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Found 145 results

  1. 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
  2. The Visionary Power Level: 10 Unspent Power Points: 0 Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness In Brief: The rebellious son of Talos Catchphrase: "You guys should really stop comparing me to my Father!" Theme: Legends by the Score Alternate Identity: Julian Ceaser Birthplace: Foundry lab Residence: Emerald City Base of Operations: Emerald City Occupation: Superheroic "Defender" of Emerald City Affliations: N/A at this time Family: Talos (Father) Maxwell Mars (Grandfather) Description: Age: 4 years (2016) Apparent Age: 16 Gender: Male Ethnicity: Synthetic Lifeform Height: 5'4 Weight: 175 Eyes: Blue Hair: Bleach White A surprisingly lanky teenager, often wears a Green, skintight suit with a pair of yellow gloves, boots, and cape. His skin is deep red and his eyes are all solid blue and glowing. His hair also seems to give off a similar glow. History: Talos' perfect creation. The first fully artificial lifeform that has always eluded him before then...and a crushing failure as it carried the human qualities of compassion, kindness, and (ew) emotions. Talos forced the creation into hypersleep, where he would be kept for 4 years. During the destruction of the Foundry facilities by Talos he was woke by the destruction of his Hypersleep pod's power source, barely escaping the implosion of the lab. Angered by the fact his "father" had abandoned him to die in hypersleep, Visionary set out to be the exact opposite of what his original intend purpose was. Rather than be a weapon to destroy natural life, he chose to become a champion of life, a hero, a paragon... Personality & Motivation: As mentioned before, Visionary's main motivation in being a superhero is to spite Talos. Despite this Visionary has read up on and observed other heroes, basing much of his personality on the deceased Centurion and other Paragons and Golden/Silver Age heroes, behaving and talking in the most over the top heroic fashion that he could from his observations. Sometimes coming off as a Parody of a superhero because of that. Almost overly friendly, always hopeful, this personality only drops in cases involving Talos. Powers & Tactics: Flight and Nigh invulnerability makes Visionary a perfect living shield and when it comes to anything involving civilians that is almost his go to. Photon laser vision and super strength makes him the perfect weapon to handle villains and monsters with... Power Descriptions: Blue-White energy beams for Photon vision, the rest are simple strength affects with no outstanding bonus effects Complications: Daddy Issues: Hatred of Talos sometimes clouds his judgement. Parody: Can often come off as "too" heroic, casting suspicion on him Abilities: 10 + 2 + 10 + 0 + 2 + 4 = 28PP Strength: 40 [20] (+15/+5) Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base Defense: +5 Base, +3 Flat-Footed Grapple: +28 to +20 (Super-Strength) Knockback: -12/-2 Saves: 0 + 4 + 6 = 10PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 24R = 6PP Diplomacy 8 (+10) Notice 8 (+9) Sense Motive 8 (+9) Feats: 6PP Fearless Interpose Leadership Luck Takedown Attack Ultimate Save (Toughness) Powers: 20 + 21 + 10 + 10 + 19 = 80PP Descriptors: all bionic Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP] Enhanced Strength 20 (to Strength 40 [+15] Alternate Power) [21PP] AP: Blast 10 (Photon Vision) {20/20} Immunity 10 (Life Support, Starvation and Thirst) [10PP] Impervious Toughness 10 [10PP] Paragon Array 8 (16PP Array, Feats: Alternate Power, Dynamic 2) [19 PP] DBE: Flight 0-8 (0 - 2500 MPH / 0 - 25000' per Move Action) {2-16} DAP: Super-Strength 0-8 (Effective Strength 40-80, Heavy Load: 3 tons - 1440 tons) {2-16} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 35 Toughness Damage [Physical] Totals: Abilities (28) + Combat (20) + Saving Throws (10) + Skills (6) + Feats (6) + Powers (80) - Drawbacks (0) = 150/150 Power Points Report Record
  3. In Brief: Orphaned Latina Necromancer Character: Santa Muerte Power Level: 12 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 180/180 Unspent Points: 0 Alternate Identity: Ximena Romero Identity: Public Legal Status: USA citizen with no criminal record Birthplace: Emerald City, Oregon, USA Base of Operations: Emerald City, Oregon, USA Residence: The penthouse loft of the 23 B Apartments on University Hill Occupation: Witch Affiliations: Mictlan Books & Curiosities (Owner), 23 B Apartments (Owner), Atzi Ramirez (Employee, Confidant), Detective Briana Rowell, E.C.P.D., Homicide (Contact), Vivienne (Mentor, Deceased) Family: Mother (Deceased), Father (Deceased), Younger Sister (Deceased), Younger Brother (Deceased), several estranged living grandparents, aunts, uncles, and cousins DESCRIPTION Age: 25 (Date of Birth: 1995) Apparent Age: 25 Gender: Female Ethnicity: Mesoamerican Latina Height: 5'5" Weight: 115 lbs. Hair: White (Formerly Black) Eyes: Brown (Green while using magic) Ximena stands at slightly above-average height, with a slight frame. Her skin is on the darker end of the Latina spectrum, owing to her indigenous Mesoamerican heritage, contrasted starkly by her completely white hair. As a lifelong self-described "Goth", her clothing consists almost entirely of elaborate and vaguely Medieval or Victorian inspired