PP All powers are Divine and Lawful Flight 1(10 MPH/ 100' per Move Action) (Wings of Nemesis; Flaw: Power Loss; Wings are Restrained or Damaged) [1PP] Immunity 1(Aging) [1PP] Device 13 (Scales of Nemesis (65pp Device), Flaw: Easy to Lose, Feats: Indestructible, Restricted 3 [Only the Just may lift, only Nemesis may use]) [43PP] Comprehend Languages 3(The Language and Ears of Justice; Understand all spoken language, and anyone who hears her speak understands it) [6pp] Super-Senses 10 (True Sight: Vision Counters Concealment, Counters Illusion, Counters Obscure(all), Detect Hidden) [10pp] Super-Senses 6 (Detect [Evil; Range, Sense, Mental], Extended 2, Radius) [6pp] Container 0.8 (SPEAK NO LIES TO JUSTICE; 4pp Container; Flaw: Limited [detecting lies])[2pp] Enhanced Skill: Sense Motive 8 (to 15/+18) [2pp] Enhanced Feat: Second Chance (Sense Motive), Ultimate Effort (Sense Motive) [2pp] Protection 2 [2pp] Impervious Toughness 5 [5pp] Dodge Focus 2 [2pp] Enhanced Strength 2 (to 26/+8) [2pp] Enhanced Constitution 2 (to 26/+8) [2pp] Blast 13 (Judgement Delivered; Extra: Targets Will, Flaw: Action [Full], Feats: Indirect 1, Alternate power) [28pp] Alternate Power; (Divine Aura) [27/27pp] Flight 4(Wings of Nemesis; 100 mph/ 1000 feet per move action Flaw: Power Loss; Wings are restrained or damaged) [4pp] Total: Flight 5(Wings of Nemesis; 250 mph/ 2500 feet per move action Flaw: Power Loss; Wings are restrained or damaged) Strike 2 (Aura of Justice; Feats: Mighty, Improved Critical 2, Accurate) [6pp] Super-Strength 3 (Effective Strength 41 Feats: Thunderclap) [7pp] Enhanced Reflex 5 (to +10) [5pp] Enhanced Fort 2 (to +10) [2pp] Enhanced Will 2 (to +10) [2pp] Improved Initiative 1 (to +7) [1pp} Drawbacks: -9PP Normal Identity (Free Action; Call to the Heavens, -3) Involuntary Transformation (When the guilty oppress the innocent; Very Common, Irresistible; -6pp) DC Block Unarmed Touch DC 22/23/25 Toughness Damage [Physical] Blast Ranged DC 23 Will Damage [Divine] Totals: Abilities (52) + Combat (28) + Saving Throws (7)+ Skills (14) + Feats (13) + Powers (45) - Drawbacks (9) = 150/154 Power Points Reyna Rojo Abilities: 2 + 4 + 2 + 4 + 4 + 8 = 24PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +8 Unarmed Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -1 Saves: 3 + 3 + 3 = 9PP Toughness: +1 (+1 Con) Fortitude: +4 (+1 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Bluff 6 (+10) Drive 6 (+10) Skill Mastery Gather Information 6 (+10) Language 2 (Base: English, Spanish) Notice 10 (+12) Skill Mastery Perform [Singing] 10 (+14) Skill Mastery Perform [Stringed Instruments] 10 (+14) Skill Mastery Sense Motive 10 (+12) Feats: 11PP Attack Specialization: Unarmed 2 Dodge Focus 4 Fearless Beginner’s Luck Luck Skill Mastery (Perform [Singing], Perform [Stringed Instruments], Drive, Notice) Ultimate Save (Will)
  3. Devon 51 Power Level: 10/10 (150/156PP) Unspent Power Points: 6 Trade-Offs: -3/+3 Attack and Toughness in Powerhouse form, +2/-2 Attack and Toughness in Speedster form. All other forms -0/-0 In Brief: an EMT gains the ability to turn into any number of Preserver modified Aliens, uses them to be a superhero. Catchphrase: "Your number just came up." Theme: Symbiotic- Starset Alternate Identity: Dwayne Devon Davidson (Public), Three-D Birthplace: Yonkers, New York Residence: An apartment in Southside Freedom City Occupation: Full-Time EMT, member of the Atom Academy, Superhero Affiliations: Atom Academy, the Freedom Metro Fire Department Family: His Father and Mother still living in Yonkers, his sisters, one in Oregon and one in Manhattan Description: Age: 32 (DoB: 1991) Gender: Male Ethnicity: Mixed-Race Caucasian/African American Height: 5'10 Weight: 170lbs Eyes: Brown Hair: Black Dwayne is a somewhat average looking man with curly black hair and a trimmed goatee and mustache. He's all business most of the time; serious, forthright, and honest. He was raised by his parents to work hard, never complain, and never back talk. He's taken these lessons to heart, but added some of his own; to be honest, to help others when they need them, and to drop a few extra dollars in the collection plate when he can. He keeps his clothes pressed and his shoes clean. History: Born in Yonkers, New York, Dwayne Davidson grew up under the watchful eye of his father Patrick and his mother Shawna. Even in one of the most metropolitan areas in the world, there are still people who look down on a mixed-race kid. Dwayne wasn't the smartest, but he was a pretty hard worker, and he had good enough grades to have a decent pick to do what he wanted to with his life. His desire to help others led him to the NYFD, and the EMT training within. After he finished his training, he worked in the Bronx for a few years, but eventually the higher pay and the more consistent need of Freedom City called his interest, and Dwayne moved to the City of the Future, setting himself up in an apartment in Lincoln and joining a local fire station. Three-D became a favored member of the community afterwards; helping the elderly and the young both on and off the clock. It changed during a big pile up on the Century Bridge during a Super Villain attack, one so bad that multiple precincts were called in for triage and rescue. During that moment, a random man- someone who Dwayne had never met before and never would again- was trapped in their car, threatening to tip over the edge. Dwayne ran to save them without concern, and as he tried to lift the man out, the car went over the bridge. But rather than hitting the water, the man turned into an alien and carried the car to safety before collapsing. The explanation was fast, but filled with important information, enough that Dwayne still isn't sure exactly what happened. 'This device is ancient Preserver Technology; the Encyclopedia Eternita. I've been keeping it safe, hidden, from those would would misuse it. But...now I have no more time left. Please. Keep this safe.' And then the man died. And as the Encyclopedia Eternita left his wrist, he reverted back into a Lor. And the Encyclopedia bound itself to Dwayne. Damaged and in need of repair, the piece of super-technology now permanent bound to Dwayne is far from living up to it's potential. But under the watch of the Atom Family and with Dwayne's patient, careful nature, it's secrets are ready to slowly be unraveled. But there are many that want the Encyclopedia, and Dwayne will have to protect it. Personality & Motivation: Dwyane is driven to help others and to figure out the burden that has been placed on him. He cares about Lincoln and his neighbors, but he also wants to use his powers to help others, which is what has led him to open come out as a Superhero to protect others. Calm, patient, and at times introspective, Dwayne will leap in to protect others, but always be considering his options. He is open to teams and defers to the more knowledgeable when in them; he knows he's great as a back-up, so he's naturally supportive of others and will attempt to cater to what others need to support them. Powers & Tactics: Dwayne's powers come entirely from the Encyclopedia Eternita; a wrist-watch looking device with a plate of numbers. It's primary color-scheme is blue and yellow, appropriate for an EMT. By entering a combination of numbers and twisting the plate, Dwayne can transform into any number of aliens that were catalogued by the Preservers; transforming into an exemplar of any species the Preservers recorded or modified. While he has certain creatures he favors, this is mostly because he has memorized the button combinations for them- since he can't translate the numbers himself, he has to rely on rote memorization to determine which form he gets-. In battle, he generally picks a form that supports his allies, shoring up weaknesses or figuring out what they need more of before switching to it. By himself he tends to favor his Tempestian or Kelvanic transformations, but he's not afraid of turning into Humbaba when he needs the sheer brute force. He's not fond of Wrinkles. Power Descriptions: All of Dwayne's powers are Alien in nature, and natural expressions of that Alien's power. If he transforms into a Tempestian, he can throw lightning bolts. If he turns into a Jerrid, he becomes a powerful, fast swimming crocodile man. While they are provided by the machine, they are equally the alien or natural powers of the alien. This means that the powers can be disrupted by disrupting the Encyclopedia just as much as disrupting the actual Alien's biology. Complications: Abilities: 2 + 4 + 6 + 6 + 6 + 2 = 26PP Strength: 12/36 (+1/+13) Dexterity: 14 (+2) Constitution: 16/30 (+3/+10) Intelligence: 16 (+3)/ 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +2 Base, +10 Speedster form Attack: +6 Base, +7 Melee in Powerhouse Form, +10 in Sensor Form +12 Melee in Speed Form +10 with Energy Array in Blaster Form Defense: Base +6 +7 (+6 Base, +1 Dodge Focus) in Powerhouse Form, +3 Flatfooted, +10 (+6 Base, +4 Dodge Focus) in Sensor Form, +3 Flatfooted +12 in Speed Form, +6 Flatfooted +10 (+6 Base, +4 Shield) in Blaster Form, +3 Flatfooted Grapple: +7 Base, +23 in Powerhouse Form, possibly more depending on Variable Knockback: -1 in Base Form, -7 in Powerhouse Form, -5 in Blaster and Senses Forms, -4 in Speed Form Saves: 5 + 6 + 5 = 16PP Toughness: Powerhouse Form: +13/Speedster Form +8/Sensor Form +10 (+6 Flatfooted)/Blaster Form +10 (Impervious 8 for Energy that matches the current Blast)/ Default +3 (+3 Con) Fortitude: +8 Base, Speedster, Sensor, and Blaster (+3 Con, +5), Powerhouse Form: +15 (+10 Con, +5) Reflex: +8 Base, Powerhouse, Sensor, Blaster (+2 Dex, +6), Speedster +12 (+2 Dex, +10) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Bluff 10 (+11) Drive 4 (+6) Knowledge (Life Sciences) 6 (+9)/ 6 (+11) Language 1 (Base: English, Spanish) Medicine 7 (+10) Notice 6 (+9)/ 14(+17) in Sensor Form Pilot 2 (+4) Profession (EMT) 4 (+7) Search 0 (+3)/ 0 (+5)/ 12 (+15) in Sensor Form Feats: 6PP Luck 2 Benefit (Atom Academy Member) Distract (Bluff) Taunt Fast Feint Powers: 68 = 68PP Device 17 (Encyclopedia Eternita, 85PP Container, Flaw: Hard to Lose) [68PP] (Technology, Alien, Genetic, Preserver) Comprehend 3- (Speak One Language at a Time, Understand and Read all Languages) (Universal Translator) [6DP] Enhanced Ability- Intelligence 4 (To Intelligence 20, +5) (Onboard Supercomputer) [4DP] Enhanced Feat 1 (Eidetic Memory) (Onboard Supercomputer) [1DP] Variable 2 (10pp of Traits, any Traits) (Technology, Alien, Genetic, Preserver, Alien of Species of transformation) [16DP] Alternate Form 11 (Extra; Linked, Feats; Alternate Power 3) (Technology, Alien, Genetic, Preserver, Alien of Species of transformation) [58DP] Powerhouse Alternate Form Baseline [55/55] Enhanced Strength 24 (to 36/+13) [24] Enhanced Constitution 14 (to 30/+10) [14] Protection 3 (to +13) [3] Impervious Protection 5 [5] Attack Focus: Melee 1 (to +7 Melee) [1] Dodge Focus 1 (to +7 Defense) [1] Super-Strength 3- (Effective Strength +15, Total Strength 51) (Feat: Groundstrike) [7] Speedster Alternate Form Baseline [55/55] Speed 8 (2,500 MPH/25,000' Move Action) [8] Quickness 5 (50x faster Actions) [5] Enhanced Reflexes 4 (to +12) [4] Enhanced Feat: Evasion 2 [2] Enhanced Feat: Improved Initiative 2 (to +10) [2] Enhanced Feat: Attack Focus (Melee) 6 (to +12) [6] Enhanced Defense 6 (to +12) [12] Protection 5 (to +8) [5] Strike 7 (Feats: Mighty) [8] Super Movement 3 (Wall Running 2, Water Running, Flaw: Only while Moving) [3] Sensor Alternate Form Baseline [55/55] Super Senses 21 (Extended on hearing group [3] (-1/10,000), extended on sight group [3] (-1/10,000), Accurate on hearing group [4], Ultravision [1], Infravision [1], Ultrahearing [1], Analytical on all Vision [2], Uncanny Dodge (Auditory), Sense Weakness: Detect Weaknesses, Ranged, Acute, Analyze, Assessment power feat [5]) [21] Enhanced Skills 5- Notice +8 (to +14/+17), Search to +12 (+12/15) [5] Enhanced Attack Bonus 4 to +10 [8] Strike 10- (Feats; Improved Critical 2) [12] Enhanced Feat: Dodge Focus 4- (To +10 Defense) [4] Protection 3- (To +6) [3] Enhanced Feat; Defensive Roll 2- (To +10 Toughness) [2] Blaster Alternate Form Baseline [55/55] Blast 10 (Elemental Blast Feats; Precise, Improved Critical 2, Variable 2) [25] Enhanced Feat: Attack Focus (Ranged) 4 (to +10) [4] Shield 4 (to Defense +10) [4] Protection 7 (To +10 Toughness) [7] Flight 5 (250 MPH, 2,500' move action) [10] Impervious Toughness 8 (Flaw; Limited to Energy with the same Descriptor as current Energy Array) [4] Immunity 1 (Own Powers) [1] Drawbacks: -0PP DC Block Powerhouse Unarmed: DC28 Tou, +7 Accuracy Speedster Stirke: DC23 Tou, +12 Accuracy Sensor Strike: DC25 Tou, +10 Accuracy Sensor Blast: DC25 Tou, +10 Accuracy Ranged Blaster Single Blast: DC25 Tough, +10 Accuracy, Crits on 18-20, Precise Ranged Blaster AOE Cone: DC 20 Ref/DC25 Tough Totals: Abilities (26) + Combat (24) + Saving Throws (16) + Skills (10) + Feats (6) + Powers (68) - Drawbacks (0) = 150/156 Power Points EXAMPLE VARIABLE CONFIGURATIONS Some aliens also come with additional complications. Powerhouses HUMBABA- Alien Gator III- Speedsters Quick Claw Galloping Ghost Sensors Belfry Wrinkles- Blasters Avalanche Shock and Awe
  4. Rewind Power Level: 10 (150 PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Time Loop Survivor who Time Loops for Great Justice! Theme: This Moment by Elevation Rhythm Alternate Identity: Naisha Sidhu Birthplace: Friday, December 21st, 2012 Residence: The Goodman Building, Midtown Freedom City Base of Operations: Worldwide Occupation: Scientist/Researcher Affiliations: The Atom Family / Atom Academy Family: It's complicated... Description: Apparent Age: Looks 20 (DoB: Theoretically September 7th 1992) Gender: Female Ethnicity: Punjabi Height: 1.674m (5'6") Weight: 60kg (132 lbs) Eyes: Green Hair: Naturally dark brown Naisha is a seemingly ordinary Punjabi woman who wears t-shirts and jeans, when she's not dressing up for the office. Although she looks 20, there's a perceptible control and precision to her every movement that no 20-year-old has, still new to a changing body. She's been exactly the way she is for an incalculable period, knows exactly how to step without misstepping, how to catch without fumbling. Her dark eyes show the weight of age, in that she no longer fears the reaction or response of others. Naisiae's voice has a typically Midwestern American accent, except when it amuses her to use one of the 20 other accents she's practiced, and her voice is a soft soprano. As Rewind, her 'costume' is a morphic molecule bodysuit that covers her neck to toe. It features the classic Atom Family design, a mostly form-fitting costume with a symbol of the atom on the left side of the chest and a distinctive black stripe on the left blocking out the left side and left arm in a light blue color. Her main uniform color is the standard blue of the Atom Academy. History: In 1979, the original/Silver Age Atom Family discovered the broken day of Friday, December 21st, 2012 while conducting experiments in Z-Space. For details, you can read the original Rewind character sheet in Google Docs. The Atom Family eventually left the looped town of Millscroft behind to continue their adventures in other dimensions and realities. One left a journal that made it into the loop and eventually 'awoke' one of the inhabitants to consciousness, thereby condemning her to untold ages of curiosity, boredom, panic and eventual madness. When the new Atom Family returned in the actual year of 2012, they found Naisha Sidhu and freed her. In the real world for the first time, Naisha asked to stay on in the Goodman Building for a time while she acclimatized herself to living where time actually worked. She discovered Millscroft was indeed a real town and there was a Naisha Sidhu living there. Disturbed beyond words, she never made contact. Instead, she became an employee of Atomic, Inc. and spent the next seven years working as a researcher, for the lifetimes she'd spent learning and practicing science had given her an enormous breadth of uncredentialed education. She happily indulged Dr. Atom's every scientific whim, as one of the gophers and 'hands' the scientist's AI used to continue wrapping up old research. A few years of study revealed she had some marked temporal abilities herself. Feeling a need to make a difference, Naisha started practicing what she could do and eventually joined the Atom Academy formally as a superhero. Her ability to survive death and rewind consequences were ideal traits for a team of explorers who kept finding danger. Now, she does what she can whenever the Atom Academy fields a team. Personality & Motivation: Naisha is fundamentally a decent person, motivated to help people and to do nice things when she has the chance. Her work ethic is extraordinary, owing to decades spent being the only source of motivation in her existence. She likes problems and puzzles, mysteries, and gathering data. Focusing on unknowns, variables, and 'things' means she can avoid focusing on her life. She's an accomplished actress and liar, a skill honed by more decades spent trying out every imaginable phrase to explain away why she'd done some crazy thing in front of witnesses back in Friday, December 21st, 2012. This gives her considerable ability in pretending to be a well-adjusted time loop survivor and she tries hard never to create doubt that this is the case. The truth is that Naisha still struggles with her existence. Consequence is meaningless to someone who just wakes up on Friday, December 21st, 2012, no worse for wear. She was raised Sikh, became a born-again Christian in her teens, and practiced every religion she could find at one time or another. She's reasonably sure there's a God after all, given all she's learned from the Atom Family in the past decade, but she's not sure she is anything God cares about. This world already has a Naisha Sidhu. What value is this strange refugee from a broken day? But people give her an excuse to pretend to be normal like them. Whenever possible, Naisha stays around or at least near other people. She's spent the last twelve years spent as a coworker, friend, lover, playmate, or even that girl-who-always-gets-coffee-and-chats-with-the-barista-every-Friday-at-7:52am. It's all to ensure she's real and she's real because others remember her. For better or worse, an eternity in Friday, December 21st, 2012 has destroyed Naisha's sense of object permanence. And she can't possibly let anyone know because talking about her mental health could lead to the possibility of institutionalization and if there's one thing she can't stand, it's the idea that she might be locked up somewhere again. So instead, she focuses on being a hero as a member of the Atom Academy. It's meaningful work with people, for people. Being kind and helping others was the only source of joy in her broken day that never wore out. Even if she helped someone for the 500th time, it was still the first time for them and seeing the genuine appreciation helped her still feel it too. And as long as she can focus on other people, Naisha can keep avoiding her need to deal with her own issues. Powers & Tactics: Complications Abilities: 0 + 2 + 2 + 6 + 4 + 6 = 20 Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Defense: +4 Base, +10 (+4 Base, +6 Dodge Focus), +2 flat-footed Grapple: +4 Knockback: -5 Saving Throws: 7 + 7 + 6 = 20 PP Toughness: +10 (+1 Con, +9 Protection) Fortitude:+8 (+1 Con, +7 base) Reflex: +8 (+1 Dex, +7 base) Will: +8 (+2 Wis, +6 base)Second Chance Skills: 28 R = 7 PP Bluff 2 (+5)Second Chance Computers 2 (+5) Craft [Artistic] 4 (+7) Diplomacy 0 (+3)Second Chance Drive 2 (+3) Gather Information 1 (+4) Handle Animal 1 (+4) Intimidate 0 (+3)Second Chance Knowledge [Art] 3 (+6) Knowledge [Theology and Philosophy] 2 (+5) Language 1 (Native: English; Learned: Punjabi) Medicine 2 (+4) Notice 