dresses, mostly in black but sometimes accented with purple, blue, or red, incorporating plenty of velvet, satin, lace, and fishnet, frequently accompanied by corsets or waist-cinchers, with lots of silver jewelry. To change into Santa Muerte, she simply retrieves the enchanted cloak and mask from her dimensional pocket, and with a word and a wave of her hand, they float onto her body as if she were being dressed by an unseen servant, while her makeup expands from her usual dark eyeshadow and lipstick into a full Dia de Los Muertos style skull-face. Her cloak is bright red, while her mask is bone-white, carved into the shape of a human skull, with a black Viridian Stone set into the forehead, directly above her pineal gland. When Ximena casts spells, her eyes turn bright green, and often both her eyes and hands will be completely enveloped in green hellfire. Her spells require elaborate hand gestures and spoken words to function. The gestures range from simply pointing at the target, to drawing elaborate shapes in the air, such as an hourglass, which then take on a three-dimensional spectral green form that she can interact with, such as turning the hourglass over, or breaking it in half to rapidly spill the sands out. Often a spectral sickle appears in her hand, which she uses to cut glowing puppet strings attached to a group of another necromancer's undead minions, breaking his control over them, or to cut a bloody hole in the fabric of space itself for when she teleports or accesses her dimensional pocket. The spoken invocations of her spells consist mostly of sentences or phrases in Atlantean or Lemurian. The spells she's tweaked or created herself often include Latin, Maya, or Nahuatl as well. HISTORY On Ximena Romero's twelfth birthday, her father came home from work, murdered his entire family, and then rampaged through his neighborhood until he was shot down by the police. At least, that's what most people believe. A few know better. Ximena's father was a junior accountant at a firm which, unbeknownst to him, included among its clientele a number of front companies for some of the organized crime syndicates who belonged to the confederacy known only to themselves as "The Chamber". One front company in particular was involved in the purchase and development of some valuable Riverfront property. Late in the day on Ximena's twelfth birthday, one of the senior accountants accidentally forwarded an email to Ximena's father. That email included a spreadsheet with a list of names and figures. The names were Emerald City government officials, mostly members of the zoning board but also a City Council member. The figures were bribes. The contents of that email could have scuttled the entire real estate deal, and landed every person on the list and everyone copied on the email in prison. Before Ximena's father got home, The Chamber had already given the order that he was to be silenced, in such a way as to destroy any credibility he might have beyond the grave. They sent The Terror. It found and possessed Ximena's father before she had the chance to blow out the candles on her cake, but not before he was able to give her his last present, a silver medallion with a strange black stone set into it that perfectly matched the gothic turn her fashion tastes had recently taken. Using her father as a puppet, The Terror butchered Ximena's entire family. When she tried to defend her siblings, it stabbed her repeatedly. She would have succumbed to her wounds if the black Viridian Stone she was unknowingly wearing around her neck hadn't prevented her soul from leaving her body long enough for her to get medical attention. None of The Terror's other victims that night were so lucky. The experience turned Ximena's hair completely white. In the aftermath, the senior accountant managed to gain access to Ximena's father's email account. The damning message was unread. In his haste to get home in time for his eldest daughter's birthday dinner, he had ignored the buzzing of his Blackberry. Once word was received that one of the children had survived, it was decided that it was unnecessary to finish her off, and, more importantly, that it would attract too much attention if a second attempt was made on her life. The land deal proceeded without further complication. Ximena had a large extended family, who took her in, at first. But her good Catholic aunts, uncles, and grandparents quickly started passing her around like a hot potato, each one growing weary of her trauma-induced emotional unavailability, the goth music and fashion "phase" she refused to grow out of, the bisexuality she refused to conceal or repress, and, most of all, her newfound obsession with the occult. She knew that her father wasn't on drugs and hadn't just snapped like everyone claimed. She knew what she saw, and she had to learn how to keep it from ever happening again. Her guardians kept throwing away her books on witchcraft, and she kept shoplifting new ones. Her guardians grounded her, and she snuck out anyway. Eventually they dumped her into the foster care system, from which she quickly slipped away. She wandered, working under the table at odd jobs while chasing any scrap of information she could on magic and the supernatural. She fell in and out with multiple cults and charlatans before she finally found her mentor, the sorceress Vivienne. Vivienne