1 (+3) Perform [Singing] 2 (+5) Sense Motive 2 (+4) Stealth 1 (+2) Swim 2 (+2) Feats: 16 PP Beginner's Luck Dodge Focus 6 Improvised Tools Inspire 4 Inventor Jack-of-All-Trades Luck 2 Enhanced Feats Eidetic Memory Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4 Uncanny Dodge [Sight, Sound, Smell] 3 Powers: 8 + 21 + 26 + 4 + 1 + 9 + 2 = 71 Enhanced Feats 8 (Eidetic Memory, Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4, Uncanny Dodge [Sight, Sound, Smell] 3) {8 PP} (Descriptors: Temporal) Iterative Experience 3 (15PP Variable Power, Any Skill, Multiple Skills At Once; Extras: Duration [Continuous]) {21 PP} (Descriptors: Temporal, Thought) Dawn - Acrobatics +10, Climb, +5, Concentration +10, Drive +11, Escape Artist +4, Knowledge (Tactics) +7, Notice +11, Pilot +10, Ride +5, Stealth +12, Swim +3 Zenith - Bluff +9, Diplomacy +11, Gather Information +13, Handle Animal +2, Intimidation +2, Knowledge (Streetwise) +4, Language (Punjabi, Hindi, Spanish, Mandarin, Tagalog, Arabic, Korean, Russian) +7, Perform (Singing) +8, Perform (Keyboards) +7, Perform (Stringed Instruments) +8, Perform (Wind Instruments) +8, Sense Motive +9 Twilight - Knowledge (Art) +10, Knowledge (Behavioral Sciences) +9, Knowledge (Civics) +10, Knowledge (Earth Sciences) +8, Knowledge (History) +9, Knowledge (Life Sciences) +8, Knowledge (Physical Sciences) +10, Knowledge (Popular Culture) +8, Knowledge (Theology and Philosophy) +8 Night - Acrobatics +10, Climb +5, Computers +6, Disable Device +10, Disguise +4, Knowledge (Technology) +12, Knowledge (Streetwise) +4, Notice +10, Escape Artist +4, Sleight of Hand +8, Stealth +10, Survival +5 Eclipse - Computers +6, Craft (Artistic) +10, Craft (Chemical) +8, Craft (Electronic) +12, Craft (Mechanical) +12, Craft (Structural) +5, Investigate +5, Medicine +10, Notice +10, Search +10 Rewind Array 11.5 (23 PP Array; Feats: Alternate Power 3) {26 PP} (Descriptors: Temporal, Quantum Forces) Base Power: Teleport 9 (900 ft as a move action, 20,000 miles as a full action; Extras: Accurate; Flaws: Limited (to places she's physically been to no longer ago than her last Reset); Feats: Change Direction, Change Velocity, Progression [Mass] 3) {23/23} Alternate Power: Healing 4 (Extras: Range [Perception +2], Restoration, Total; Feats: Stabilize, Persistent, Regrowth) {23/23} Alternate Power: Healing 5 (Extras: Affects Objects, Area [General Burst]; Feats: Stabilize, Persistent, Regrowth) (25 ft. radius) {23/23} Alternate Power: Paralyze 10 (Extras: Ranged; Flaws: Action [Full]; Feats: Accurate 3) {23/23} Immunity 3 (Aging, Disease, Poison) {3 PP} (Descriptors: Temporal) Feature 1 (Temporal Inertia) {1PP} (Descriptors: Temporal) Regeneration 2 (Resurrection 1/day; Flaws: Limited (Death makes her wake up the next day in Friday, December 21st, 2012, requiring her to transit back to the Goodman Building)) {1 PP} (Descriptors: Temporal) Protection 9 (Descriptors: Temporal) {9 PP} Quickness 4 (Perform tasks 25x faster (Take 20 only takes an action); Flaw: One Type (Mental Only) {2 PP} (Descriptors: Temporal, Thought) Totals Abilities (20) + Combat (16) + Saving Throws (20) + Skills (7) + Feats (16) + Powers (71) = 150/150 PP
  5. Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective and introspective. She harbours an unsettling (albeit unwarranted) guilt about her origin, and her overcompensation can make her slightly paranoid ("they aren't getting my DNA!"). She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [25 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  6. Madame Raven Power Level: 10/14 (211/217PP) Unspent Power Points: 6 Trade-Offs: +4 Attack / -4 Damage In Brief: What do you do next when you're a woman out of time? Theme: You're Dead by Norma Tanega Alternate Identity: Calliope "Callie" Sen (Public) Calliope "Callie" Summers (Secret) Birthplace: Hong Kong Residence: Summers Building, New York Base of Operations: Worldwide Occupation: Businesswoman Affiliations: Raven Family Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self) Description: Age: 20 (DoB: 24th August 1973 [Time Displaced]) Gender: Female Ethnicity: Asian / European mix Height: 1.702m (5'7") Weight: 50kg (110 lbs) Eyes: Green Hair: Black Callie has inherited her beauty from her mother, though often marred by the scowl of her father. Even with a few more years under her belt, she looks more like her duplicate, though there are still enough differences that they get away as relatives. She keeps her hair relatively short, both to differentiate herself from her duplicate and so that it can't become disadvantageous in a fight. When in public as a wealthy businesswoman, woman she dresses in the most stylish clothes that always perfectly suit the occasion, still ethically sourced and environmentally sustainable, in private though she prefers loose fitting comfortable t-shirts and sweats. Though still in its early stages, her Raven costume is far from the homemade costume she wore at Claremont. Made of tough yet light high-tech polymers the black suits offer maximum protection, the cloak is particularly impressive appearing like a simple cloth cloak it can harden at will allowing Callie to use it as a weapon in a fight. It's also covered in scalloped cloth feathers that can be plucked and thrown becoming the family's signature Raven-like boomerangs. They even regenerate meaning they will rarely run out, and the cloak always looks good, though with extended use the cloak will appear shorter than it was originally. To make herself stand out from the other Ravens, and despite the potential risk she doesn't wear a cowl, just covering her mouth and wearing a domino mask to avoid giving away her identity. History: Plucked from time, at the age of sixteen, by unknown methods, just before the fateful day she was meant to find out about her superhero legacy, Callie never had time to worry about her future. She had been busy with school and learning, and enjoying, what it was like to be a superhero. And despite the unusual circumstances, the extended Raven Family accepted her as one of her own, especially warmly considering their reputation as being cool brooding loners. But she wanted to find out exactly who she was, as opposed to her "future" duplicate, so after graduating Callie took a couple of years to go and find herself, putting aside the Madame Raven identity. Leaving Claremont Callie decided to spend the next couple of years wandering the world. Backpacking and relying on her wits and skills, she got to spend a few months in various communities helping before moving on to a new country, city and new issues. She also found various experts in various fields to learn what she could, in return for helping them out whenever she could. After that fact, she arranged for those who needed it to gain a healthy donation from the Summers Foundation. As well as finding herself she wanted to find both who, and more importantly why, she was bought into the "future" as well as find her grandfather, the infamous supervillain Dr Sin. She finally found him, or at least appeared to be, in Singapore. Though brief, and uncomfortable, he imparted to her what he figured out about her. She wasn't from the past, or a parallel Earth, but a reflection of a potential past. Whilst she doesn't quite understand how such a thing could happen, or who would do a thing, but it was at least a possible lead to follow and there was really only one place to get the help dealing with such esoteric sciences. So she's returned to Freedom City, finally adopting the identity of Callie Sen as the CEO of Summers Advanced Dynamics. Now settled in she's reached out to various superheroic scientific organizations, including the Atom Academy, to help finally answer how she came to be, if necessarily helping out in kind... Personality & Motivation: Whilst tempered by her years since leaving Claremont she still enjoys being a hero and how she uses her knowledge and money to help those less fortunate than herself. It's just now she cloaks it more in a layer of cynicism, though a wicked sense of humour pokes through now and again. Whilst the Ravens have a reputation for being loners Callie is quite the opposite enjoying the company of others, it helps that she has a naturally relaxed charm that allows her to get along with most people. And whilst she doesn't know why she's here, she knows exactly who she is and what she wants. She's comfortable in her skin and her place in the mundane and superhero world. Powers & Tactics: With no powers, Callie has to rely on her physical training, the environment around them and the gadgets and weapons available to her. If possible she likes to bring gadgets suitable for the foe(s) she's facing, though her training allows her to improvise against foes she knows little to nothing about. Ideally, Callie prefers to use either stealth and/or psychology to take down a foe without having to fight them. Often villains tend to be a cowardly and suspicious lot. Power Descriptions: Callie through years of training, at both Claremont and some of the best experts in the world, is at the almost peak of human ability, both physically and mentally. Her experience, however brief, allows her to go toe to toe with superpowered individuals much beyond her abilities. Though she knows when it's time to get help from some of the city's heavy hitters. Complications: A Congress of Ravens: Callie has been accepted as a member of the Raven family, which comes with certain responsibilities to the extended family when needed. A Conspiracy of Raven: Though she knows she's not from the past of a parallel universe there's still a mystery of what exactly she is, and that someone made this happen. A Murder of Ravens: Over the years the Raven family have gained a number of enemies over the years. Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP Strength: 18 (+4) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 20 + 16 = 36PP Initiative: +15 Attack: +14 Unarmed, +12 Raven Claws/Feathered Cape, +10 Base Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Grapple: +14 Knockback: -4 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +4/9 (+4 Con, +5 Raven Costume) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+6 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 212R = 53PP Acrobatics 9 (+15)Skill Mastery Bluff 9 (+15) Climb 11 (+15) Computers 3 (+10) Craft (Chemical) 3 (+10) Craft (Mechanical) 3 (+10) Diplomacy 4 (+10) Disable Device 8 (+15) Drive 4 (+10) Escape Artist 9 (+15) Gather Information 9 (+15) Intimidate 9 (+15)Skill Mastery Investigate 8 (+15) Knowledge (Behavioural Science) 8 (+15) Knowledge (Business) 8 (+15) Knowledge (Current Affairs) 3 (+10) Knowledge (Streetwise) 8 (+15) Knowledge (Tactics) 8 (+15) Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish) Medicine 10 (+15) Navigate 3 (+10) Notice 10 (+15)Skill Mastery Perform (Dance) 4 (+10) Pilot 4 (+10) Ride 4 (+10) Search 8 (+15) Sense Motive 10 (+15) Sleight of Hand 9 (+15) Stealth 9 (+15)Skill Mastery Survival 5 (+10) Swim 6 (+10) Feats: 25PP Attack Specialization (Raven Claws) 1 Attack Specialization (Unarmed) 2 Benefit 1 (Use Knowledge (Tactics) for Initiative rolls) Benefit (Raven Legacy) 1 Benefit (Wealthy) 2 Challenge (Fast Startle) 1 Dodge Focus 2 Evasion 2 Hide in Plain Sight Jack-of-All-Trades Luck 3 Quick Draw Skill Mastery 1 (Acrobatics, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Ultimate Effort (Escape Artist) 1 Uncanny Dodge (Auditory) 1 Well-Informed Equipment: 75EP = 15PP [Vetran Reward] Communicator [7EP] Communicator Array 3 (6EP Array; Feat: Alternative Power 1) [7EP] Basic Power: Communication 5 (radio; 5 miles, Feat: Subtle) [6EP] Alternative Power: Datalink 3 (radio; 1000ft Feats: Rapid 2 (x100), Subtle) [6EP] Summer's Building [Headquaters; Apartment Block in New York] [15EP] Raven Cycle (Vehicle; Motorcycle) [17EP] Raven Wing (Vehicle; Jet) [36EP] Powers: 8 + 10 = 16PP Device 2 (Raven Costume, 10PP Container; Hard-to-Lose) [8PP] Protection 5 [5PP] Grapple Gun: Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1 (10mph, 88ft/rnd) [5PP] Device 2 (Utility Belt, 10PP Container; Hard-to-Lose) [8PP] Utility Belt (10PP Array; Feat: Alternative Power 1) [10PP] Base Power: Damage 2 (Raven Claws, Extra: Range 1, Feats: Mighty 4, Improved Range 1) [9PP] Alternate Power: Strike 2 (Feathered Cloak, Feats: Mighty 1, Accurate 1, Extended Reach 1, Subtle 1) + Flight 3 (50mph/ 440 ft/rnd, Flaw: Gliding) [9PP] DC Block ATTACK RANGE AB SAVE EFFECT Unarmed Touch +14 DC 19 Toughness Damage Raven Claws Ranged +12 DC 21 Toughness Damage Feathered Cape Ranged +12 DC 21 Fortitude Damage Totals: Abilities (64) + Combat (36) + Saving Throws (17) + Skills (53) + Feats (25) + Powers (16) = 211/217 Power Points
  7. Sergeant Shark Power Level: 11 (220/231 PP) Unspent Power Points: 11 Trade-Offs: +1 Attack / -1 DC, and +1 Defence / -1 Toughness 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: 24 + 24 = 48 Initiative: +15 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +25 Knockback: -5 Saving Throws: 2 + 7 + 7 = 16 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +8 (+1 Wis, +7) Skills: 120 Ranks = 30 PP Bluff 4 (+6) Climb 6(+16) SM Drive 4 (+7) SM Intimidate 16 (+18) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 16 (+18) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) SM Notice 12 (+13) Pilot 4 (+6) SM Sense Motive 4 (+5) Stealth 16 (+19) Survival 4 (+5) Swim 12 (+22) Feats: 37PP 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) Elusive Target Environmental Adaptation [underwater] Evasion 2 Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Aim Improved Grab Improved Initiative 3 Improved Pin Instant Up Jack of All Trades Leadership Master Plan Move-by Action Power Attack Prone Fighting Setup Skill Master (Climb, Drive, Medicine, Pilot) Startle Takedown Attack 2 Uncanny Dodge (Olfactory) Powers 3 + 1 + 1 + 4 + 1 + 2 + 10 + 6 + 5 = 33 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] Feature (Iron Stomach) [1 PP] Immunity 4 (Cold, High Pressure, Radiation, Suffocation [Drowning]) [4 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 3 (+15 STR to effective strength) [6 PP] Swimming 5 (50 mph) [5 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Combat 48 + Saves 16 + Skills 30 + Feat 37 + Powers 33 = 220/231 Power Points
  8. Torpedo Lass Power Level: 10/11 (154/176PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 20 In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic! Residence: Freedom City, New Jersey Base of Operations: Lonely Point Catchphrase: "Anchors Aweigh!" Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged) Identity: Public Birthplace: Freedom City Occupation: VA Veteran's Outreach Casemanager Affiliations: None, but looking. Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941) Age: 32 (1/8/1919, was missing from time for 64 years) Apparent Age: 20 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 230 Eyes: Blue-Green (slight phosphorescent glow) Hair: Dark Purple/Magenta Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Power Descriptions: Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps! History: When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time. When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship. When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions. Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished. Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement. Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life. Personality & Motivation: Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America. Powers & Tactics: Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents. Description: Mary Masterson's most outstanding feature is her magenta hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Complications: Hook, Line, and Sinker. Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up. Run silent, run deep. In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while in water. You mean there's an app for that?!? Torpedo Lass is really bad with modern computers and such. The world ain't what it used to be. Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects. Abilities: 8 + 4 + 0 + 4 + 4 + 0 = 20 PP Strength: 18 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20 PP Initiative: +2 (+10 With Improved Initiative II) Attack: +6 Melee & Ranged, +10 Cavitation Bubble Collapse, +10 Hull Breaking Strikes, +10 Pistol Shrimp Snap Grapple: +7/+17 (Super Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 8 + 6 + 6 = 20 PP Toughness: 0 + 8 = 8 (6 Impervious) Fortitude: 0 + 8 = 8 Reflex: 2 + 6 = 8 Will: 2 + 6 = 8 Skills: 64 R = 16 PP Climb 5 (+9) Computers 3 (+5) Drive 3 (+5) Escape Artist 3 (+5) Kno: Tactics 3 (+5) Language 3 (ASL, English [Native], German, Japanese) Medicine 3 (+5) Skill Mastery Notice 8 (+10) Skill Mastery Pilot 3 (+5) Profession: Sailor 3 (+5) Search 8 (+10) Skill Mastery Stealth 3 (+5) Survival 6 (+8) Skill Mastery Swim 10 (+14) Feats: 19 PP Dodge Focus 8 Environmental Adaptation (Underwater) Improved Initiative 2 Leadership Luck 2 Move-By Action Quick Change 1 Skill Mastery 1 (Medicine, Survival, Search, Notice) Teamwork 2 Equipment: 1 PP = 5 EP Note: Costs reflect gear that is "Pressure Tolerant". Dive Vest (Contents Below) Commlink (1 EP) GPS Reciever (1 EP) Inflatable Life Vest/Bouyancy Compensator (1 EP) Medkit (Basic) (1 EP) Multi-Tool (1 EP) Powers: 3 + 3 + 14 + 2 + 25 + 11 = 58 PP Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, Heat Strike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, Mutant Stun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, Sonic Swimming 10 ("Supercavitation Swimming"; 1 Alternate Power) [11 PP] Mutant Leaping 10 ("Dense Muscle Leap"; Distracting) {10 PP} Mutant Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat) Hull Breaking Strikes Touch DC 25 Toughness (Autofire) Damage (Bludgeoning) Pistol Shrimp Snap Ranged DC 20 Fortitude Stun (Staged) Totals: Abilities (20) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (58) - Drawbacks (0) = 154/176 Power Points Special Notes Super Strength: +55 STR Carry Capacity +11 STR for some checks Light Load: 102.4 Tons Medium Load: 204.8 Tons Heavy Load: 307.2 Tons Maximum Load: 614.4 Tons Push/Drag: 1.5k Tons x2500 Jumping Distance Running Jump: 35000 Feet Standing Jump: 17500 Feet High Jump: 8750 Feet Swimming Speed: 2500 mph, 22000 ft./rnd
  9. Rainshadow Power Level: 10 (150/168PP) Unspent Power Points: 18 Trade-Offs: +2 Defense / -2 Toughness In Brief: Weather-controlling salvage tug crewman plagued with visions of disaster. Catchphrase: Theme: Alternate Identity: Law Ming-Yang-Jin, "Marshall Law" (Secret) Birthplace: Emerald City, OR, USA Residence: Jadetown, Emerald City, OR Base of Operations: The Emerald Cities and the Pacific coast Occupation: Salvage tug sailor Affiliations: Tugger & Sons Ocean Salvage Co. Family: Law Yan/Dorcas Law (mother, adopted), Law Feng/Rebecca Law (mother, adopted) Description: Age: Date of birth: November 15th, 1995 Gender: Masc. Ethnicity: Chinese (Cantonese) Height: 6'6"/2m Weight: 280lbs/127kg Eyes: Brown Hair: Black Big, broad, and shaggy-headed, Ming's skin is tanned and weathered, his face is creased in a perpetual frown and his eyes are squinted from years at sea. He speaks curtly, with the harsh growl of a habitual smoker and drinker and a strong Emerald-Cantonese accent to the other languages he speaks. In his regular life, he wears loose grey hoodies, jeans and heavy boots while ashore, unless he has to be in church or somewhere fancy, in which case he wears a blue suit, combs his chest-length beard and ties his shoulder-length hair into a ponytail. Tense and unfriendly, Ming always seems to be braced for something, and often looks over his shoulder for seemingly no reason. As Rainshadow, Ming goes for the utilitarian with a simple green/blue poncho he stole from a police car, leather gloves, a balaclava and old-fashioned aviator goggles. He tries to cut a more classically-heroic and upbeat figure while in costume, even adopting a more neutral-American accent, since that's a tougher disguise to get through. History: Law Ming-Yang-Jin was taken at 8 months from the body of a Jane Doe admitted to the Emerald City University Medical Center in 1995, the victim of a hit-and-run. He was adopted a few months later, by cousins of the doctor who performed the operation, after a failed search for any possible relatives. His adopted parents worked on the old Bethlehem Heights waterfront, and as a small boy Ming came to love the great river and sea. He certainly got along better with the outdoors and birds better than other children. Even when he was young Ming knew something terrible was going to happen, very soon, and nobody listened when he tried to explain. His mothers did their best, but they had limited time to coax answers out of the boy as they juggled their work for the city's legitimate industries and the under-the-table work they had to do to pay off their debts to kindly old Uncle Zhi and his friends in the benevolent Dragon Society. By necessity Ming grew up fast, helping out where he could and keeping quiet about the harassment from other children, who smelled weakness in the shy boy. He learned to keep his visions to himself, and not to mention the strange moments when the rain poured down on his sadness and the clouds cleared in his joy. Somehow, the terrible thing and these changes in the weather were connected. He saw, clearest of all, a shattered fishing boat, surrounded by bodies, including one that he knew was his own. By the time he was 15 he was big, strong and experienced enough to join a salmon fishing boat and go to sea. Ming stepped aboard with a pounding heart, waving shakily to his mothers and a few friends come to see him off, and was overcome with homesickness as the ship chugged for the Pacific Ocean. They didn't make it out of the river mouth. A powerful storm roaring from nowhere drove them back up the Columbia River, stopping as abruptly as it began as the boat drifted, motor swamped and crew drenched, at the dock they'd set out from. Another try a few days later had the exact same outcome. A third nearly sank the boat. Ming knew then that he had to learn to control this, and went to the only man he could think of who could help: Uncle Zhi. The old man had sickened considerably since they'd first met years ago, and he was surprised and elated to hear from his "young associate" that Ming had the power to see the future and control the weather, and revealed that there had been others with similar gifts in his native Hong Kong; some had even come with the first groups of immigrants to the United States and used their powers to aid their fellow Chinese during the vicious nativist years. Zhi warned Ming to tell nobody else, to prevent his identity and powers from becoming linked, and to come back tomorrow to "sort out your future in our organization." The next morning Zhi was dead of a heart attack and his granddaughter Chen Feng-Li was in charge. Something discouraged Ming from going to her with his story and he went quietly back to work. He learned breathing exercises from a Buddhist monk to calm himself down, and went to sea. By slow, careful, hidden experimentation he learned to master his powers, to unleash storms or clear skies, to summon lightning or raise up mist, bringing forth searing heat or biting cold, and even how to fly and shield himself with swirling air-currents. From the fishing fleet he changed careers to the coastal rescue tugs, using his powers to soothe tempests and freshen good winds. Like everyone else in the Dragon's Eyes he became aware of the secret shadow lying across the cities, and unlike most decided to find out what it was. Unfortunately Ming isn't any kind of detective or scientist (outside some amateur meteorology and a passion for tidal physics), and his search has so far been fruitless. He's done good by those he can with his limited powers and even more limited means, but as the cities change and Max Mars' Ultio suits spread through the population, he knows it isn't enough. His flashes have grown worse, and what seemed merely "soon" when he was a child has become "imminent". Something is going to destroy the Emerald Cities, and Ming knows he can't stop it alone. Personality & Motivation: In his day-to-day life, Ming is generally cold and disinterested. His bad experiences as a child and life of secrecy and suspicion has left him without true friends and a certainty that if he had any they'd betray him somehow. But his heart is easily-melted, and he'll go to any lengths to help out someone in need, knowing all too well what if feels like to be alone. Unfortunately, he's also impatient and all too ready to turn to violence, thanks to finely-honed survival instincts from growing up in the periphery of competing street gangs in Jadetown. He's easily-nettled and struggles with backing-down and de-escalating, since restraint often just marked him as a target in his childhood. Powers & Tactics: Far from bulletproof, Rainshadow relies on mobility and the concealing effects of his powers to protect himself. He keeps on the offense at all times, sweeping enemies out of cover and keeping them corralled so he can subdue them without risk to others. Power Descriptions: Rainshadow's powers are those of the storm, from howling wind to crackling lightning to clouds of water. His ability to control them is linked to a mutation that granted him psychic powers affecting the cosmic energies bombarding Earth. His hands glow a spectral green when using his powers, though the effect is hidden by his gloves, and there is a faint green sheen or outline on the output of his powers such as lightning bolts or clouds. Complications: Danger(Hunted): The secret supervillain cabal, the Chamber, has gotten wind of a new superhuman and will do its utmost to identify and subvert or eliminate them. Dialect: Ming learned how to talk, read and write several languages according to a vulgar vernacular common to Emerald City's Jadetown. The words he uses can sometimes be wildly offputting among more refined or even just polite society. Power(Backlash): Ming's powers do not make weather come from nowhere. There are repercussions to careless or extreme use. Responsibility(Stop the destruction of the Emerald Cities): Ming has foreseen the cataclysmic downfall of his home and everyone he's ever known, and is duty-bound to prevent it. Responsibility(Family): Ming loves his mothers dearly, and would take any action or pay any price to keep them safe. Secret(Identity): Ming and Rainshadow must never become linked. He tries to cover his tracks to prevent this. Threats of exposing him are taken very seriously. Abilities: 10 + 4 + 12 + 0 + 4 + 4 = 34PP Strength 20 (+5) Dexterity 14 (+2) Constitution 22 (+6) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 16 = 28PP Attack: +6 Defence: +12 (+4 flat-footed) Initiative: +2 Grapple: +11/+20 (Move Object) Saves: 2 + 5 + 6 = 13PP TOU +8 (+6 Con, +2 Force Field) FORT +8 (+6 Con, +2) REF +7 (+2 Dex, +5) WILL +8 (+2 Wis, +6) Skills: 52 ranks = 13PP Bluff 3 (+5) Concentration 8 (+10) Intimidate 3 (+5) Knowledge (Physical Sciences) 3 (+3) Languages 8 (Arabic, Chinese(Cantonese, Native), Chinese(Mandarin), Chinook, English, Hindi, Japanese, Russian, Spanish) Notice 8 (+10)* Pilot 8 (+10)* Sense Motive 3 (+5) Survival 3 (+5)* Swim 5 (+10)* Feats: 8PP Dodge Focus 4 Move-By Action Second Chance (Weather Control power checks) Skill Mastery (Notice, Pilot, Survival, Swim) Uncanny Dodge (auditory) Powers: 6 + 2 + 5 + 2 + 39 = 54PP All powers have the 'Mutant' and 'Psychic' descriptors Flight 3 (50 MPH) [6PP] Force Field 2 [2PP] Immunity 5 (all weather effects) (Extras: Duration (Sustained) [+0]) [5PP] Super-Senses 4 (Precognition [Flaws: Unreliable]) [2PP] Weather Control Array (33PP Array; Power Feats: Alternate Power 6) [39PP] Blast 10 (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Damage 10 (Extras: Area [shapeable], Selective Attack; Power Feats Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Dazzle 10 (visual and auditory) (Extras: Range [Perception]; Flaw: Action [Full]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Environmental Control 10 (1 mile) [3/pp mix-and-match] (Extras: Duration [independent] (+0), Total Fade [+1]; Flaw: Range [Touch]; Power Feats: Slow Fade 3 [5 minutes/rank]) [33PP] AP: Move Object 10 (Heavy Load: 12 tons) (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Obscure 10 (1 mile) (visual and auditory) (Extras: Duration [independent] (+0); Power Feats: Slow Fade 2 [1 minute/rank, Variable Descriptor 1 [any weather]) [33PP] AP: Snare 10 (Extras: Area(Shapeable, 20 5-ft cubes); Feats: Progression 1(Cubes per rank), Reversible, Variable Descriptor 1 [any weather])[33PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC20 Toughness Damage (Staged) Blast Perception DC25 Toughness Damage (Staged) Dazzle Perception DC20 Reflex/Fortitude Dazzled (Visual/Auditory) Snare Ranged (Area) DC20 Reflex Entangled/Bound Totals: Abilities (34) + Combat (28) + Saving Throws (13) + Skills (13) + Feats (8) + Powers (54) - Drawbacks (0) = 150/168 Power Points
  10. Pacer Power Level: 11 (195/200 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 5 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/200 Power Points
  11. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [291] 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, deceased), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). William 'Colt' Reynolds (husband, deceased), 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 Ethnicity: Caucasian 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 eventually 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 recently ended her relationship with Gretchen McDaniels, her former sidekick the Shrike, who relocated to the Emerald Cities, though she hopes one day they can try again to make it work. 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. Her mother died of ovarian cancer in September 2020, and her father is currently living with her. 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. She has also recently discovered how to adjust the density of her glamour to pass through small cracks, avoid certain types of damage and even fly, albeit slowly. 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. My Old Man: Grim's recently widowed father is currently staying with her; this could prove to be problematic. 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), +2 Flat-Footed Knockback: -4 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 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 + 20 + 7 + 12 + 10 + 11 = 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 Conjuration) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 2) [20PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] (Dark Faerie Body) Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) {12/16} Alternate Power: Insubstantial 2 (Gaseous Form, Extra: Linked [Flight], Feats: Selective, Subtle 2) [13PP]+ Flight 1 (10 mph; Extra: Linked [Insubstantial], Feats: Subtle 1) [3PP] (Dark Faerie Body) {16/16} 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 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory]) [11PP] (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] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped TOTALS Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points
  12. Thoughtspeed Power Level: 10 (Shifted) [12] 194/198 PP Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 4 In Brief: Son of a time controller and a psychic, Thoughtspeed uses his strength of will to harness kinetic energy to move faster and fight harder, all for the cause of good (and impressing the ladies)! Alternate Identity: William Cline Identity: Secret(ish) Birthplace: USA Occupation: Student, Superhero Affiliations: Claremont Family: Richard Cline "Fast-Forward" (Father); Paige Cline "Hologram" (Mother); Anne Cline "Clock Queen" (Paternal Grandmother); Holly Cline (Younger Sister); Bryant Cline (Paternal Grandfather, de-aged) Description: Age: 19 (DoB: October 1997) Gender: Male Ethnicity: Caucasion/Jewish mix Height: 5'10" Weight: 170 lbs Eyes: Dark Brown (Normal), Dark Green (Powers Active) Hair: Black William's built lean; between his super-metabolism and his natural inclinations to work on endurance and flexibility, he doesn't cut a large figure. That said, he's clearly in excellent condition and well-toned, showing a natural, organic athleticism. His dark hair is kept fairly short, but just long enough it can get a bit tousled in the wind when he runs (just as planned!). His skin has a healthy tan, born from a lot of outdoor runs. His eyes often dance with barely restrained mischief, when they aren't glowing green with the use of his powers. William tends to dress fashionably but comfortably, in clothes that one could comfortably run in. Thoughtspeed's outfit is made up of morphic molecules engineered to resist high-speed frictions, though not enough to help in an actual fight. Still, it comes out as a decently thick suit of flexible, breathable material that is nonetheless decently more substantial than, say, spandex. The primary color of the suit is a slightly glossy black. Starting at the shoulders (front and back) and running down the right and left sides of his suit are lines of dark green (about 2 inches wide) that trace their way down his legs (the lines thin to about 1 inch past his waist) all the way to his ankles, where it makes a circle around the ankle, thus joining the front and rear lines. Another set of similar lines go down the middle of the outside arm section, ending in circles at his wrists; his elbows and knees have slightly thicker circles, while a large loop circles his waist like a belt. When he's using his powers more actively (OOC: Faster than Speed 2 or Quickness 1, using any of the Super-Movement powers, or using his Kinetic Blades Array), bleed-off psycho-kinetic energy goes into the costume, causing the lines to glow a somewhat brighter green. His feet are clad in hybrid shoes, with a tread somewhere between "hiking boots" and "track shoes", giving him flexibility, traction, and comfort. Finally, a thin "metallic" helmet unfolds over his head when the costume is active (though he can will it to retract independently); this helmet encapsulates his head, including a one-way visor that obscures his face but lets him see clearly. The helmet has several subtle air vents to allow comfortable breathing and preventing heat buildup, and has thin lines curving around the sides to connect to the lines on his suit's shoulders (the helmet's lines also glow when his powers ramp up). A simple domino mask is underneath the helmet, as a nod to his secret identity without being too complicated. Power Descriptions: While Fast-Forward's powers allow him to harness chronal energy to warp space-time (mainly time), and his mother can project powerful illusions, Thoughtspeed's powers are more internally focused. His body is able to generate and harness notably more kinetic energy than usual, all controlled by his formidable will (or sheer teenage stubbornness, according to his mother). Thus, he can charge his body with kinetic energy to move many times the speed of sound, even across water or up buildings. However, his precision control is much lower, meaning he cannot accomplish fine tasks with the same level of speed (though he can still accomplish things faster than humanly possible). This same usage of kinetic energy means that, within a certain distance, he has an innate spatial sense that allows him to navigate in complete darkness, using his mind to interpret the "bounce-back" his whole body is picking up. That this makes him difficult to catch unawares is an added benefit. Finally, he can mold the kinetic energy he generates into semi-tangible constructs, which he shapes into various hand-held melee weapons. He can alter the properties of the blades somewhat, though he cannot do everything at once with them, forcing him to decide on his mode of attack. If he takes a moment to concentrate, he can find the best way to move about an area and attack many people at once within it with his kinetic energy blades, which can prove useful for laying low a group of henchmen. William's inheritance from his mother is still developing; while he can set up a team-wide telepathic link, the range is poor enough he runs the risk of casually zipping out of range in the blink of an eye, leaving everyone suddenly isolated again. Thoughtspeed is also able to use his mental and kinetic powers to warp and blur the light around his body, as well as generating some basic, low-level holographs, that he becomes invisible to the naked or assisted eye. Of course, he still needs to rely on his own caution and skill to move undetected to the ear or other, more exotic senses. The same field can be turned outward, generating a massive burst of blinding green light; he has finally mastered only blinding those he chooses to with this burst of power, though it takes him several seconds to build up to it nonetheless. History: William didn't come into the world until his parents had left behind villainy for several years. They were older and at least somewhat wiser. And those early years had been great; just him, Mom, and Dad, nothing but good times. Several early years were spent living in an RV, and how cool is that? Totally cool. He saw a lot of pretty neat in those traveling years. They came back to Freedom City for a bit, he learned he was getting a new baby sister, and his Mom got really weird for a while. She was a LOT snappier than usual with him, and he just couldn't figure out what he'd done wrong. But then Holly was born, and they were moving again! California was kind of nicer than Freedom City. It wasn't really any shinier, but it was warm a lot more, which meant William got to wear shorts a lot! He liked shorts. And things were pretty awesome for years! His mom and dad ended up TV stars, he got to be on television (even if he had to wear a mask, but hey, he got to help build it!), and his Grandma Anne was fun to visit, even if she tended to talk about "back in my day". A lot. Even more than his dad! He started getting superpowers, and that was totally awesome! His dad helped him figure most of it out, with his mom giving him pointers. Eventually he figured out he could make swords. With his mind! That's when Grandma Anne start giving him lessons when he visited! Though she didn't do much to encourage his creativity, always trying to make him stick to one long blade and one short. He only just managed to avoid "having" to make them look like clock hands; that would have been so last century, and thus lame. And then Holly mind-controlled an entire school, and in less than a week California was left behind and Will found himself in Freedom City again. But now he had to go to a fancy-dancy little private school for heroes. It's not that being a hero was bad, but now he felt obligated to end up being one, instead of having the option to, he didn't know, maybe run his own TV show or something! And to make matters worse, he'd left all his friends and lots of cute girls behind in California, and now his sister was getting all of the attention instead of only some of it, and both the women in the house were totally psychic and it sucked! Psychic women were the worst when you were a teenage boy. But hey, the classes were kind of neat, gym was mostly a breeze, and the girls here were kind of pretty. Even if some of them could turn you into a pretzel with one hand. Will ended up going to UCLA for several months, competing in some track runs out in California, working through college-credit courses (super-speed studying has its