claimed to be twice Ximena's age, though she didn't look it. Impressed with Ximena's potential and persistence, she took her on as an apprentice. The two quickly became more than teacher and student, first friends, then lovers. Vivienne taught her how to harness hellfire, to bind and banish demons, to raise the dead and to put them down again. In addition to the necromantic arts, Ximena learned history, philosophy, languages. Ximena was a voracious student, taking full advantage of her first access to formal education in years. She learned the true nature of the Viridian Stone in her possession, and she built an enchanted mask to house it. She also became friends with Atzi Ramirez, the middle-aged mortal servant who handled Vivienne's legal and financial affairs in the mundane world. Several years passed. Then, one day, Vivienne turned on Ximena. She learned that Vivienne was even older than she claimed, and that her life and her youthful appearance was sustained by draining the life energy of younger women like Ximena, women Vivienne would take her pleasure and amusement from for a few years, until she grew bored of them and they started to age, losing the only true value she saw in them. Ximena was just the latest in a long line, and the power and strength of will she had developed under Vivienne's tutalage only meant that her soul would sustain and empower Vivienne for longer once she consumed it. Vivienne's doom was in underestimating her latest student. Ximena managed to turn the tables on Vivienne, long enough to break Vivienne's hold over her undead creatures who staffed and protected her estate. Instead of seizing control of them, Ximena set them free, and once free, they set upon Vivienne with a vengeance, consuming her body and soul. Once they were finished with Vivienne, Ximena sent the creatures to their final rewards, some willingly, some not. Then she looted Vivienne's estate of its more benign resources and burned the rest down. She has yet to face any reprisal for Vivienne's death, since most of Vivienne's few friendly acquaintances in the magical community "Knew her well enough not to mourn her passing." After disposing of Vivienne's legacy, Ximena decided it was time to return to her home. If she could overcome a seasoned necromancer like Vivienne, then she could deal with the entity that had murdered her family, and any others like it. Atzi, finding herself homeless, unemployed, and free of the mind-controlling spells that she hadn't even known that Vivienne had cast upon her, followed Ximena to Emerald City. With Atzi's help, and the financial resources Ximena had "inherited" from her treacherous mentor, she was able to purchase two properties, a small apartment building, X, where she and Atzi both took up residence, and a storefront where she established Mictlan Books & Curiosities (and installed a magical workspace in the basement). She put Atzi in charge of running both businesses. The store acts as a base from which Atzi is able to act as a broker, putting clients (some paying, some not) who require magical assistance in touch with Ximena, who performs services ranging from brewing potions or crafting charms to investigations and exorcisms. In her own time, Ximena searches the city for lost souls to put to rest, and demons and malevolent spirits to banish from the material realm, hoping to find one in particular. She's foiled several secular crimes along the way, and one police detective, Briana Rowell, has started consulting with her after she helped Rowell close a cold murder case. PERSONALITY & MOTIVATION Ximena's demeanor is usually calm, aloof, and laconic. When she indulges in humor, it tends to be dry sarcasm. When she looks at someone, she seems to be looking through them. She carries heavy emotional burdens she is loathe to unleash upon others, and she is just as reluctant to take on the emotional burdens of others. She's had to be self-reliant for most of her life, and she's been betrayed and abandoned multiple times, so she is slow to trust anyone. But she genuinely wants to help people. The supernatural invaded her life and destroyed it. She has dedicated her life to making sure that doesn't happen to anyone else. Despite her youth, she has existed at the fringes of mainstream modern society for long enough that she doesn't feel comfortable in it. She pays for everything in cash, she keeps hard copies of everything, and she doesn't own a computer or a cell phone. POWERS & TACTICS As a necromancer, Ximena's magic focuses on the power of life and death itself, especially the latter. She can inflict weakening curses upon her foes, launch bolts of hellfire at them, and show them enough of what horror awaits them in the afterlife to break their spirits under the weight of it. Alternately, she can use that same knowledge of the worlds beyond death to provide peace to her allies, invigorating them. She knows how to raise the dead, turning them into the Undead, how to summon, bind, and interrogate ghosts and demons, and how to sever such a creature's connection to the powers that sustain it, obliterating them. Through sheer force of will, she can seize control of the demons or undead creatures created or commanded by another sorcerer. She can perform exorcisms, which break the hold supernatural creatures have over a mortal's fragile mind, and banish those creatures from the material world back to whatever dimension spawned them. She can transport herself and others to the various dimensions of the dead, and she knows their geography well enough to exploit the different physics in those dimensions to emerge back in the material world a vast distance away from her starting point in mere moments. Because of her mask (see below), she can walk those paths freely, the dead mistaking her for one of their own. When she brings along a living passenger, the journey becomes far more dangerous. Her affinity for death has allowed her to sense it as second nature. She can tell when someone has died in a given place, whether it was one person or many, and whether they died slowly or quickly, peacefully or violently. She sometimes receives precognitive visions warning of an impending death, being able to sense the psychopomps looming close by the doomed. She also knows a handful of minor non-necromantic utility spells. She can create and access a pocket dimension, where she stores her most valuable possessions. She can use part of a person, such as a drop of their blood or a strand of their hair, to prepare a compass which will point in their direction. She can create a ghostly hand which can lift, manipulate, and even destroy objects at a distance. She can transmute small objects, rearranging their atoms like a child's building blocks to transform one thing into another. Her enchanted cloak harnesses raw ectoplasm, the substance of ghosts, which is often left behind when they move on to their final reward, or are forced to by an exorcism. The cloak repurposes this energy as a shield, protecting her from harm. When an attack would strike her, swirling green mist appears a few inches in front of her and blocks it. Sometimes the vague outlines of a face appear in the mist, either an echo of the departed spirits whose ectoplasm the cloak harnessed, or a grateful spirit returning to intercede on her behalf directly. The cloak uses this same energy to form currents or wings which lift her off the ground, allowing her to float in the air, and sometimes, as with her defenses, it is grateful spirits who bear her into the heavens. Her mask harnesses the energy of the black Viridian Stone to open her "third eye", allowing her to see in total darkness, to see supernatural creatures for what they truly are, to see magical auras, and to speak with the spirits of the dead as if she were one of them. The mask hides her life signs, making her appear to both living and dead alike as one of the latter. Aside from her magic, Ximena has the sort of genius-level intellect that comes along a few times in a generation, and a tremendous strength of will and and force of personality. If she hadn't decided to become one of the world's greatest witches, she could have become the next Ada Lovelace, Marie Curie, or Susan B. Anthony. Her intensive tutelage under Vivienne left her with the equivalent of a doctorate in several fields of mundane academic study. She speaks over half a dozen languages. Her enchantments adhere best to objects of the finest quality, and she has risen to the challenge, becoming a world-class craftswoman of a dozen different disciplines, from seamstress to metalworker. However, she has focused on her studies to the point of neglecting her body. While she is exceptionally healthy, her physical prowess is below average for a woman of her age. She is almost useless in a fistfight. COMPLICATIONS Enemies: Ximena has banished many demons and malevolent spirits from the world of the living. Some of them hold grudges. And someone might have cared about Vivienne enough to avenge her death after all. The GM can give her a Hero Point when one of them shows up to make an already bad situation even worse. Fame (Local): Ximena's identity as "Santa Muerte" exists in a grey area. She doesn't hide it, but she doesn't advertise it either. Not everyone she's helped recognizes her, but some do, and word is spreading. The GM can give her a Hero Point when being recognized makes her life less convenient in some way. Hyperspace Is A Scary Place: When Ximena uses her Teleport power, she crosses over into one of the Underworld dimensions. The GM can give her a Hero Point if something follows her back into the material world. Alternately, if she brings along a passenger, especially if that passenger's nature as a living creature is not concealed as hers is behind her mask, or if the passenger disregards her instructions ("Don't open your eyes, don't listen to the voices, don't let go of me"), then that passenger may come back possessed, if they come back at all. If her passenger is possessed or trapped on the other side, the GM may give a Hero Point to her, her passenger, or both. Nightmares: Ximena has seen many disturbing things, and she regularly relives them in her dreams. Precognitive visions of death also frequently come to her while she is asleep. The GM can give her a Hero Point and declare that she is Fatigued due to lack of restful sleep. Prejudice: Ximena is female, Latina, bisexual, and a goth. The GM can give her a Hero Point when another character's ignorance of and/or prejudice against one or more aspects of her identity creates a setback for her. Reputation ("Burn the witch!"): Many members of mainstream religions consider Ximena to be a blasphemer and her namesake to be heresy. Most other