perks), and striking up a relationship with a college freshman girl who just happened to be a cheerleader for UCLA. It was fun and a bit wild. Then he finished his college credit classes and decided to come back to Freedom City and Claremont Academy to finish off his senior year of high school. The fact that he and his girlfriend were taking a break that was in no way related to her actually being a ninja that was attacked by a rival, evil clan of ninjas when they were on a date certainly had very little to do with that decision. Practically nothing, in fact. Having graduated Claremont, Will has continued to take college courses, though he has yet to pick a major (which frustrates his parents, naturally). He hasn't really found a new romantic interest, instead actually focusing on school, family, or heroics. Or just running for fun, which he still likes. Personality & Motivation: Will has always been an...energetic...young man. While his mother's worked hard to instill a sense of discipline into him, he's inherited a full dose of the mischief of his parents, albeit in a somewhat more law-abiding way. His parents both made sure he wasn't one for petty crime, not that he felt he needed it. He has an intellectual admiration for some of the more "refined" and "principled" super-villains (mostly of yester-year like his parents), but his real role models (besides his father and mother) are still heroes. Just the ones with senses of humor and/or some sort of super-speed. William is by nature impatient, but while he can sometimes be an excitable handful in class, his mother has instilled enough of a work-ethic in him that he's willing to work on his studies; he just often has trouble sitting through classes, despite being able to somewhat "ramp down" his speed (body and mind) to something closer to normal for humans. While he doesn't automatically distrust and disrespect his teachers (and other authority figures), Will will sometimes push boundaries as much as he can, though it's more due to being used to his mother's firm rules for what he can and can't get away with. When meeting people (especially peers) for the first time, Will is friendly and outgoing, enthusiastically so. Despite this, he actually has few close friends, as he finds himself only comfortable with people he trusts; trust is one of those things he gives sparingly. When he does make a friend, he's fiercely loyal and even protective of them. He's been known to (at least try to) play pranks on those who upset or hurt his friends. William is a bit of a flirt, though he's well-mannered enough to not continue if the girl is already taken, or if she just asks him to stop. He generally doesn't "tease" his friends, as he's conscious of how some might not take to it as naturally and humorously as others. He tries to present himself as something of a "rakish ladies man" (a trait he insists he inherited from his father). His family is important to him, but he admits he's often "so frustrated" by them; his father can be too goofy even forWill's sense of humor, his mother is often "too strict", and his sister is precocious enough to inspire frustration at nearly every turn. Anyone else who is negative about them finds themselves in a heap of trouble, though. Thoughtspeed is always eager to taunt opponents, or at least appear to not take them seriously when at all possible. While to some allies he seems unfocused and undisciplined, he's actually always focused on helping out his team; he simply can't keep his somewhat rambunctious nature from leaking through. Powers & Tactics: If fighting alone, Thoughtspeed will typically keep his visual stealth up as long as feasible while closing in on an enemy, then perform several quick strikes. After that, his preferred method is to use the full measure of his speed to keep out of an enemy's range while running by at high speed and hitting them; few enemies can reliably hit someone who's a mile or more away. However, if he's working in a group, Thoughtspeed's tactics shift rather noticeably. If he's the only telepath around, he will work to stay within about 100ft of everyone in the group, so that no one drops off the link he has with them. This means he has to rely on tactics and a bit of stealth to keep from being shot at in the first place, or just rely on his incredible reflexes to not get hit. He only uses his Visual Overload if he feels there's no other choice, as it risks disabling teammates as well. He usually opens a fight with his Twin Blades, only using the Duelist Blade if he finds a particularly tough opponent. He will sub in forming the Halberd if there's a group, or he's fighting a particularly tough and wily opponent. Complications: Secret Identity: William Cline intends to keep his hero life separate from his "normal" life, outside of the unusual "blending" that happens at Claremont. Thus, a GM may award Thoughtspeed a Hero Point when maintaining his dual identity is put at undue risk by the current situation. Shady Family Background: While his father's mother is (mostly) peacefully retired, and his parents are reformed, William's family background is extremely checkered. Anyone researching his family very much may make unwanted connections, and some parts of his extended family might object to his heroic efforts. A GM may feel free to award him a Hero Point if he faces hardships due to his family connections to villains past and present. Mind Over Matter: Typically Thoughtspeed's powers are a unified whole that gives him internally-focused kinetic energy control. However, a precisely-targeted power nullification that was also powerful enough might cause his psionic powers to shut down, but not his kinetic powers. This would leave him bereft of much of his ability, as well as rendering him a potential danger to others, thanks to out-of-control kinetic energy buildup he'd have to either drain off by large amounts of movement, or see erupt out in random damage. A GM might award a Hero Point if some Nullification were to take out his Psionic descriptors, but leave him enough power beyond his Speed and Quickness to cause some sort of Aura damage, or something similar, to cause risk to civilians and fellow heroes. Big Eater: Thoughtspeed needs a lot of fuel to keep his super-metabolism going, to the point of typically carrying a couple of high-energy bars with him on a patrol or the like, just to keep the edge off of his hunger. A GM might award a Hero Point if, due to limited food supplies, Thoughtspeed's hunger reaches the point where his powers are reduced in effectiveness. Born to Be Wild: William Cline is his father's son. He is also a teenager. This means he's got a pretty solid rebellious streak, and just enough disregard for authority to get him into trouble. A good bit of trouble, even. Big Shadows: Fast-Forward and Hologram were larger-than-life villains and are larger-than-life heroes/television stars. Combined with their somewhat eccentric personalities, this means there's a lot of pressure (more imagined than real) on William to live up to that larger-than-life life. Combined with the rather esoteric upbringing he had, and the rather sudden move to Freedom City, it's left the eldest child of the family feeling more than a bit disaffected and frustrated with his parents, who are simultaneously "pretty cool" and "totally lame", as only a teenager can think of his parents. Little Shadow: Holly is a precocious super-psychic little sister. She totally harshs his vibe sometimes. Or gets in trouble and he has to help bail her out. ABILIITES: 4 + 14 + 14 + 2 + 4 + 4 = 42PP Strength: 14 (+2) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) COMBAT: 10 + 10 = 20PP Initiative: +15 Attack: +13 Kinetic Blades, +7 Melee, +5 Ranged Grapple: +9 Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -2 SAVING THROWS: 0 + 2 + 6 = 8PP Toughness: +7 (+7 Con) Fortitude: +7 (+7 Con) Reflex: +9 (+7 Dex, +2) Will: +8 (+2 Wis, +6) SKILLS: 76R = 19PP Acrobatics 10 (+17) Disable Device 8 (+9) Escape Artist 8 (+15) Knowledge: Pop Culture 2 (+3) Language 2 (English [Native], German, Hebrew) Notice 10 (+12) Search 8 (+9) Sense Motive 10 (+12) Sleight of Hand 8 (+15) Stealth 10 (+17) FEATS: 23PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus: Melee 2 Attack Specialization: Kinetic Blades 3 Challenge (Fast Task) 1 (Acrobatic Feint) Defensive Attack Dodge Focus 8 Improved Initiative 2 Move-By Action Power Attack Takedown Attack 1 (2 with Kinetic Blades 'Polearm') POWERS: 6 (1+5) + 31 (14+14+3) + 29 (17+12) + 16 = 82PP Psycho-Kinetic Awareness 1.2 (6PP Container [Passive, Permanent]) [6pp] (Mutant, Kinetic Energy, Psionic) Enhanced Feat 1 (Uncanny Dodge: Mental) [1PP] Super-Senses 6 (Accurate, Acute, Radius, Ranged, Mental Sense) [5pp] Kinetic Speed 6.2 (31PP Container [Passive, Permanent]) [31PP] (Mutant, Kinetic Energy) Quickness 14 (x50,000) [14PP] Speed 14 (250,000 MPH/2,500,000ft per Move Action) [14PP] Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Only While Moving) [3PP] Mental Powers 5.8 (29PP Container) [29PP] (Mutant, Psionic) Communication 5 (Mental, 5 miles, Extras: Affects Others, Area; Power Feats: Selective, Subtle) [17PP] ("Telepathic Linkup") Psionic Light 5.5 (11PP Array Feats: Alternate Power 1) [12PP] -Base Power: Dazzle 10 (Visual, Extras: Area [General, Burst, 50ft radius], Flaws: Action [Full], Range [Touch]) [10PP] ("Visual Overload") -Alternate Power: Concealment 4 (All Visual) [8pp] ("Personal Holographic Shroud") Kinetic Blades 7 (14PP Array, Feats: Alternate Power 2) [16PP] (Mutant, Kinetic Energy) -Base Power: Strike 5 (Extras: Autofire (Applies to Strength Bonus), Power Feats: Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [14PP] ("Twin Blades") -Alternate Power: Strike 5 (Extras: Penetrating 6, Power Feats: Improved Critical 2 [18-20], Mighty [+2 Damage]) [14PP] ("Duelist Blade"; Piercing) -Alternate Power: Strike 5 (Power Feats: Extended Reach 2 [15ft reach], Mighty [+2 Damage], Variable Descriptor 1 [Slashing, Piercing, or Bludgeoning]) [9PP] + Enhanced Feats 3 (Improved Disarm, Improved Trip, Takedown Attack 1) [3PP] ("Polearm") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Strike Touch DC22 Toughness (+ Autofire, Staged) Damage (Physical) Dazzle Area DC20 Reflex 1/2 Effect DC20 Reflex Blinded DC20 Fortitude Recover TOTALS Abilities (42) + Combat (20) + Saving Throws (8) + Skills (19) + Feats (23) + Powers (82) - Drawbacks (0) = 194/198 Power Points
  13. Woodsman Power Level: 10/13 (190/195PP) Unspent Power Points: 5 Trade-Offs: +4 ATK/-4 DMG, +4 DEF/-4 TOU Identity: Secret Alternate Identity: Riley Smith Birthplace: Freedom City, NJ Legal Status: American citizen with no criminal record Base of Operations: San Sebastian Swamp, Vibora Bay Residence: Vibora Bay, FL Occupation: Survivalist Affiliations: The Misfits Family: Riley's only surviving family is his 'brother', the other Riley - a student at the University of Florida Vibora Bay Age: 20 (DOB: September 1, 1999) Gender: Male Species: Human Height: 5'7" Weight: 150 lbs Skin: Dark Hair: Shaved, naturally dark Eyes: Brown Character History: Once there was a boy born in a dying world where the greatest heroes had become the greatest monsters and where surviving day-to-day was a victory. The world made him harder and sharper, making him grow up far too fast by the standards of a normal place and time. When he crossed over to our world it seemed like liberation for him. A chance to go to a real school, to make real friends, to finally get those hormone treatments he'd always dreamed about that were far beyond the reach of his post-apocalyptic community. But it didn't quite work out that way. He found friends, even his first real girlfriend, and learned that superhumans weren't necessarily his enemy. But he never quite fit in, even among friends who weren't exactly the shining examples of perfection that many of his classmates were. The stink of his homeworld never seemed to leave him, inside and out, and sometimes he'd drive them away because he felt better about that. Then came the end of his schooling and it all fell apart - the people he loved almost lost everything because a bunch of killers were interested in him for his ability to kill, and his best girl lost her arm because of an order he gave. And his mother, who he thought he'd never see again, they embraced one last time before she returned to try and save the last survivors of a dying world. Then his other mother, the one who'd opened her home to him despite his anger and his violence, who'd shown him nothing but love when he didn't deserve it - she was torn to pieces by a monster from Hell even as his home burned to ashes around her. This last thing, this was too much. With a little help from Midnight and Wander, Riley Smith got on his bike after the Terminus Invasion of 2018 and he drove away - far down south, down to places like home where nature butted up against civilization. Down to places where he could forget what had happened, just for a little while. But sometimes there's no forgetting the past. That's the lesson of Vibora Bay. He lives in a small house in the middle of San Sebastian Swamp, a former hunter's cabin he fixed up after the hurricane. He supports himself with part-time jobs as a mechanic and bare-knuckle fighter down in the city. But what comes next? Physical Description: Riley Smith is short for a man but muscular, built like a welterweight boxer, and carries himself with an easy, natural athleticism. He still shaves his head every morning but has grown a goatee that's come in dark and thick. He wears jeans, button-up shirts, and boots most of the time, even when he's on his own - which he usually is. Stripped to the waist, he has a series of impressive scars on his chest covered by a tattoo of the word FREE in big black letters. Woodsman wears a baseball cap, balaclava, poncho, and matching outfit - he has colors for urban, arboreal, and night-time operations. He could be anybody but there's no way to know for sure. He wears black greasepaint around his eyes while in costume. Powers and Tactics: Woodsman doesn't like to fight - really! (most of his bare-knuckle fights aren't really fights at all in his experience) When he does get into fights they're fast and brutal. He'll start with an ambush, snipe from a distance, use cover, and won't otherwise hesitate to fight dirty. This is especially true if he's fighting powered opponents. He'll particularly seek to make opponents confused, frightened, and ready to surrender before he does something worse to them. Fighting fair is something corpses do in his experience. Personality and Motivation: Riley is grieving - grieving for a lost world and a lost family, and for opportunities lost that he didn't really know he had. Sometimes Riley feels so much older than his twenty - he's seen more and done more than most normal men twice his age. He wants to have a normal life but he doesn't really think that's possible. He wants to help other people but he thinks about the consequences of his 'heroism' every time he closes his eyes and sees the place where Nighthawk's arm used to be, or what happened to his mother, or a million other things. He's not the hero his friends turned out to be. Riley is a transman - top surgery, no bottom. (There's no money for that, anyway.) He'll occasionally slip down to a pride parade or some similar event in Vibora Bay. He'd like to have a girlfriend but he knows he hurts everyone he touches _and_ he's a disgusting castaway, so why bother? Complications: Family Ties: Riley's only living family is his brother, a college student in Vibora Bay. The two aren't close - especially since the other Riley blames this one for bringing the super world to their front door... Friends On The Other Side: Despite himself, Riley has some very interesting friends. Ghosts of the Past: The past is still very much with Riley. Monster I Am: Riley knows what he is and he doesn't like it. Pay Those Bills: Riley does not have much money left. Seriously?: Black and trans, Riley is a double minority. Those Monsters: Riley's views of creatures from, or influenced by, the Terminus is not a high one. Similarly he'll shoot a talking animal by reflex. Never know what they're planning. Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP Strength 16 (+3) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 20 + 16 = 36PP Initiative: +10 Attack: +10, +12 Woodsman's Arsenal, +14 Ranged Grapple: +16 w/Grappling Finesse Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 flat-footed, -3/-2 with costume Saving Throws: 5 + 4 + 5 = 14PP Toughness: +6/+4/+2 (+2 Con, +2 costume, +2 Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+6 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 136R = 34PP Acrobatics 9 (+15) Bluff 8 (+10) Climb 12 (+15) Skill Mastery Craft (Chemical) 7 (+10) Craft (Mechanical) 7 (+10) Drive 1 (+7) Escape Artist 4 (+10) Medicine 2 (+5) Skill Mastery Gather Information 3 (+5) Intimidate 13 (+15) Investigate 2 (+5) Knowledge (tactics) 7 (+10) Knowledge (technology) 7 (+10) Notice 12 (+15) Skill Mastery Perform (stringed instruments) 3 (+5) Pilot 1 (+7) Ride 1 (+7) Search 7 (+10) Sense Motive 7 (+10) Sleight of Hand 1 (+7) Stealth 14 (+20) Skill Mastery Survival 8 (+11) Feats: 38PP Acrobatic Bluff Attack Focus (Ranged) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Defensive Roll 1 Dodge Focus 6 Eidetic Memory Equipment 5 Evasion Grappling Finesse Hide in Plain Sight Improved Initiative Improvised Tools Jack of all Trades Luck 3 Master Plan 2 Power Attack Quick Draw Skill Mastery (Climb, Medicine, Notice, Stealth) Startle Takedown Attack Track [visual] Uncanny Dodge (Auditory) Equipment: Cabin in the Woods: 15EP Size: Small; Toughness: 15; Features: Concealed, Defense System 2 [Blast 10, Snare 10, various traps], Garage, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System, Self-Destruct, Workshop Cost: 0+2+13 = 15 EPs Motorcycle (PF: Subtle) Riley's motorcycle is a black custom-built 2007 Aprilia SXV, specially modified to run virtually silent. It's a good dirt bike and good street bike, and he has the know-how to keep changing up its appearance. Powers: 1 + 29 = 30PP Feature 1 (From Another Dimension) [1PP] Device 7 (35PP, Woodsman's Gear, Flaw: Hard to Lose, PF: Subtle [Concealable]) [29PP] Armory Array 10.5 (21 points; PFs: Alternate Power 8 ) [29EP] BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21} AP: Blast 6 (crossbow; Extra: Penetrating 2 [as DMG 8]; PFs: Improved Crit 2, Improve Range 3 [1 200-ft. Increment], Variable Descriptor 2 [any technological]) {21/21} AP: Blast 3 (single large thrown projectile; PFs: Improved Critical 2, Improved Disarm, Improve Range 3 [1 200-ft. Increment], Improved Ranged Disarm, Indirect, Mighty 3, Ricochet, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]) {20/21} AP: Speed 1 (grapple gun, 10 MPH) + Super-Movement 4 (Slow Fall, Swinging, Wall-Crawling 2) {9/21} AP: Blast 3 (multiple small projectiles, thrown in rapid succession; Extras: Penetrating 4 (as DMG 10); PFs: Improved Critical 2, Improved Disarm, Improved Range 2 [2 100-ft. increments], Improved Ranged Disarm, Mighty 3, Ranged Pin, Subtle, Variable Descriptor [bludgeoning, piercing, or slashing]; Drawbacks: Reduced Range [5 20-ft. increments, 100-ft. Max Range]) {21/21} AP: Obscure 4 (malodorous smoke pellets; olfactory and visual, 50-ft. radius; Extras: Independent, Total Fade; Drawbacks: Reduced Range [5 40-ft. Increments, 200-ft. Max Range]) {19/21} AP: Paralyze 6 (paralytic dart; Extras: Alternate Save [Fort], Range [Ranged], Secondary Effect; Flaws: Unreliable 1 [5 Uses]; PFs:, Improved Critical, Improved Range 2 [2 250-ft. increments], Subtle; Drawbacks: Reduced Range 1 [5 50-ft. Increments, 250-ft. Max Range]) {21/21} AP: Snare 6 (bola arrow; Extras: Linked [Trip], Transparent; Flaw: Unreliable [5 Uses], PFs: Improved Crit 2) {14} + Trip 6 (Extra: Linked [Snare]; Flaw: Unreliable [5 Uses]; PF: Improved Throw) {7} {14+4=18/21} AP: Damage 5 (a veritable armory of melee weapons; PFs: Accurate, Extended Reach, Improved Critical 2, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor 1 [bludgeoning, piercing, or slashing, any material]) {14/21} Enhanced Feat 1 (Second Chance (Survival checks)) [1DP] Immunity 1 (environmental heat) [1DP] Protection 2 [2DP] Super-Senses 2 (Infravision, Ultravision) [2DP] 29 + 1 + 1 + 2 + 2 = 35/35PP Totals Abilities 38 + Combat 36 + Saving Throws 14 + Skills 34 + Feats 38 + Powers 30 = 190/195
  14. Sable Raven Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness In Brief: Power-Suited Cowl from a Dead World Catchphrase: “Fear the Dark…” Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple Alternate Identity: Duncan Summers (Birth Name), Duncan Samradh (alias) Birthplace: Freedom City Residence: Freedom City Base of Operations: Carrion Cave Occupation: IT Consultant Affiliations: The Raven Family Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents Description: Age: 26 (Born in September 1995) Gender: Male Ethnicity: Caucasian Height: 6’ (183 cm) Weight: 165 lb. (75 kg) Eyes: Blue Hair: Black Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity. Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the situation warrant it. History: On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart. A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation. Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers. When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle. Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced. The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still. In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful. This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven. This ultimately led to him damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Despite his escape, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, he was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible. A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again. In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world. In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers. Personality & Motivation: Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight. In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness. Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has? Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him. Powers & Tactics: The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with. Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. Power Descriptions: All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more. Complications: (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness. Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with. Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life. Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips. Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP Strength: 18 [10] (+4/+0) Dexterity: 20 [12] (+5/+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 10 = 30PP Initiative: +4 Attack: +10 Base, +15 Talon-Launching Gauntlets Defense: +5 (+5 Base, +0 Dodge Focus), +3 Flat-Footed Grapple: +14 Knockback: -7 Saving Throws: 3 + 5 + 4 = 12PP Toughness: +15 (+1 Con, +14 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 4 (+9) (+5 Unarmored)Skill Mastery Computers 8 (+14)Skill Mastery Craft (Electronic) 4 (+10) Disable Device 8 (+13) (+9 Unarmored) Intimidate 12 (+13)Skill Mastery Investigate 4 (+10) Knowledge (Technology) 8 (+14) Languages 4 (English [Native], German, Mandarin, Spanish, French) Notice 8 (+10) Search 4 (+10) Stealth 8 (+13) (+9 Unarmored)Skill Mastery Feats: 7PP Attack Focus (Ranged) 1 Equipment 2 Hide in Plain Sight Online Research Skill Mastery (Acrobatics, Computers, Intimidate, Stealth) Well-Informed Equipment: 2PP = 10EP Headquarters Powers: 60 + 1 = 61PP Device 15 (Armor of Unkindness; 75 PP Container; Flaws: Hard-To-Lose) [60PP] (Technology) Assault Equipment 10 (20 PP Array; Feats: Alternate Power) [23PP] Base Power: Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty; Extras: Penetrating 5); Enhanced Strength 4 (+8 Str) (Muscular Enhancement) [20PP] Alternate Power: Blast 5 (Talon-Launching Gauntlets; Feats: Accurate 2, Precise, Improved Critical 2; Extras: Penetrating 5) [20PP] Alternate Power: Dazzle (Visual & Auditory) 5 (Flash-Bang; Extras: Area Burst 1) [20PP] Alternate Power: Snare 10 (Bola-Thrower) [20PP] Communication 5 (Radio) (Onboard Headset) [5PP] Datalink 5 (Onboard Computer) [5PP] Enhanced Dexterity 4 (+8 Dex) (Fluid Motion System) [8PP] Immunity 9 (Life Support) (Integrated Life Support) [9PP] Protection 14 (Armor of Unkindness) [14PP] Swift Movement Module 3 (6 PP Array; Feats: Alternate Power) [8PP] Base Power: Flight 5 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [6PP] Alternate Power: Super-Movement 1: Swinging (Grapple Launcher) [1PP] Alternate Power: Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [1PP] Super-Senses 5 (Infravision, Distance Sense, Direction Sense) (HUD) [3PP] Feature 1 (Transdimensional) [1PP] (Dimensional) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Rending Claws & Tearing Beak Melee Toughness 25 Damage Talon-Launching Gauntlets Ranged Toughness 20 Damage Flash-Bang Ranged Burst 1 Reflex 15/Fortitude 15 Dazzle (Visual & Auditory) Bola-Thrower Ranged Reflex 20 Snare Totals: Abilities (22) + Combat (30) + Saving Throws (12) + Skills (18) + Feats (7) + Powers (61) - Drawbacks (0) = 150/155 Power Points
  15. Patriot II Power Level: 14 (built as PL 10; 233/244PP) Trade-Offs: -2 TOU/+2DEF, -2ATK/+2DMG ranged, +4ATK/-4DMG Unarmed Unspent Power Points: 10 In Brief: Teenage sidekick turned Secret Service Agent turned undercover high school student turned America's hero Alternate Identity: Ashley Tran, Special Agent (United States Secret Service) Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard, Patriot Affiliations: The People of America Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living], Jaycee Cahill (2002) [found family] Age: 29 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 150 lbs Eyes: Black Hair: Black naturally, typically dyed Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes her look younger than her years. She's cut her hair recently into a undercut, both because it works better with the helmet and because she likes it. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. She's built like an MMA fighter and moves like one. She speaks English with no particular accent, though her French and Vietnamese both have distinct American accents - the product from immersion daycamps designed to keep up her heritage. At work she wears a sensible blouse and trousers, in the field a leather jacket and denim. When she's having fun she has a wardrobe big enough for a wide variety of occasions. The second Patriot's costume looks considerably tougher than her predecessor's - which makes sense, given the higher degree of danger in the world. She wears a dark red and blue armored helmet complete with chin guard with white reflective lenses over the eyepiece. Her armored costume consists of a blue Kevlar tactical shirt, white stain-repellent trousers, and maroon gauntlets. It's a look obviously inspired by the previous Patriot, with a few upgrades. She wears a brown leather bomber jacket over the top of the costume with an American flag sewn on the back and white star over the heart. (The white armored star over her left breast is the most armored part of the jacket and top, having learned that trick from the Raven.) Her feet are usually in black leather tactical boots. She has bits of gear built into the costume, mostly around the bright red belt where she keeps her gear, complete with bright gold laser gun at her hip. (It doesn't work if taken from her, but it fools people into thinking it's the only thing she's carrying.) She has a collapsible shield built into the left arm of the costume, a white star on a badge-shape base. It's not necessarily an inspiring costume - but it's one that sends a strong message. Character History: Ashley's prior backstory behind spoiler text: On the one hand, things are great now. Ashley Tran has come to terms with her relationship with her mother and her mother's husband, has found a new sister in her former protectee Judith Claudia Cahill, and even discovered things about herself she never really thought possible in the course of setting up a long-distance, no-strings-yet-but-maybe-someday relationship with a beautiful alien. She's even reclaimed her father's last name for professional purposes, something that fills her with quiet pride every time she thinks about it. She doesn't have to pretend to be a high school student anymore and that's really, really great! The fact that she can cuss, drink, and wear sexy clothing in public if she wants to makes her day. (When she dropped off Judy at college she sat in her car in the parking lot and cried, and then went to a sports bar and had a great time.) On the other hand, things aren't so great. She never did really patch things up with Callie Summers, even if she will concede that the new Raven, his sidekick, and the time-traveling mini-Callie are all right. Hey, maybe she can buy her a drink one of these days...Getting stuck behind a desk at the Secret Service wasn't such a bad thing, but after a few months of inactivity she's eager to get back in the field - enough that this new offer of working with the Patriot Program sounds great. What's the worst that could happen? Finding out the program's candidate has gone mad? Finding out she has to take on the Patriot's legacy on her own because the government has damn few metahumans on its payroll? Symbolizing the nation that her grandfather fought alongside and that her father died protecting? Let's do this. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect the government. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Being the symbol for an entire nation can be quite a task. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to her nation Forget-Me-Not: Ashley's powers, coupled with her undercover status, make it easy for her own identity to slip away. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Patriot: Ashley Tran really does love the United States of America and all it stands for. Something Gay No Doubt: Ashley is still wrestling with this - and not out for the moment to the general public. Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Whoops: The GM can within reason say she has been disarmed of some of her gear in combat. Abilities: 8 + 10 + 8 + 4 + 0 + 10 = 40PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 16 + 16 = 32PP Initiative: +5 Attack: +8 Base, +14 Unarmed Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3/-2 Saving Throws: 6 + 5 + 10 = 21PP Toughness: +8 (+4 Con, +2 Defensive Roll, +2 Costume) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) Skills: 136R = 34PP Bluff 10 (+15) Skill Mastery Climb 1 (+5) Craft (mechanical) 3 (+5) Diplomacy 8 (+13) Disable Device 8 (+10) Drive 1 (+6) Escape Artist 15 (+20) Gather Information 5 (+10) Intimidate 10 (+15) Skill Mastery Investigate 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Galactic Lore) 3 (+5) Knowledge (History) 3 (+5) Knowledge (Tactics) 3 (+5) Languages 4 (Chinese [Mandarin], French, Lor, Vietnamese, Base: English) Medicine 5 (+5) Notice 10 (+10) Skill Mastery Pilot 1 (+6) Search 8 (+10) Sense Motive 10 (+10) Sleight of Hand 5 (+10) Stealth 10 (+15) Skill Mastery Survival 4 (+4) Swim 1 (+5) Feats: 26PP Attack Specialization (Unarmed) 3 Benefit 2 (Cult Hero [USA], Security Clearance) Challenge 2 (Fast Feint, Fast Startle) Defensive Roll 1 Dodge Focus 4 Equipment 1 Equipment 15 - from player reward Evasion Interpose Luck Master Plan 2 Power Attack Quick Draw (Draw) Skill Mastery (Bluff, Intimidate, Notice, Stealth) Sneak Attack Startle Takedown Attack Ultimate Save (Toughness) Well-Informed Equipment 1 Grapple Gun: 5EP Speed 1 (10MPH) + Super-Movement 2 (Swinging, Wall-Crawling 1) Equipment 15 = 75EP Patriot Headquarters - Toughness: 15: Size: Gargantuan; Features: Combat Simulator, Communications, Computer, Concealed, Defense System [Laser Turrets], Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel [Government Agents], Power System, Power [Teleport 10, Extra: Affects Only Others] Security System, Workshop [25EP] Patriot Headquarters is technically just the AEGIS headquarters under the Freedom City Federal Building. It's not Ashley's favorite place to be; hard to relax around so many people like her. But it's where she first put on this uniform and it's where she actually reports to work most of the time. She is happy about the Lor-copied teleporter system built into the building, with enough range to reach DC in the event of a supervillain attack. Farside City. Or an orbiting spaceship. Patriot Cycle (Vehicle) [25EP] Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP] Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP] Powers: Concealment 2 (normal vision, Flaw: Passive, Feat: Close Range) [3EP] Speed 6 (500mph / 5000ft per Move Action, Feats: Subtle) [7EP] The Patriot Cycle really is a very nice motorcycle, Ashley has to admit. Modified with bleeding-edge hypertech and all-American power, it's the fastest thing on the road. She wouldn't take it directly into combat, not wanting to risk flying off at subsonic speeds, but it's definitely a nice ride. The red white and blue colors are only a little tacky; luckily she can turn them off if she needs to. Ashley's Boat- [25EP] Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments, Living Space, Navigation System [2], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 The general public is unaware that the Patriot gets away from it all on a perfectly nice, very secured little houseboat that she keeps tied up at a dock near Lonely Point. She means to keep it that way. Powers: 32 + 13 + 32 + 2 = 79PP Device 8 (40PP, Patriot Costume, Flaw: Hard to Lose) [32PP] Gear Array 15 (30PP, PFs: Alternate Powers 5) [35DP] BE: Damage 10 ('stun' grenades, Extras: Area [Burst], Range [Ranged], Flaw: Limited [5 Uses Daily], PFs: Reduced Progression 9 [max 10 ft], Variable Descriptor 1 [ballistic/chemical/incendiary]) {30/30} AP: Damage 10 (laser guns, Extras: Range [Ranged], Penetrating 4; PFs: Improved Crit 2, Precise Shot 2, Variable Descriptor 2 [any energy]) {30/30}) AP: Dazzle 10 (pepper spray, visual and olfactory) {30/30} AP: Impervious Toughness 8 ('shields up') {8} + Damage 10 (just one laser gun, Extra: Range [Ranged], PFs: Improved Crit, Precise) {8 + 22 = 30/30} AP: Obscure 3 (gas grenade, visual and olfactory, 25 ft, Extra: Independent, Flaw: Range [Touch], PF: Precise) {10} + Damage 6 (bladed tonfas, Extra: Autofire 5, PFs: Extended Reach, Improved Crit 2, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing])) {10 + 20=30/30} AP: Stun 10 (taser, Extra: Range [Ranged]) {30/30} Protection 2 [2DP] Super-Senses 3 (Radio [Accurate]) [3DP] 35 + 2 + 3 = 40PP Device 3 (Lor grav-suit, 15 points; Flaw: Hard to Lose, PF: Subtle) [13PP] Environmental Adaptation 1 (Zero-G) [1PP] Flight 2 (25 MPH/250 FPS) [4PP] Immunity 9 (Life Support) [9PP] Container 6 (30PP, Power Thief, PFs: Precise, Subtle [Psionic]) [32PP] Drain Wisdom 10 (Extras: Alternate Save [Will, +0], Sleep [+0]) {10} + Mimic 10 (50PP, All Powers At Once, Flaws: Saving Throw [Will], Tainted) {20} {10+20=30/30} Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental], mutation) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: Unarmed DC 19/21 TOU Damage DC 25/27 TOU Dazzle DC 20/22 Fort/Ref Drain/Mimic DC 20/22 Will Stun DC 20/22 Fort Abilities (40) + Combat (32) + Saving Throws (21) + Skills (34) + Feats (26) + Powers (79) - Drawbacks (0) = 233/243 Power Points
  16. ??????? Power Level: 10 (150/157 PP) Unspent Power Points: 7 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Dangerously charismatic former space pirate turned gloryhound hero. Alternatively, a space dandy, from space. Catchphrase: "Stand and deliver!" Theme: Theme from Black Sails by Bear McCreary Alternate Identity: Vynn Zolaris Birthplace: The streets of Nocturis Residence: Space Base of Operations: Spaaace Occupation: Adventurer, dashing rogue, occasional ne'er-do-well, and currently, hero. Affiliations: None, former member of Captain Kraken's crew Family: Sareen Zolaris (Mother, location unknown), Darryn Zolaris (Father, deceased) Description: Age: 24 Gender: Male Ethnicity: Tan skin tone Height: 5'8" Weight: 150 lbs. Eyes: Light blue Hair: Black Physical Appearance: Vynn is a small and very handsome Lor, always with a ready smile and sharp tongue. Vynn wears his black hair long, typically tied in a simple ponytail with a silver ring. He has tan skin and piercing blue eyes. Let it never be said that Vynn doesn't dress well. He always tries his best to stand out wherever he can. His outfits can range from subtle to utterly outrageous, but he seems to be able to pull them off with utter panache. It usually includes a fine jacket with a frilly jabot, and a full-length coat made of an extravagant material. He wears long boots, but many, many hours of practice with his plasma rapier have made him able to fight in whatever footwear he finds himself in. He would sit somewhere between a Disney pirate and Victorian dandy, if seen by an Earthling. History: Vynn has told no one his actual history: he prefers to keep his audience guessing (audience being anyone and everyone he speaks to), giving them a different tall tale of adventure and derring-do each time he is asked. The truth, the real truth, is much sadder. Vynn grew up in the slums of Nocturis, his family's business taken over by the Dakkaris crime family that runs it. His father, an astrogater, sold star maps to travelers across the universe, but his business wasn't bringing in enough. He took some money from a dangerous loan shark, and after defaulting on the payment, sent word to the Dakkaris, who dispatched a legbreaker to get the money. Vynn's father was shot in front of him, and his mother was hauled away, never to be seen by him again, leaving Vynn to fend for himself on the streets. He joined up with a few youth gangs, and though he was beaten to a pulp many times, he soon found his silver tongue got him into the good graces of some. By the age of 12, Vynn was running his own gang, his crew stealing and fencing goods across the city. It was on one of these runs that he robbed a ship that would define him for the rest of his life: he robbed Captain Kraken's ship! Vynn had heard that the good Captain was in town, and snuck into his quarters to try to rob him blind. Kraken awoke, and grabbed the boy while his crew scattered, leaving Vynn to his fate. Instead of throwing the boy into the vacuum of space, Kraken put him to work as the ship's cabin boy, where Vynn worked harder than he could have imagined. The work made him strong, and soon he was tolerated by the crew, and even liked. One pirate in particular, the ship's quartermaster, saw a potential in him. A former Swordmaster, Kyyrin Doss the quartermaster was an expert in many forms of combat. Vynn took to it naturally, and through intense training, he was soon an equal to the old Swordmaster. He soon worked his way up the ranks of Kraken's crew, soon leading the charges made onto plundered vessels. The thrill of it, the adventure, and the admiration of his fellow crew meant everything to him. So much that when Kraken betrayed him without warning, giving him up as a prisoner, Vynn could not bear to live the life of an outlaw anymore. He was thrown in the brig of Kraken's ship, with the promise that he would be traded as a hostage the next day. Vynn stole the key from his jailer, and abandoned ship, taking with him a prize plasma rapier and shield projector as "payment". Now he roams the