wizards consider her form of magic to be taboo, and, to be fair, most of those who practice it do so in a far more malevolent fashion than she does. Anyone who can perceive magical auras in detail and knows what to look for can see the mark her use of necromancy (however benign it has been) has left on her soul. The GM can give her a Hero Point if another character's attitude toward her powers creates a setback for her. Responsibility (Business): Even though Atzi handles the day-to-day operations, ultimately, as a landlord and a store owner, Ximena has an obligation to her tenants, her employees, and her customers. And Atzi herself may sometimes require aid. The GM can give Ximena a Hero Point when she faces a setback on account of those obligations. Responsibility (Family): Ximena has a large extended family. Even though she is estranged from them, if any of them found her and asked for her aid, she would feel obligated to provide it. The GM can give her a Hero Point and declare that a family member needs her help at the worst possible time. ABILITIES 44PP ([-2] + 0 + 8 + 14 + 12 + 12) Strength: 08 (-1) (Heavy Load: 80 lbs.) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 22 (+6) Charisma: 22 (+6) COMBAT 14PP (8 + 6) Initiative: +0 (+0 Dex) Attack: +4, +8 Hellfire Blast Grapple: +3 (+4 Melee Attack, -1 Str) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 6/2 SAVING THROWS 14PP (1 + 4 + 9) Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +5 (+4 Con, +1PP) Reflex: +8/+4 (+0 Dex, +4 Enhanced, +4PP) Will: +15 (+6 Wis, +9PP) SKILLS 22PP (88R) Concentration 6 (+12) Craft (Artistic) 13 (+20) Diplomacy 9 (+15) Intimidation 9 (+15) Knowledge (Arcane) 13 (+20) Knowledge (Cosmology) 3 (+10) Knowledge (History) 3 (+10) Knowledge (Life Sciences) 3 (+10) Knowledge (Streetwise) 3 (+10) Knowledge (Theology & Philosophy) 3 (+10) Languages 6 (Atlantean, English [Native], Latin, Lemurian, Mayan, Nahuatl, Spanish) Medicine 1 (+7) Notice 4 (+10) Search 3 (+10) Sense Motive 9 (+15) FEATS 8PP Artificer Benefit (Wealth 1) Dodge Focus Equipment 1 (5EP) Luck 3 Ritualist Enhanced: Quick Change EQUIPMENT 5EP (1PP) Mictlan Books & Curiosities (PL10 Headquarters) [5EP] Size: Small [0EP] Toughness: 5 [0EP] Features: [5EP] Cover FacilityAoF Library Security System (DC20) PersonnelBoM Workshop (Magic) AoF = Agents of Freedom BoM = Book of Magic POWERS 78PP Devices 8 (40PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [32PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy) Cloak: Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings) Protection 8 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Mask: Comprehend 1 (Spirits) [2PP] Features 2 (Deathly Mien*, Undead Presence*) [2PP] *Power Profiles, "Death Powers" Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight) Super-Senses 8 (Magic and Supernatural Awareness; Descriptor requency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking) [8PP] (Additional Descriptors: Divination Magic, True Sight) Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis) Magic 16 (32PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] Base Power: [5 + 5 + 11 + 11 = 32PP] (Additional Descriptors: Utility Spells) Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] (Additional Descriptors: Dimensional Magic) Move Object 1 (Lifting Strength: 5, Heavy Load: 50 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise) [5PP] (Additional Descriptors: Spectral Hand, Telekinesis) Telelocation 10 (Range: 200,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [11PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic) Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic) Alternate Power: [32PP] (Additional Descriptors: Hellfire Blast, Necromancy) Blast 12 (Range: 10 120ft Increments, 1,200ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [32PP] Alternate Power: [32PP] (Additional Descriptors: Curse of Withering, Necromancy) Drain 10 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute]; Drawbacks: Full Power) [32PP] Alternate Power: [22 + 10 = 32PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable; Drawbacks: Full Power) [22PP] Damage 10 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [10PP] Alternate Power: [32PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave) Emotion Control 10 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area Size] 1 [100ft radius], Reversible) [32PP] Alternate Power: [32PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy) Mind Control 10 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 1 [100ft radius]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Banishment, Exorcism, Necromancy) Nullify 10 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area Size] 2 [250ft radius]) [32PP] Alternate Power: [5 + 27 = 32PP] (Additional Descriptors: Necromancy, Paths of The Underworld) Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]) [27PP] Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy) Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring) Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy) Abilities (44) + Combat (14) + Saving Throws (14) + Skills (22) + Feats (8) + Powers (78) = 180/180 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Curse of Withering Perception DC20 Fortitude (Staged) Drain Str/Dex/Con Dimensional Pocket* Touch/Grapple DC11 Reflex Trapped Emotion Control Perception/Area DC20 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Exorcism Perception/Area Will or Power vs +10 Nullify* Finding Spell Extended DC20 Will Telelocation Hellfire Blast Ranged DC27 Toughness (Staged) Damage (Energy) Mind Control** Perception/Area Will vs +10 Controlled Rebuke** Perception DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy) Spectral Hand* Perception Grapple vs +2 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Transmutation* Perception DC11 Reflex Transformed *Utility power, not generally used as an attack, but technically capable of being used as such. **Limited to Demons/Devils and the Undead.