galaxy, trying to right the numerous wrongs he committed, and doing his best to be a hero worthy of the praise he so longs for. Personality & Motivation: Vynn wants to have fun, and be noticed. He does not believe something is worth doing unless it is done with style, in front of as large an audience as possible. He has lived much of his life under the thumb of Captain Kraken, and now he is wanting to put his skills to his own use, and do something good for the universe. However, that doesn't mean that he doesn't want to have a good time doing so. Old habits are hard to break, though, and Vynn, while charming, can come across as manipulative and callous at times. He has had to use his silver tongue to survive for so long, it's hard for him not to use people if they have something he wants. However, Vynn is trying his hardest to be a hero, even if it doesn't come naturally to him. Powers & Tactics: Vynn is an extraordinarily skilled swordsman, and uses his incredible dexterity and charisma to maximum effect. He is very athletic, and can fight under difficult conditions, while still maintaining proper form. He also does not fight fair in any way, shape, or form. He firmly believes that the winner is the last person standing, and he uses every opportunity to distract his opponents and misdirecting them into making a mistake, which he immediately responds to. He carries a plasma rapier, and the techniques and forms he learned from Kyyrin Doss make him an opponent easily underestimated, which he uses to his full advantage. His personal shield assists him by providing another layer of distraction, as the slight visual displacement the shield provides means his opponents will not quite know where to look. Power Descriptions: Vynn's plasma rapier resembles the Earth weapon of the same name. It has an ornate silver handle and when drawn, the blade emits glowing white plasma, which leaves thin afterimages in the air as Vynn flips and parries blows from his enemies. Vynn is very proud of it, and keeps it maintained as well as he can. His personal shield projector Vynn wears on his belt. It produces a low, droning sound, and subtly distorts the air in front of Vynn, which he has learned to use as an advantage. It blurs his image just slightly, so that his opponents have a hard time figuring out exactly where he is. Complications: Always with Style!: Vynn does everything with panache. He must leave his mark wherever he goes, and there must be no doubt that his enemies have been crossed by ???????! The Captain's Revenge: Captain Kraken will never let go of his grudge against Vynn, and is no doubt hunting him, or sending assassins to take him down. Once a Pirate, Always a Pirate: In some systems, Vynn will still be known as a pirate. This may cause issues from time to time. Subtlety is Beyond Me!: Vynn dresses extravagantly, and draws attention to himself whether he means to or not (generally he does). Sucker for a Pretty Face: Vynn will never turn down what he perceives as a genuine request for help. Particularly if the person asking is attractive. Abilities: 0+ 16 + 6 + 2 + 4 + 16 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 16 + 16 = 32PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +10 Melee, +14 Plasma Rapier Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +10 (+8 Base Attack + 2 Melee Attack + 0 Strength Bonus) Knockback: +3 Saves: 3 + 4 + 4 = 11PP Toughness: +6 (+3 Con, +2 Defensive Roll, +1 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +12 (+8 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 12 (+20) Skill Mastery Bluff 12 (+20) Skill Mastery Gather Info 1 (+9) Intimidate 2 (+10) Knowledge (streetwise) 10 (+12) Notice 8 (+10) Skill Mastery Sense Motive 13 (+15) Skill Mastery Sleight of Hand 2 (+10) Stealth 12 (+20) Feats: 20PP Acrobatic Bluff Attack Focus (Melee) 2 Attack Specialization (Plasma Rapier) 2 Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Evasion 2 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Takedown Attack 2 Taunt Uncanny Dodge (Visual) Enhanced Feats Dodge Focus 6 Improved Disarm Powers: = 1 + 12 + 11 + 1 = 25PP Leaping 1 (x2, Running Long Jump 28', Standing Long Jump 19', Vertical Leap 7') [1PP] (Training) Plasma Rapier 4 (20DP Device; Flaws: Easy-to-Lose) [12PP] (Technology) Sword Fighting Array 9(18DP Array; Feats: Alternate Power 2) [20DP] (Training) Base Power: Strike 6 (Remise; Extras: Autofire, Penetrating 6) {18/18} Alternate Power: Strike 6 (Lunge; Extras: Penetrating 6, Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Precise) {16/18} Alternate Power: Strike 6 (Moulinet; Extras: Penetrating 6, Feats: Improved Disarm, Improved Critical 2, Precise {16/18} Personal Shield 3 (15DP Device; Flaws: Hard-to-Lose; Drawbacks: Noticeable [Produces Sound]) [11PP] (Technology) Concealment 4 (All Visual Senses; Extras: Duration [Continuous]; Flaws: Limited [Miss Chance Only]) [8DP] Enhanced Feat 6 (Dodge Focus 6) [6DP] Protection 1 [1DP] Speed 1 (10 MPH / 100' per Move Action) [1PP] (Training) DC BLOCK ATTACK RANGE SAVING THROW EFFECT Unarmed (+10) Touch DC 15 Toughness Damage (Bludgeoning) Remise Touch DC 21 Toughness Damage (Piercing) Lunge 10 ft. DC 21 Toughness Damage (Piercing) Riposte Touch DC 21 Toughness Damage (Piercing) Totals: Abilities (44) + Combat (32) + Saving Throws (11) + Skills (18) + Feats (20) + Powers (25) - Drawbacks (0) = 150/157 Power Points
  17. Mirror knight Power Level: 10 (12) (180/187pp) Unspent Power Points: 7 Trade-Offs: -2 defense/+2 toughness In Brief: An actor with the power to access and manipulate the Mirror dimension. Catchphrase: (Optional): Theme: (Optional): Alternate Identity: Jonathan Rorrim (Secret) Birthplace: Manchester, England Residence: Downtown Freedom city; Theatre District Base of Operations: Earth Occupation: Aspiring Actor Affiliations: Family: Only child, Parents Deceased (Killed) Description Age: 39 (DoB: 12 October, 1981) Apparent Age: Gender: Male Ethnicity: Caucasian Height: 6'2" Weight: 150lbs Eyes: Brown Hair: Dark Brown Tall and of slender build Jonathan keeps a well kept beard and mustache at least when his roles do not require a clean shave, though he keeps the theatrics to his work and "Side gig" he is not above allowing himself the occasional small flamboyance such as broaches or particularly ornate tie pins or belt buckles in his selection of otherwise unremarkable suits, on more casual occasions he can usually be seen in a striped shirt and a pair of black jeans, swapping his smart black shoes for a pair of comfortable canvas sneakers often with some out of place accessory to draw attention and invite curiosity. His hero costume, though made with function in mind primarily also bears a few little touches of his eccentricity, a black morphic molecule undersuit topped with mirrored ballistic glass breastplate, shoulder pads, gauntlets and boots, complete with a featureless helmet of the same material, a purple cape held in place with polished silver clasps and a belt from which several smaller, detachable mirrors hang, each framed with a baroque patterns and bearing various stylized symbols carved or embellished into their surfaces. History Ever Since he was a small child all Jonathan dreamed about was the Stage, the child of middle class parents who dismissed his aspirations as frivolous he remained undaunted, partaking in every school and community play that would have him, be it as a hero, villain, extra or stage hand, absorbing every bit of information and technique he could, determined to stockpile skill and tallent that couldn't be ignored or passed over without a second glance. As he got older and his parents support of his schooling withered away in favor of urging him to find a job with security he gritted his teeth and planted his feet, taking on whatever jobs he could to fund his dream of one day starring in a west end production, dragging himself through workshops, lessons and half a dozen different part time jobs by his bootstraps he even went so far as to emigrate to America in pursuit of his dreams after scrimping and saving what he could to fund the move. All his hardwork and perseverance paid off, he was offered the lead role in MacBeth, even going so far as to attempt to rebuild the bridges he had burned with his parents in his choice to pursue his dream single mindedly what happened that night perhaps escalated his already superstitious nature to where it is today. It couldn’t have been more beautiful at the start, there he was on stage, in the eyes of hundreds of people in the starring role of one of the most famous plays ever written, his parents amongst them their faces softer and more accepting of what they saw than they had ever been before. At the final line of the Final scene of act 1 Disaster struck, bursting forth like rain and lighting from a swollen storm cloud as the world of rapt silence and darkness in the theatre became Dazzling light and deafening roar, before settling into a blur of fire, smoke and screaming. When he next awoke he was in a hospital bed, bleary and weak from the ravages of the wreckage of what was once the Crossroads theatre company, the sole survivor of whatever occured that night. Taking time to grieve his loss and bury his parents in their hometown of kent he found himself in deep melancholy coasting on his meger inheritance and the Insurance payout. All in all it seemed like the end, his dreams beauty had brought pain and disaster into not only his own life but the lives of many others and this sullied grace lead him down a deep well of depression and wine It was in a drunken stupor he first utilized his powers, accidentally reaching into a mirror to grab the reflection of his half empty bottle of red wine and actually managing to do so instead of smashing it and bloodying his knuckles on the shards of shattered silvered glass. He spent the next few days experimenting with his newly discovered ability sobered by the opportunity he had been given, now with this power he could attempt to pursue justice for those who died that dark day. Personality & Motivation: A true Lover of the Arts, Romanticist and feminist; Jonathan rorrim is motivated by his desire to make the world a more beautiful and righteous place where good triumphs over evil no matter how much suffering is required to vanquish the villain. The hardships he has endured have not hardened his heart with scars but made him even more empathic to others suffering. His primary reason for taking up the mantle as a costumed hero is to find justice for those who died on the night of his big debut. Powers & Tactics: Jonathan’s powers are based on his ability to access and manipulate the stuff of the mirror dimension, a pandimensional liminal space that connects all reflective surfaces across eternity and infinity, it is an eagerly morphic plane that readily creates copies of what it is explosed to able to channel energies and matter from these realized reflections at his whims, defract energies across dimensional barriers into focused beams of destructive energy and even materialize quasi-matter he calls “dimensional mirrors”. Hardly the most impressive physical specimen jonathan relies (some would say, depends.) on his powers to make up for his deficiencies, he sees no reason to overpower enemies when he can outwit them, letting weaker attacks simply reflect back unto his agressors, creating near numberless dimensional mirror matter copies of himself to help him evade blows or in more extreme cases allow foes to fruitlessly attempt to battle his Looking glass knight, an indestructible entity made from the very dimensions matter itself, albeit one with no will of its own and puppeteered by Jonathan inserting his own reflection into the silvery construct. Power Descriptions: Jonathans powers mostly involve the manifesting of a silvery quasi-matter that freely shifts between all states of matter on a whim, from a silvery solid or liquid to a scintillating mist. The energies at his command are a prismatic blend of all colours in the visual light spectrum (and even those not in the range of normal human vision.) or mimicked energies and phenomena from across the multiverse Complications: Superstitious: Jonathan Is deeply superstitious particularly about mirrors now that his powers have awoken in him the GM may award a hero point if these beliefs (true or not) force Jonathan to take a less than optimal approach to situations or cause him to waste time or reveal his presence with frivolous “counter curses” for the perceived ill omens he encounters. The Man In the Mirror: For reasons unknown to Jonathan he finds himself occasionally bedevilled by a being from within the mirror dimension that seems driven to cause him as much pain and suffering as it can in a given situation, its appearances as sporadic but always vindictive and highly driven. The GM may award a hero point if the Man in the Mirror manifests either to attack or otherwise thwart or bedevil Jonathan by destroying evidence, stealing items of importance or kidnapping civilians or even taking the occasional sneak attack on him when he is too distracted to properly defend himself near a reflective surface. Not Actually Magic: Despite his chosen Nom de Plume Jonathan’s powers are not actually based on or in the arcane arts at all, his flamboyance and theatrical ways do little to dissuade others from believing the contrary, some magically inclined parties have taken offense to him as a charlatan demeaning their art, way of life and even systems of belief with his unintentional façade. The GM may award him a hero point if he draws the Ire of a villainous spell caster or his reputation sours the disposition of neutral parties or even would be allies, making them require a “show of good faith” if they are even willing to work with him at all. Not a Vampire Either!: To make full use of his powers Jonathan is forced to banish his reflection to avoid it impeding his interactions with the mirror world, this has lead many to believe he may in fact be a vampire, that he can walk around in the day and is unbothered by the usual foils that restrain such creatures leads them to assume he is a particularly powerful vampire and leads would be hunters to jump straight to the beheading and stake through the heart methods of dealing which such creatures, which are oddly as effective at killing and harming humans as vampires. The GM may award a hero point if the rumors of his vampirism leads would be hunters, slayers or even uppity usurpers looking to grow their own abilities to make attempts on his life or if he finds himself drawn into the complicated politics of the so called “night life.” Abilities: 0 + 4 + 4 + 0 + 4 + 8 = 20PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 6 = 14PP Initiative: +10 Attack: +4 Melee, +4 Ranged Example: +10 Mirror Dimension Nexus Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -1/-11 (w/Forcefield) Saving Throws: 4 + 6 + 8 = 18PP Toughness: +2/12 (+2 Con, +10 Forcefield) -Impervious: 10 Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics 8 (+10) Bluff 8 (+12) Diplomacy 6 (+10) Escape Artist 12 (+14)SM Intimidate 6 (+10) Language 4 (native: English, French, Russian, Spanish, Latin) Notice 8 (+10)SM Perform (Acting) 4 (+8) Perform (oratory) 4 (+8) Sense Motive 8 (+10)SM Stealth 12 (+14)SM Feats: 15pp All Out Attack Fast Task (Feint) Dodge Focus 5 Improved Initiative 2 Luck 3 Power Attack Skill mastery 1 (Notice, Sense Motive, Escape Artist, Stealth) Uncanny Dodge (hearing) Powers: 20 + 49 + 24 = 93PP All Powers possess the Mutation Origin Descriptor Forcefield 10 (Dimensional Mirror Field; Extras: Impervious) [20PP] (Dimensional, Mirror) Mirror Dimensional Nexus 21.5 (43PP Array; Feats: Alternate Power 6 )[49PP] (Dimensional,Mirror) Base Power: Blast 10 (Dimensional Refraction Blasts; Extras: Auto-fire, Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Improved Critical 2 (Dimension refraction blast), Precise,Variable Descriptor 2 (Dimensional)) {43/43} (Variable Descriptor 2: Dimensional) Alternate Power: Damage 10 (Dimensional Refraction Storm; Extras: Auto-fire,Area (shapable; Targeted 10-250 5x5x5 cubes) Feats: Accurate 3, Indirect 3, Precise, Progression 4 (area x 25), Variable descriptor 2 (Dimensional)) {43/43} (Variable Descriptor 2: Dimensional) Alternate Power: Move Object 10 (Looking Glass Knight; Extras: Damaging; Feats: Accurate 3, Affects Insubstantial 2 Indirect 3,Precise, subtle 2 Variable Descriptor 2 (Dimensional) {43/43} (Variable descriptor 2: Dimensional) Alternate Power: Deflect 8 (Mirror Barriers; All Ranged Attacks Extras: Reflect, Redirect) {40/40} (Dimensional Mirror) Alternate Power: Snare 10 (Mirror Prison; Feats: Accurate 3 Extras: Backlash, Regenerating){43/43} (Mirror Dimension) Alternate Power: Paralyze 10 (Reflection Binding; Feats: Progression Area 3 (x10) Extras: Range (ranged), Area (shapeable; 10-100 5x5x5 ft cubes, General)) {43/43} (Mirror Dimension, Reflections) Alternate Power: Teleport 9 (road between reflections; Extras: Accurate, portal ; Flaws: Medium (Reflective Surfaces); Feats: Easy, Change velocity, Subtle 2;) {40/43} (Dimensional, Mirror) Mirror Matrix 10 (20PP Array; Feats: Alternate Power 4 )[24PP] (Dimensional, Mirror) Base Power: Enhanced Extra 20 ( "Mirror Armour"; Adds Reflective 2 (All) to Forcefield 10){20/20} (Dimensional, Mirror) Alternate Power: Immunity 20 ("Energy Defraction" immunity (Electromagnetic Energy and radiation (Very Common Descriptor)Extra: Duration (Sustained)){20/20} (Mirror, Dimensional) Alternate Power: Insubstantial 3 (Energy; Light ; Feats: Subtle; Extra: Linked) Immunity 2 (suffocation (all);Extra: Linked) Flight 1 (10mph 100ft a round; Extra: Linked) Alternate power: Obscure 5 ("Mirror Maze Haze" Affects All sense Types; Extra: Selective Attack Flaw: Range (Touch)) {20/20} Alternate Power: Concealment 10 ("Self reflection"; Concealment from All Senses Except Tactile Extras: Affects others Flaws: Miss chance Only) {20/20} (Dimensional, Mirror) DC Block Attack Effect Range Save Dimensional Refraction Bolt Damage 100ft DC25 Toughness (Staged) +autofire Dimensional Refraction Storm Damage Touch DC25 Toughness (Staged) + Autofire Looking glass Knight Move Obj/damage 100ft DC25 Toughness (staged) Mirror Prison Snare 100ft DC20 Reflex Reflection Binding Paralyze 100ft (10 5x5x5ft cube Area) DC20 reflex and DC20/15 Fortitude Unarmed Damage Touch DC15 Toughness (Staged) Totals: Abilities (20) + Combat (14) + Saving Throws (18) + Skills (20) + Feats (15) + Powers (93)Drawbacks (0) = 180/187
  18. Bee Power Level: 10/12 (180/203PP) Unspent Power Points: 23 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 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 19 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) = 180/203 Power Points
  19. Bastion Beetle Power Level: 12 (Built as PL10) (180/180PP) Unspent Power Points: 0 Trade-Offs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness In Brief: A mysterious beetle creature found wandering in the woodlands outside of the emerald cities proper Catchphrase: Bzzzzzzt *Click click* Theme: Durability - Tribes of Neurot Alternate Identity: None Birthplace: Emerald City Residence: Emerald City Woodlands Base of Operations: Emerald City Occupation: Mysterious Beetle friend Affiliations: Emerald City Family: Description: Age: 3 Months Apparent Age: Adult Gender: None Ethnicity: Genetically Engineered Life form (Insectus Invictus Rex) Height: 10ft Weight: 1600 lbs Eyes: Green Hair: N/A Standing at a solid 10ft tall and built to battle and endure, Bastion beetle appears like a chimeric cross of several different species of insects such as a thick opalescent black carapace and the horn formation of an atlas beetle with the fore-horn of a Japanese rhinoceros beetle and the powerful pincers of a Giant Stag Beetle with the thick Elytron of an ironclad beetle and the Powerful wings of a Hercules beetle beneath them. Layered over a stocky humanoid form with thick fiberous muscle tissue at the joints to allow greater flexibility. History: There have been recent reports of seeing a towering humanoid figure clad in black armour and bearing all manner of jagged natural weapons wandering around in the woods outside of emerald city, many are passing it off as a particularly clumsy member of the cryptid clans those in the know with the cryptid clans know that it is not counted among their numbers, Personality & Motivation: Being relatively new to the world Bastion beetle is relatively curious about his surroundings, though he is not particularly aggressive he enjoys his solitude and maintains a small territorial area within the woods, opting to stridulate menacingly at those whom trespass from outside their view if possible particularly having a problem with creatures of comparative size to himself, he leaves smaller mammals, avians and his insectoid kin to their business. Powers & Tactics: If forced into conflict he will opt to hold his ground and attempt to wrestle his foes into submission as his instincts dictate, blessed with the greatest strengths of some of the worlds most remarkable insects as well as an enhanced capacity of intellectual deduction and reasoning he is surprisingly capable of complex tactical decisions and actions Power Descriptions: all of Bastion beetle's powers are based upon the various physiological traits of the beetles he was engineered from, the amazingly tough carapace of the ironclad beetle, the great strength of the taurus beetle and so forth, only his enhanced capacity for intelligent thought stands out. Complications: Bug out: Despite his enhanced intelligence and formidable superhuman physiology bastion beetle is still very much a instinctual creature and as such is prone to knee jerk reactions such as violently attacking or fleeing from percived threats that may not actually pose danger to him. Posing up a storm: Still unused to the verbal communications used by most humanoid lifeforms bastion is far more likely to communicate through body language, namely in the form of assuming somewhat exaggerated poses to communicate thoughts and feelings about a situation, this can be both humorous and threatening to people unfamiliar with him and his odd behavior as well as making it considerably harder for him to lie about things to those who are familiar with the behaviours of insects. Ugly bug brawl: Due to his monstrous appearance bastion has found that he causes great distress in some humans to the point that they actually attack him (with an Aerosol of ineffectual concentration named "raid") This has created an association of being attacked when someone comments on his appearance and can lead to him becoming deeply distressed and extremely jumpy in these situations due to the numerous failed attempts on his life resulting from it. Abilities: 14 + 4 + 14 + 14 + 4 + (-2) = 48PP Strength: 24 (+7) / 38 (+14) Dexterity: 14 (+2) Constitution: 24 (+7) / 30 (+10) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 12 + 8 = 20PP Initiative: +2 (+2 Dex) Attack: +6 Base, +6 Melee, +6 Ranged Defense: +6 (+4 Base, +3 Dodge Focus, -1 Large Size), +2 Flat-Footed Grapple: +25/+30 Knockback: -16 Saving Throws: 0 + 8 + 8 = 16PP Toughness: +14 (+10 Con, +4 Protection) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+2 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 32R = 8PP Craft [Chemical] 3 (+10) Investigate 3 (+10) Knowledge [Life Sciences] 3 (+10) Knowldge [Physical Sciences] 3 (+10) Knowledge [Tactics] 8 (+15) Notice 6 (+8) Sense Motive 6 (+8) Feats: 14PP Beginner's Luck Improved Grab Jack-of-All-Trades Luck 3 Master Plan 2 Move-by Action Power Attack Skill Mastery (Knowledge [Tactics], Notice, Sense Motive, Investigate) Stunning Attack Take-down Attack Ultimate Effort [Strength Checks] Powers: 16 + 13 + 3 + 4 + 6 + 10 + 14 + 12 = 78PP Beetle Beatdowns Array 7 (14PP Array; Feats: Alternate Power 2) [16PP] (Martial arts) BP: Autofire Strength 14 (Beetle Barrage) Add (Extras: Autofire) to Unarmed {14/14PP} (Martial arts) AP: Drain 10 (Kabuto Crush; Drains Any single Trait: physical descriptor 2pp a rank Extras: Affects Objects; Flaws Requires Grapple, Action [Full action] Feats: Slow Fade 4 (1 hour)) {14/14PP} (Martial arts) AP: Secondary Effect Strength 14(Reverberating Strike) Add (Extras: Secondary Effect) to Unarmed {14/14PP} (Martial arts; Vibration) Growth 4 (Beetle Bulk; Extras: Duration [Continuous]; Flaws: Permanent PFs: Innate) (+8 Strength, +4 Con, +1 Size) [13PP] (Biological, genetic modification) Flight 2 (Clumsy Flier; Drawbacks: Power Loss [Wings]) [3PP] (Biological; Wings) Protection 4 (Hardened Shell) [4PP] (Biological, Chitin) Enhanced Constitution 6 (Hyper Efficient Physiology) [6PP] (Biological) Impervious Toughness 10 (Iron Clad Beetle Shell) [10PP] (Biological, Modified atomic latice) Enhanced Strength 14 (Scarab Might) [14PP] (Biological) Super-Strength 5 (Taurus Beetle Strength; Feats: Shockwave, Super-Breath) (+25 Strength, Heavy load: 153.6 tons) [12PP] (Biological) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 29 Toughness Damage Kabuto Crush Touch (grapple) DC20 Fortitude Drain (phys scores only) Totals: Abilities (48) + Combat (20) + Saving Throws (16) + Skills (8) + Feats (14) + Powers (78) - Drawbacks (0) = 180/180 Power Points
  20. Name: Shift Power Level: PL 13 (built as PL 10 ) Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 192/199 Unspent PP: 7 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (12 + 4 + (-10) + 12 + 4 + 0 = 22 ) Strength: 34 (+12) [22 + 12 from Density]; Lifting Strength 54 Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (8 + 6 = 14) Initiative: +6 (+6 Int) Attack: +8 melee, +4 ranged Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: -12 SAVING THROWS: 10PP (0 + 4 + 6 = 10 ) Toughness: +12 (Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: (44R = 11PP) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+0, +20 w/ Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus (Melee) 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 5+19+6+40+5+16+6+9+4+4+10 = 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage Drain Touch DC 22 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (124) - Drawbacks (8) = 192/199 Power Points
  21. Talon Power Level: 10 (150/162PP) Unspent Power Points: 12 Trade-Offs: Blast (+4 Attack/-4 Damage) In Brief: Slightly psionic cowl from Anti-Earth Alternate Identity: Tyler Lee (Secret), Samuel Amber (Alias), Magpie (Former Superheroic Name), Yamanu (Former Superheroic Name) Birthplace: Empire City Residence: West Freedom, Freedom City Base of Operations: The Nest (A hidden bunker beneath West Freedom) Occupation: Network Penetration Specialist Affiliations: None, yet Family: Tyler “the Magpie” Lee, alternate Earth Prime self Description: Age: 23 (DoB: 1995) Apparent Age: Early Twenties Gender: Male Ethnicity: Middle-Eastern Height: 5’9” (175 cm) Weight: 159 lb. (72 kg) Eyes: Brown Hair: Black In civilian garb, Tyler is a man that easily blends into a crowd. Without many distinguishing features, he often does just that. He wears simple, casual clothes that fit the environment, with a slight favoring of the color green. Neither tall nor short, broad nor slender, Ty’s most distinguishing features are the scars that are mostly covered by his clothing. As Talon, he wears a grey, brown, and green costume that breaks up his outline, along with a cowl-mask that strongly resembles a stylized owl. Across his chest in an X shape, he wears a set of pouches that form his utility belt, with a buckle bearing the symbol of an owl flying directly at the viewer. He also wears a grey cape that reaches to the back of his knees, allowing him to glide from high perches. History: On Anti-Earth, in Empire City, there was once an orphan who was named Tyler Lee. A member of the Red Fangs, one of Empire City’s many minor criminal gangs practically from birth, Ty, as he preferred to be called, was trained by his superiors as a pickpocket and roof-climber, for very few places were made secure enough that a small child could not slip through their protections. By twelve, Ty had become something of an expert thief, breaking into lower middle-class homes to loot their treasures. Nevertheless, something seemed to be missing in this life – he saw how the violence of his superiors often effected the families he was stealing from, and felt something odd when he did so – a thing that he would later learn to call guilt. Ty was thirteen when he found his life turned on its head. The boss of the Red Fangs got too big for his boots, and sent Ty after some more lucrative scores, in wealthier districts. It was easily the most risky endeavor that Ty had undertaken, and it proved that he was not so skilled as he (and his boss) had thought he was, as the owner of the house, a woman called Saturnalia Roman, caught him in the act of stealing some of her jewels. A mixture of terror, guilt, and shame consumed Ty, and he quickly began babbling apologies in both an attempt to avoid punishment and out of genuine regret. The fact that she was easily the most beautiful woman he’d ever seen may also have influenced his regret. Luckily for Ty, Saturnalia was more amused than offended, and was intrigued by both his skill at getting into her home and his sincere apologies, and offered him a chance to work for her rather than for the Red Fangs. Confused and conflicted, Ty fled the home, whose owner made no attempt to stop him. Harrowed by the experience, Ty made a resolution – he wasn’t going to steal from anyone ever again. Being thirteen, he didn’t really consider what implications this decision might have on his relationship with his gang, and so he returned to the base… just in time to discover that those unforeseen consequences had no real meaning anymore, as all the Red Fangs were either dead or vanished. The base that they had been using was the site of a massacre – Black Bowman had taken offense to an attack on one of his businesses by the Red Fangs, and had taken matters into his own hands. Left alone on the streets of Empire City, Ty had few options, and fewer chances to pursue them. With no other choice, he broke into the Roman home once more and found that Saturnalia was waiting for him – after swallowing what little pride he had remaining, he begged her to hire him, on the condition that he not need to steal. After much (mock) deliberation, Saturnalia accepted his offer, and declared that he needed training to be useful to her. She sent him to the Maximus Ring, where Ty was educated in all manner of subjects, from history to close and ranged combat, from calculus to acrobatics. Taking to these studies like a fish to water, Ty gradually discovered that the faculty of the Maximus Ring was staunchly opposed to the Tyranny Syndicate, and by the time he was sixteen, his suspicions were confirmed. The Courage Foundation, the great foe of the Tyranny Syndicate, sponsored the Maximus Ring as a training ground for their operatives. Two years later, Ty’s training was complete, and the class with which he was graduating was prepared to begin their activities against the Tyranny Syndicate. However, agents of the Syndicate – mostly law enforcement officers led by Master Metropolis, crashed the day of their graduation ceremony. In the ensuing chaos, most of Ty’s new friends and allies died, and he was forced to flee. He fled to Saturnalia’s home, where he discovered his patroness had already been captured by the League’s cronies. Burdened by guilt and a deep well of anger, Ty adopted the name “Magpie” as a nod to his past, and began a solo war against the operations of the Syndicate. It didn’t last too long – four months after beginning his operations, the Syndicate discovered his hideout and captured him, imprisoning him in the Fortress, their base in Empire City. There, their scientists analyzed him intensively, looking to discover how he’d managed to survive. For three years he was tormented and experimented upon, but they did not execute him. By the time he was twenty, though, he discovered that their experiments were unlocking some sort of potential in him – he no longer fell into exhausted sleep after their experiments, or… very often at all, for that matter. Ghosting through the halls reminded Ty of his earliest memories, but the stakes were much higher. He managed to evade or take down patrols until he finally found himself in a room where the scientists had created a device… a portal of some sort. Any thoughts of testing where it might go or how safe it was to use were banished as the alarm went off, and he threw himself into the portal. Ty awoke to find himself, burned and badly damaged, awakening in a hospital in someplace called “Freedom City,” though no one seemed to know who he was, or what the Tyranny Syndicate was. Escaping from the hospital, Ty hid in an abandoned building and began to research where he was. After getting over small facts like the sun rising in the wrong directionand the fact that the Syndicate here was called the Freedom League, Ty concluded that he was in an alternate reality, where things seemed to be the total opposite of his home. Investigating his other self, Ty discovered that he was a wealthy (and deeply immoral) head of a crime syndicate based mostly in Freedom City. Disgusted with his other self, he decided to “re-appropriate” some of his own funds, and took on the name Yamanu – the original Egyptian form of Amon, which translates to “the Hidden One,” and began working in secret to support the superheroes of this new world, whilst researching where he had come from. For two years, Yamanu stayed off the field, functioning as an information broker for the superheroic community, but usually staying under the radar, and began working as a Network Penetration Specialist at a local company under the assumed name of “Samuel Amber.” Now, in 2019, at 23, Ty is finally (more) used to Earth Prime and Freedom City, and has begun to consider making his next move to reintegrate himself in the field. Donning a costume, cape, and mask that he’d been working on building during his nights for the past two years, he took the name Talon - focusing on the clawed and powerful feet of owls. Silent and powerful, these winged predators were the ones from which he took his costume’s inspiration. Personality & Motivation: Tyler is driven by many things – he wishes to make up for his past as part of the Red Fangs, where he enriched petty criminals at the cost of tormenting the poor innocents of Empire City. He is driven by his perceived failures to save his classmates from the Maximus Ring, who were killed and arrested by the Syndicate when he survived, and by the fact that his one-man heroics in Empire City were such a dismal failure. To Ty, Earth Prime represents a second chance, where he’ll be able to redeem his past failures. It also is something of a training ground, for he hopes to one day return to Empire City and break the back of the Syndicate. So far, no one on Earth Prime truly knowsTy, and he somewhat prefers it that way – trust does not come easily to someone born on Anti-Earth, especially in its capital. Nevertheless, some part of Ty wishes to share the burden with other heroes, comrades of the sort that he had during the years of his training. Ty holds himself to a high standard, both in terms of morals and in terms of excellence, though he acknowledges somewhat bitterly that he often fails in both accounts. He deals in very strict absolutes, at least when it comes to himself, regarding failure and success, though even he is forced to acknowledge that sometimes you have to acknowledge that a victory is a victory, even when it feels like a defeat. Nevertheless, he tries hard not to take himself too seriously – you have to laugh at the world, or you’ll end up crying. Besides, Earth Prime is so much betterthan Anti-Earth that it seems to practically be a paradise. Powers & Tactics: Unbeknownst to Talon, he has latent psionic powers invested in him (or catalyzed by) the scientists’ experiments back in the Fortress in Empire City. While thus far he has only found these manifested in his ability to go totally without sleep, it is possible that he will develop further powers as he grows into them. Left without any offensive superhuman abilities, Talon investigates his targets with utmost care, sometimes shadowing them, and other times thoroughly researching them online, but always learning about their weaknesses and fears. After doing so, he will strike from the shadows, relying on surprise and stealth to win the day. He also is quite skilled in martial arts, wielding his battle staff expertly and his body only just below that. Power Descriptions: The most notable of Talon's abilities are not powers, but can seem that way to an uninformed observer – indeed, most are functions of devices that he built into his costume. He can hack into computer systems using his onboard datalink, and has a wide variety of onboard sensor systems that allow him to perceive threats and obstacles even in the dark. Complications: Am I Enough?: Talon is plagued with self-doubt and low self-esteem, as a result of perceived failures in his past. Anyone challenging him in this particular way is likely to cast him off balance. Bird of the Night: Due to the legacy of die Eule, an infamous Nazi supervillain, virtually no heroes have adopted owls as their iconic animal. All unknowing, Talon has done just that, and may be faced with stigmatization from those aware of the associations. Identity Struggles: The Tyler Lee of Earth Prime is a fairly low-level crimelord of Freedom City, and anyone tying him to his Anti-Earth counterpart would have a decent chance at causing trouble for said counterpart. While Talon has hacked into databanks to create the identity of Samuel Amber, any DNA test or even a fingerprint might connect him to his criminal counterpart. I will not be Contained!: Thanks to his long-term confinement in the Fortress wherein he was experimented upon, Talon has a deep, visceral reaction to being imprisoned or confined in any physical way. Stranger in a Strange(r) Land: Being in a world where the sun rises in the eastrather than the west, and where the Freedom League takes the place of the Tyranny Syndicate is still rather startling to Talon. Though he is mostly used to being on Earth Prime, occasionally acts of simple virtue and the differences in history or other such details take him aback, and reveal him to be not quite what he initially seems. You say Trust, I ask Where's the Knife?: Trust does not come easily to those who have lived in the deepest pits of Empire City, and it took Ty much of his time at the Maximus Ring to get used to trusting his comrades. This can lead him to investigating the claims others make independently, or otherwise hamper his effectiveness in social situations. Abilities: 8 + 8 + 2 + 10 + 6 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 16 + 10 = 26PP Initiative: +4 Attack: +8 Melee (+8 Melee), +8 Ranged (+8 Base), +10 Battle Staff (+8 Base, +2 Attack Specialization) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +12 Knockback: -5 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +10 (+1 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 84R = 21PP Acrobatics 4 (+8) Bluff 4 (+5) Climb 4 (+8) Computers 10 (+15) Skill Mastery Craft (Electronic) 6 (+11) Disable Device 7 (+11) Investigate 10 (+15)Skill Mastery Knowledge (Technology) 8 (+13) Languages 2 (English [Native], German, Mandarin) Notice 10 (+13)Skill Mastery Search 4 (+7) Sense Motive 4 (+7) Sleight of Hand 2 (+6) Stealth 11 (+15)Skill Mastery Feats: 27PP Attack Specialization (Battle Staff) Benefit 1 (Wealthy) Benefit 1 (Alternate Identity) Defensive Roll 2 Dodge Focus 5 Eidetic Memory Equipment 7 Evasion 2 Fearless Hide in Plain Sight Inventor Online Research Skill Mastery 1 (Computers, Stealth, Investigate, Notice) Uncanny Dodge (Auditory) Well Informed Equipment: 7PP = 35EP The Nest (Toughness: 10 Size: Medium; Features: Communications, Computer, Concealed, Gym, Laboratory, Living Space, Power System, Security System, Workshop) [11EP] Utility Belt [24EP] Binoculars [1EP] Snare 6 (Bolas) [1EP] Immunity 2 (Suffocation) (Breath Mask) [1EP] Drain Toughness 5 (Cutting Torch, Flaws: Limited to Metal Objects) [1EP] Dazzle Burst 6 [Visual, Auditory] (Flash-Bang Grenade) [18EP] Super-Movement [Swinging] (Grapple-Gun) [1EP] Blast 5 (Owl Talons) [1EP] Powers: 1 + 16 + 6 = 23PP Immunity 1 (Sleep) (Efficient Activity) [1PP] (Psionic, Mutant) Device 4 (Talon Costume; 20 PP Container; Flaws: Hard-To-Lose) [16PP] (Technology) Communication 3 (Radio; Feats: Subtle) [5PP] - Alternate Power: Datalink 3 (Radio) Flight 3 (Flaws:Gliding) (4PP) - Alternate Power: Super-Movement 1 (Slow Fall) Immunity 2 (Cold, Heat) (2PP) Protection 5 (5PP) Super-Senses 4 (Direction Sense, Distance Sense, Infravision, Low-Light Vision) [4PP] Device 2 (Enhanced Battle Staff; 10 PP Container; Flaws: Easy-to-Lose) [6PP] (Trained) Battle Staff Array 4.5 [9PP Array; Alternate Power 1] [10PP] BP: Strike 6 (Feats: Mighty) + Enhanced Feat 2 (Stunning Attack, Improved Critical) [9/9PP] (Bludgeoning Damage) SP: Blast 3 (Feats: Accurate 2, Mighty 3, Drawbacks: Reduced Range 2 [Max Range 75 ft.]) [9/9PP] (Bludgeoning Damage) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Battle Staff Touch DC 25 Toughness Damage Battle Staff Ranged DC 21 Toughness Damage Bolas Ranged DC 16 Reflex Snare Owl Talons Ranged DC 20 Toughness Damage Flash-Bang Ranged Burst DC 16 Reflex/Fortitude Dazzle Totals: Abilities (36) + Combat (26) + Saving Throws (17) + Skills (21) + Feats (27) + Powers (23) - Drawbacks (0) = 150/162 Power Points