  4. Thorn Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: A young plant-controller trying hard to prove he can do more than just make a pretty garden. Catchphrase: None Theme: None Alternate Identity: Nicholas Starkey (Secret) Birthplace: Portland, OR Residence: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Occupation: Grad student at Freedom City University; part-time delivery person for Ferry's Flowers Affiliations: FCU Botany Dept; Ferry's Flowers Family: Ron & Emily Starkey (parents); Myra Livingston (grandmother) Description: Age: 23 (DoB: May 18th, 1997) Apparent Age: Early 20's. Gender: Male Ethnicity: Caucasian Height: 5' 7" Weight: 170 lbs. Eyes: Green Hair: Light brown Description: Nick has a compact gymnast's build and an inquisitive face. While his clothes are clean and neat, they're fairly unremarkable; he wears jeans, casual shoes, and untucked dress shirts over t-shirts. As Thorn, he wears a total bodysuit that only leaves his hands and feet uncovered. The bodysuit is forest green and is unadorned except for an overlay of overlapping leaf outlines in a slightly darker color. It is very elastic and porous to allow him to grow plants and thorns from his skin. History: Nick had an enjoyable childhood as the only child of a pair of university professors in Portland. For the most part, he was a laid-back kid who got good grades and played sports (although he sat on the bench a lot). He attended Oregon State University, and it was there that his life got sidetracked. In his freshman year, Nick went to a special exhibition at the university greenhouse as part of a biology class assignment. Rare tropical plants were on display, and while he was taking notes on them the roof blew open and the room filled with a choking, irritating gas. The supervillain Black Iris and her goons had arrived to steal some particularly rare plants. Instinctively, Nick grabbed one of the plants as he was overwhelmed by the fumes. He fell with the plant under him, and as he lost consciousness sap from the broken stem oozed over his hands. Later, he awoke in the infirmary of the local superhero group. After some confusion, it was explained to him that he had displayed some unusual physical properties and kept him for observation for a few days. It was their conclusion that some combination of the gas Black Iris had used, the sap from the unusual plant, and Nick's own body chemistry had combined to alter the structure of his body. While not exactly a plant, he seemed to be some kind of hybrid. Nick was delighted. What 19-year-old wouldn't be after being told by a bunch of super-heroes that he had super-powers? His delight turned out to be short-lived as he began to explore his abilities. The physical enhancements were cool: he was stronger, more agile, and much tougher: all good things. But then… well, he could cause plants to grow and he could control their movements. That was… OK. When he discovered he could produce large thorns on his skin, well, that was pretty metal. Discovering that he could grow plants from his skin was kind of gross, actually, although it meant he always flowers for his mom on Mother's Day. Still, it was cool to have powers, even if they were borderline lame ones, and after ordering a special bodysuit online, he was ready to fight the bad guys in his spare time, as Hybrid! Master of Plants. To his credit, he did foil a few robberies, but he soon found out that not very many people took a plant-hero seriously. After a few months of catcalls from bystanders who called him Flower Boy and Kompost Kid, he grumpily abandoned the hero thing and refocused on school. He had been intending to pursue a computer science degree, but he decided to switch to botany has a way of learning more about what he could do with his powers. Nick spent the better part of three years experimenting with his abilities. "Flower Boy," indeed… He wanted to be more like Geckoman! He discovered that he could radically speed up the growth of plants from his skin and from the ground. He could even form weapons from thorny, woody plants! After practicing whenever he could, he ventured into the superhero world again, this time as Thorn. He enjoyed some successes again minor villains, and as graduation neared, he knew what he wanted to do: get accepted into Freedom City's graduate program, and be a hero in Super-people Central! Personality & Motivation: Nick is a friendly guy, open to new experiences and good times. He has an aura of vitality and health that others notice. He doesn't always think things through, though, and this tendency has gotten him in trouble a few times in the superhero business. He is proud to be a superhero and happy to use his powers to keep people safe. However, he