  22. Dragoneer Power Level: 10 (180/183PP) Unspent Power Points: 3 Trade-Offs: -+2 Attack /-2 Damage In Brief: World famous pro wrestler & rock star’s nickname is surprisingly literal Catchphrase: “Just try and stop me” Themes: Opposite of Adults, by Chiddy Bang; Farther Than The Sun, by Alter Bridge; The Fire, by Rev Theory; Dragonfly, by Shaman’s Harvest; Fury Of The Storm, by Shadows Fall Themes Playlist (a couple extras in there he doesn't use anymore, but eh) Alternate Identity: D, Ultimate Dragon Knight, UDK, World’s Finest Wrestler, Pretty Much Amazing Birthplace: Boise, Idaho Residence: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Occupations: Professional wrestler, rock musician, actor (occasionally), the various things celebrities get into Affiliations: The Avenging Dragons (rock band), The Young Guns (pro wrestling faction) Family: The Maguire family (original black sheep of); Luis Guiterrez (brother from another mother, deceased 2008); Niro Saki (best friend); Michael Maguire (son, born April 1996); Sarah Maguire (daughter, born July 2000); Alison Hardy (sister, born 1992); “Little Lito” Carlito Guiterrez (good friend); Henry Peterson (friend & lead singer, Avenging Dragons); Robert Saki (Niro’s younger brother & friend); Hiromi Saki (Niro’s wife; friend); Sayomi Saki (Niro’s daughter, born 2005); Russ Allen (bassist, Avenging Dragons) Description: Age: 38 (Born September 1980) Apparent Age: Late 20s Gender: Male Ethnicity: Caucasian Height: 6’ 4” Weight:225 lbs. Eyes: Blue Hair: Dirty blonde & curly Appearance: D is a jeans man, full stop. His shirts are always merch shirts. Dragon design on the front, “World’s Finest” written on the back. The shirts come in white and black. The coloring of the design elements is always red, but is a different shade depending on the color of the shirt. The Dragon Armor covers him from the bottom of his neck to his feet in shining green plate armor. He can even manifest a helmet if he so chooses. History: Dragoneer wasn’t both with that as his only legal name, of course. He was born Davis Maguire, not that he’s answered to that name in actual decades. He was the wild middle child of five, then seven (the fraternal twins at the end were a bit of a surprise). Absolutely uncontrollable, he did whatever he wanted to do. Though that’s not how he framed it in his mind, of course. We’re all the heroes of our own stories. Alcohol, sex, drugs, crazy stunts, he did it all. He started wrestling (badly) at 15, having lied to the local promotion about his age. At 18, he changed his name, left Boise and didn’t look back. His life didn’t change all that much. Wrestling for cash that was quickly spent on booze and partying. However, he did have a immense talent for wrestling and had picked up enough to get noticed. Dragoneer went to Japan. He learned a lot during his stay. He returned to the US with better skills, the power of moderation, and a contract with the biggest pro wrestling organization in the US. Not too long afterward, he helped found the Avenging Dragons. Their first album was a smash hit, and D was an instant celebrity. Not that he did much with it, as wrestling was his main focus at the time. It was after this when he first met Luis Guiterrez. They partnered with Niro Saki to form the Young Guns faction. The group was a big success, leading to multiple championship runs. Luis always encouraged Dragoneer to be a better man, but at the time UDK was deaf to that kind of talk. The success of the group reached a peak, but not too longer after that peak, Luis died of an unnoticed enlarged heart. Dragoneer was deeply affected by Luis’s death, and pledged himself to be a better man. Unbeknownst to literally anyone else, the catalyst for his name change was a dragon he met in a field outside of Boise as a child. The dragon granted the teenage Davis magical power for reasons it did not deign to share, while laughing the entire time. It was a unusual dragon, to say the least. With Dragoneer’s newfound commitment to being better, he decided to embrace fatherhood (as he had studiously ignored their existence before) and attempt to be a superhero with his powers. Surprisingly, the former was considerably easier and embarrassed, he stopped superheroing. He put more focus on his rock career (they’d done a few more hit albums, but his touring presence was erratic at best) and eased off on his wrestling career for a little while. In short, Dragoneer attempted to finally mature from a selfish and petulant child to a full grown adult. Success was far from easy. But with generous help from his remaining friends and kid sister, he made the transition as best he could. Now, with even his youngest away at university, Dragoneer is going to make a serious attempt to be a superhero. Vibora Bay is a good place to start doing that, he thinks. His life is settled in a way that it previously hadn’t been. AvDrag are among the grizzled veterans of the Top 10 charts. D himself is a massive crossover star, and a multi-time world champion. One last hill to climb. Personality & Motivation: At his core, Dragoneer is the kind of innately selfish person who wants everything his way all the time and automatically assumes that only things that affect him are important and/or worthy of his attention. No exceptions. This has always been fairly well covered by an ultra easygoing manner and immense personal charisma. What is different now from his early days is that he has a fully functioning conscience, and is very mindful of his essential nature. He doesn’t just do whatever he wants, he does whatever he thinks the right thing to do is. He is living proof that a person does not have to be a slave to their nature, but in fact can choose who they are. He also has immense confidence in himself, which let’s be honest is a big ol’ ego. Honestly, he’s never acted his age, so why start now? Life’s much more fun when you’re twenty something, right? Additionally, UDK’s never been exactly all there. Just a little bit crazy. So there’s that. His motivation is pretty simple, but encompasses the whole of what he does what he does now. He wants to be a good man. To feel redeemed for the sins of his selfish past. One day. Maybe. Powers & Tactics: Dragoneer’s powers are basically a magical transformation. Armor of hard dragon scales, functional wings on the armor, a lance that’s a part of the armor, and fire breath out of the helmet. He’s also better in combat overall. Tactically, he’s just a hit ‘em until they stay down kind of guy. He hasn’t really thought to develop anything more complex than that, aside from stripping out the dodge bonus (with Acrobatic Bluff) if he’s having trouble hitting or damaging (because follow up Power Attack). Power Descriptions: Green dragonscale plate armor with wings. Lance generated out of same that he can stab with or throw and have return to him. Fire breath (out of the helmet) in a cone. That’s it. Complications: World Famous: Dragoneer is a well known public figure. A bonafide celebrity. This means whatever he does tends to be some kind of news. He, his family, and his friends tend to get stalked by paparazzi. And anyone with access to the internet can find their faces, names, and probably their personal addresses. When this sort of thing becomes a problem for a superhero, a GM may award a Hero Point Ultimate Dragon Knight: Being a Dragon Knight does technically come with responsibilities to the dragon who granted him the power, not that the big lizard’s ever called in that marker. Dragoneer is also marked in a way that supernatural senses can effortlessly detect. And this may cause certain beings to assume what his allegiance is before he even opens his mouth. When this becomes a problem, a GM may award a Hero Point. World’s Finest…Even At Screwing Up: So…Dragoneer has a big ego, a couple of his screws are a little bit loose (who’s literally Fearless altogether?), and he’s known for sometimes making…questionable…decisions based on Insane Troll Logic. Basically, this is the “make D do the exact wrong thing” Complication. GMs can hit this one as often as seems reasonable. No matter how hard he tries to be better, he’ll always also be this guy. God love him. I Had A Friend: A decade plus later, and Dragoneer still desperately misses Luis Guiterrez. They were very, very close friends. D would be over the moon to have an opportunity to speak with Luis again. He wants the Puerto Rican’s approval desperately. This can obviously, be used against him. To trick him or force him into being his worst self at the worst possible time. Or to just use the face and voice to shatter his emotions. Or violate the grave to inspire an unreasoning rage. A GM may award a Hero Point for this or whatever similar thing they may think of. Abilities: 6 + 14 + 10 + 4 + 0 + 14 = 48PP Strength: 16 (+3) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 24 (+7) Combat: 10 + 10 = 20PP Initiative: +7 (+7 Dex) Attack: +8 Base, +5 without Powers , +12 Strike & Blast Defense: +5 (+5 Base, +5 Enhanced Dodge Focus), +3 Flat-Footed Grapple: +15, +12 without Powers Knockback: -9 (-3 without Powers, -2 without Defensive Roll) Saving Throws: 2 + 3 + 7= 12PP Toughness: +10/+7 without powers (+5 Con, +3 Protection, +2 Defensive Roll) Fortitude: +7 (+5 Con, +2) Reflex: +10 (+7 Dex, +3) Will: +7 (+0 Wis, +7) Skills: 80R = 20PP Acrobatics 13 (+20) Bluff 2 (+9/+13 Attractive) Diplomacy 2 (+9/+13 Attractive) Knowledge (arcane Lore) 3 (+5) Knowledge (art) 13 (+15) Knowledge (business) 3 (+5) Notice 10 (+10) Perform (oratory) 8 (+15) Perform (singing) 3 (+10) Perform (stringed instruments) 13 (+20) Sense Motive 10 (+10) Feats:36 PP Acrobatic Bluff Attack Specialization (Unarmed) All-Out Attack Attractive 1 (Unique Personal Charisma) Benefit (Fame) Benefit 2 (Wealth) Defensive Roll Evasion Fearless Grappling Finesse Power Attack Sidekick 21 (Niro Saki) Skill Mastery (Acrobatics, Notice, Perform (strings), Sense Motive) Takedown Attack Uncanny Dodge (Auditory) Dodge Focus 5 Powers:47PP Container 9 (Ultimate Dragon Knight; 45 PP Container)[45PP] (magical) Array 8 (Dragon Knight’s Arsenal; Power Feat: Alternate Power 2) [18PP] BP: Strike 5 (Extra: Penetrating; Power Feats: Mighty, Accurate 2, Improved Crit 2, Precise) (Spear Strike) [16PP] (piercing) AP: Blast 5 (Power Feats: Mighty 3, Accurate 2, Precise) (Spear Throw) (piercing)[16PP/1PP] AP: Strike 8 (Extra: Area [Cone]; 80 ft cone) (Flame Breath) (fire) [16PP/1PP] Enhanced Attack Bonus 3 [6PP] Enhanced Feats 5 (Dodge Focus 5) [5PP] Flight 3 (50 mph, 440 ft/rnd; Drawback: Restrainable) [5PP] Protection 3 (Extra: Impervious 8 ) [11PP] Leaping 1 [1PP] (natural) Speed 1 [1PP] (natural) Drawback: Normal Identity (has to speak) Uncommon, Major [-3PP] Basically strip out the Ultimate Dragon Knight Container. Ends up PL 5 Off, PL 6 Def DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Spear Strike Touch DC 23 Toughness Damage Fire Breath Touch (Cone Area) DC 23 Toughness Damage Spear Throw Ranged DC 23 Toughness Damage Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (20) + Feats (36) + Powers (47) - Drawbacks (-3) = 180/183 Power Points
  23. Player Name: Heritage Character Name: The Shrike Power Level: 10/12 (180/198PP) Tradeoffs: Defense +3/Toughness -3 Unspent PP: 18 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] 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 TOTALS: Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/198 Power Points
  24. Miracle Girl In costume Power Level: 10/14 (225/250PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 27 In Brief: Super-strong teen with the gift of flight. Alternate Identity: Casey Blankenship Identity: Secret Birthplace: Colorado Springs, CO Occupation: College student Affiliations: Claremont Academy (alumni), FCU, Pi Epsilon Delta, Terrifi Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother) Description: DoB: December 27, 1997 Gender: Female Height: 5'8" Weight: 145 lbs. Eyes: Green Hair: Honey-blonde Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her! Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear. History: Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden footbridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security. Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student. After graduating with honors from Claremont Academy, Casey enrolled in the journalism program at Freedom City University. She is also a member of the Pi Epsilon Delta sorority. She has also worked closely with the super-detective Terrifica, and considers her a friend and mentor. Personality & Motivation: Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements. Powers & Tactics: Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, her heatvision is very precise, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill. Complications: "Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds. "I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her. "No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously. "There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it. "Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going. Abilities: 4 + 4 + 4 + 6 + 2 + 10 = 30 PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 30/14 (+10/+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +9 Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14 Grapple: +20 (+10 Str, Attack 6, Super-Str 4) Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed Knockback: -9 Saving Throws: 0 + 0 + 8 + 9 = 17PP Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection) Fortitude +10 (+2 Con, +8 Enhanced Con) Reflex +10 (+2 Dex, +8) Will +10 (+1 Wis, +9) Skills: 128 Ranks = 32PP Bluff 5 (+10/+14 Attractive/+16 Mimicry/+20 Attractive + Mimicry) Craft: Structural 2 (+5) Diplomacy 15 (+17/+21 Attractive) Skill Mastery Disable Device 7 (+10) Disguise 5 (+10) Drive 2 (+5) Gather Information 5 (+10) Investigate 2 (+5) Intimidate 10 (+15) Skill Mastery Knowledge (Behavioral Science) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Earth Science) 2 (+5) Knowledge (Pop Culture) 2 (+5) Knowledge (Streetwise) 2 (+5) Knowledge (Technology) 2 (+5) Languages 4 (Arabic, ASL, Japanese, Spanish) Medicine 4 (+5) Notice 14 (+15) Skill Mastery Perform (Dance) 2 (+7) Pilot 3 (+5) Ride 3 (+5) Search 7 (+10) Skill Mastery Sense Motive 9 (+10) Stealth 8 (+10) Survival 4 (+5) Swim 5 (+7/+15) Feats: 20PP Attack Specialization 1 (Heatvision) Attack Specialization 2 (Unarmed) Attractive Dodge Focus 2 Equipment 1 Improved Initiative 2 Improved Sunder Inspire 3 Interpose Leadership Luck 1 Precise Shot Skill Mastery (Diplomacy, Intimidate, Notice, Search) Takedown Attack Ultimate Toughness Equipment: 1PP = 5EP 'Bug-Out Belt' contains: First Aid Kit 1EP Flashlight (headlamp) 1EP GPS Receiver 1EP Multi-tool 1EP Rebreather 1EP Powers: 4 + 16 + 18 + 1 + 9 + 8 + 2 + 18 + 13 + 15 = 104PP Communication 4 (Radio, 1 mile range) [4PP] Enhanced Constitution 16 [16PP] Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP] AP: Damage 8 (Freezing Breath, 80' length; Extras: Area [General, Cone], Selective, Flaw: Action [Full-Round Action]) {16/16} AP: Damage 6 (Heatvision; Extras: Ranged, Feats: Accurate 3, Precise) {16/16} Feature: Mimicry [1PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 8 [8PP] Protection 2 [2PP] Super-Senses 18 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-Size], Radar, Radio, X-Ray Vision [Resisted by Lead, +4]) [18PP] Super-Strength 6 (Strength 60, Heavy Load: 50 Tons, Feat: Super-Breath) [13PP] Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP] Base: Flight 7 (1000 mph) {14/14} AP: Quickness 14 (x50,000) {14/14} Drawbacks: (-3) = -3PP Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Freezing Breath 80' Cone DC 23 Toughness Damage Heatvision Ranged DC 21 Toughness Damage Super-Breath Ranged DC 20 Reflex Trip TOTALS: Abilities 24 + Combat 20 + Saving Throws 17 + Skills 32 + Feats 20 + Powers 104 - Drawbacks 3 = 225/250 Power Points
  25. Rebellion Power Level: 14 (built as PL 10; 213/215PP) Unspent Power Points: 2 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 20 (+5) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll) Fortitude: +6/+10 (+1 Con/+5 with Enhanced Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 5 (+10, +15 with Morph)Skill Mastery Escape Artist 5 (+5) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 7 (+14) Knowledge (Popular Culture) 3 (+10) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery Feats: 23PP Attack Specialization (Batons) 3 Benefit (Wealth) 1 Challenge - Improved Feint Contacts Defensive Roll 1 Distract (Intimidation) Dodge Focus 6 Fascinate (Intimidate) Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 12 + 32 + 4 + 19 + 37 = 104PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 4 ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Baton) Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2) [20PP] BP: Damage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point/nerve targeting) AP: Damage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; +5 Disguise, Broad Group: Humanoid) [2PP] Uncanny Mind 3.8 (19PP Container) [19PP] (Physical Mutation) Enhanced Ability 16 (Intelligence +8, Charisma +8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness) Uncanny Physique 7.4 (37PP Container) [37PP] (Mutation) Enhanced Constitution 8 [8PP] (Physical Mutation) Enhanced Dexterity 8 [8PP] (Physical Mutation) Enhanced Strength 8 [8PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 375 ft.) [4PP] (Mask, Psionic) Protection 1 [1PP] (Physical Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Brutal Precision Baton Smack Touch DC25 Fortitude (staged) Damage +10, Crit 19-20 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Baton Ricochet 30 ft., max 75 ft. 15-75 ft. radius area DC23 Tou (Staged) Damage +12, Targeted Area Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (17) + Skills (29) + Feats (23) + Powers (104) - Drawbacks (0) = 213/215 Power Points
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