also has a (wood) chip on his shoulder about how others react to his powers, and he is determined to show that a plant-hero isn't just a background sidekick. He is usually upbeat and enthusiastic, if a bit naïve: the truly deadly nature of the superhero biz has not really sunk in with him yet. Powers & Tactics: Nick prefers to mix it up with the baddies rather than stand back and use his powers from a distance. He likes to swing into battle using the vines that shoot from his hands and use knobby wood or thorny protrusions on his hands, elbows, etc. to deliver damage. He really wants to be a Spider-Man type, even if he doesn't quite have the talent for it. While his instincts are good, he's not the most skilled fighter, and when things don't go well he will resort to the hallucinogenic sap he can generate to slow an opponent down, or Snare opponents by causing plants in the area to grow. If grappled or attacked by several people in melee, he'll cause large thorns to protrude from his body to damage enemies and provide him with some space. He has also developed a short-ranged attack that's essentially a thorny hardwood clump on the end of a vine that he can swing around, using the flexibility of the vine to cause the "flail" to curve round and strike from unexpected angles. Power Descriptions: All of Nick's powers are plant-based. Swinging, wall-crawling, and his melee combat enhancements all come from being able to grow plants incredibly rapidly from his body. For swinging, he grows creeping vines out of his hands so that they latch on to nearby buildings, protrusions, etc. When he wall-crawls, he grows root systems from whatever body surface he needs to cling with. His melee combat enhancements are thorny, hard wood shapes he grows around his hands or other body parts like cesti or spiked elbow pads, for example. The damage aura is a profusion of large thorns over his entire body. The Nauseate effect comes from a hallucinogenic sap he generates in his body. He injects it through hollow thorns that protrude from his fingertips at will. The Snare is a rapid growth of plants from the ground that entwine and entangle the victim. Complications: Aquaman Syndrome: Nick is very focused on proving that his powers can do more than just cause some plants to grow and wrap people up. Nick can be taunted, tricked, or manipulated into going toe-to-toe with a villain instead of using his non-melee abilities even when the latter is a better tactic. Move towards the light!: Nick's Immunity to Starvation and Regeneration only work if he can access sunlight (or grow lights) to photosynthesize. He wears a Med Alert bracelet that says "Put me in the sun." "Green-blooded hobgoblin": Nick's physiology is no longer exactly human. This makes medical treatment problematic even for someone immune to poisons and disease. Also, he has to be very careful if he bleeds in his secret ID, as the green blood is… weird. Just say no to Monsanto: While Nick is immune to poisons that humans need to be wary of, he is susceptible to concentrated herbicides. A Barren Wasteland: It is possible that Nick could find himself in places where no seeds, dormant plants, or roots are nearby for him to use for his Snare ability. Can I get off this ride now?: Nick is sometimes afraid that his body is continuing to change, and that someday he will become a plant, possibly one without the ability to move… or think. A rare specimen: It won't take long for evil scientist types to realize that Nick's odd abilities warrant closer examination. Abilities: 2 + 2 + 2 + 8 + 2 + 2 = 18 PP Strength: 20/12 (+5/+1) Dexterity: 22/12 (+6/+1) Constitution: 26/12 (+8/+1) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16 PP Initiative: +7/+1 Attack: +10 Melee, +4 base; +4 Ranged, +10 with Snare, +10 with thornball Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +1 Knockback: -5/0 Saving Throws: 3 + 4 + 7 = 14 PP Toughness: +2/+10 (+1/+8 Con, Protection 2) Fortitude: +1/+8/+11 (+1/+8 Con, +3 PP) Reflex: +1/+6/+10 (+1/+6 DEX, +4 PP) Will: +1/+8 (+1 WIS, +7 PP) Skills: 56R = 14 PP Acrobatics 8 (+14) Climb 6 ( +12) Computers 4 (+8) Diplomacy 3 (+4/+8 w/Attractive feat) Knowledge: Life Sciences 8 (+12) Languages 1 (English [native], Spanish) Notice 10 (+11) Stealth 7 (+13) Survival 9 (+10) Feats: 16PP All-Out Attack Attractive (aura of vitality) Dodge Focus 6 Melee Attack Focus 6 Move-by Action Uncanny Dodge (Hearing) Equipment: 0PP = 0EP Powers: 27 + 8 + 10 + 14 + 3 + 6 + 2 + 2 = 72 PP Plant Control Array Rank 12 (24 PP array; Feats: Alternate Power 3) [27 PP] (Plant growth and control) Base Power: Snare 10 (Plant entwining; Feats: Split Attack, Accurate 3) {24/24} (Descriptors: plant-based) Alternate Power: Nauseate 8 (hallucinogenic sap injection; Extra: Poison) {24/24} (Descriptors: plant-based, drug/chemical/hallucinogen) Alternate Power: Blast 5 (Knobbly, thorny wood ball on a vine) Feats: Mighty 5, Improved Range (100 ft) Accurate 3, Indirect 3, Improved Critical 2; Drawbacks: Reduced Range 2 (100 ft max) {22/24} (Descriptors: plant-based, bludgeoning/piercing) Alternate Power: Damage 6 (large thorns protruding from body; Extras: Aura, Duration 2 – Sustained) {24/24} (Descriptors: plant-based, piercing) Enhanced Strength 8 [8 PP] (Descriptor: plant-based physical augmentation) Enhanced Dexterity 10 [10 PP] (Descriptor: plant-based physical augmentation) Enhanced Constitution 14 [14 PP] (Descriptor: plant-based physical augmentation) Immunity 3: Starvation, poison, disease [3 PP] (Descriptor: plant-based physiological changes) Super-Movement 3: Swinging, Wall-crawling 2 (half-movement, sticking) [6 PP] (Descriptors: Swinging – "shooting" rapidly-growing vines from hands; Wall-crawling: using small thorns and micro-roots for grip) Regeneration 2: Resurrection, Regrowth [2 PP] (Descriptor: plant-based physiological changes) Protection 2 [2 PP] (Descriptor: plant-based physiological changes) Drawbacks: None. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Thorny wood ball Ranged DC 25 Toughness Damage Body Thorns Touch/Aura DC 21Toughness Damage Hallucinogenic sap Touch DC 18 Fortitude Nauseate* Plant entwining Ranged DC 20 Reflex Snare *Has Poison Extra, so effect occurs again in following round; target is at least automatically Nauseated regardless of results of Fortitude save Totals: Abilities (18) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (16) + Powers (72) - Drawbacks (0) = 150/150 Power Points
  5. Watchdog/Daystar Power Level: 10/12 (206/206PP) Trade-Offs: None TOU/DEF, +3ATK/-3DMG ranged, +1ATK/-1DMG Melee Unspent Power Points: 0 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. 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 Affiliations: Her charge, Jaycee Cahill 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] Age: 27 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. When not wearing her helmet, she sticks close to "Judy" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At her lleft hip is a silvered pistol. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent Tran who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. Ashley's not sure if this was the right way, though. She was desperately improvising when she reached out to Claremont on behalf of the Cahills, desperately improvising when she suggested a plan to both the President and to the former Raven - and it worked. Judy and Ashley Smith are refugees as far as anyone knows, from a world where the heroes failed and the Grue are everywhere, and the former is getting trained to be a hero while the latter watches her back. But how many lies is she going to tell? Have her efforts to save Judy only corrupted her? Has she served the country she loves so much - or has she made it worse? When she looks at herself in the mirror, she doesn't know who she is anymore... 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 Jaycee Cahill. 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: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. 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. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 27 year old Secret Service agent, not a teenager from an alternate universe! Something Gay No Doubt: Ashley is still wrestling with this. 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. Who's That Girl: Ashley is losing track of who she is. Abilities: 6 + 6 + 8 + 0 + 4 + 4 = 28PP STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 14 + 16 = 30PP Init: +7 Attack: +7 (+11 w/Armory, +11 Melee, +13 w/Power Thief) Defense: +10 (+2 Dodge Focus, +4 flat-footed) Grapple: +13 Knockback: -5/-2 Saves: 4 + 5 + 6 = 15PP TOU +10/4 (+4 Con, +6 Protection) FORT +8 (+4 Con, +4) REF +8 (+3 Dex, +5) WILL +8 (+2 Wis, +6) Skills: 96r=24PP Acrobatics 2 (+5) Bluff 13 (+15) Skill Mastery Climb 2 (+5) Concentration 3 (+5) Craft (Mechanical) 4 (+4) Demolitions 4 (+4) Drive 2 (+5) Gather Info 5 (+7) Intimidate 13 (+15) Skill Mastery Investigate 5 (+5) Knowledge (Galactic Lore) 4 (+4) Languages 3 (English [base], French, Lor, Vietnamese) Medicine 3 (+5) Notice 8 (+10) Skill Mastery Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Stealth 7 (+10) Survival 3 (+5) Swim 1 (+4) Feats: 53PP Attack Focus (Melee) 4 Challenge 2 (Fast Feint, Fast Startle) Dodge Focus 2 Equipment 15 [From Reward] Evasion Improved Initiative Interpose Luck 4 Move-By Action Power Attack Sidekick 30 [Daystar] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Startle Quick-Draw [Draw] Takedown Attack Ultimate Save (Toughness) Well--Informed Equipment: [75EP] The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 1 [DC 20], Communications, Computer, Hidden Compartments, Navigation System, Remote Control, Powers: Impervious Toughness 10, Immunity 9 (Life Support), Super-Senses 4 (Radar), Teleport 10 (Flaw: Anchor [Area 51]) [59EP] Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. The teleporting built into the car is a recent feature - and not Ashley's favorite! She'll only use it in an extreme emergency, as sending the car to a major Air Force base is a bit of a giveaway... Personal Equipment: 16EP Grapple Gun: Speed 2 + Super-Movement 4 (Slow-Fall, Stop Fall, Swinging, Wall-Crawling 2): 10EP Masterwork Handcuffs: 1EP Masterwork Cellphone (2): 2EP Masterwork Rebreather (2): 2EP Remote for Dawg: 1EP Powers: 29 + 1 + 24 + 2 = 56PP Device 7 (Armory, 35PP, Flaw: Hard to Lose, PF: Subtle [Concealable]) [29PP] Feature 1 (AV Pickup) [1PP] Not Exactly Standard Issue 10.5 (21 points; PFs: Alternate Power 5) [26PP] 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 9 (laser pistols; PFs: Accurate 2, Improved Crit) {21/21} AP: Damage 6 (really good tonfas; Extra: Secondary Effect; PFs: Extended Reach, Improved Disarm, Improved Trip, Mighty, Variable Descriptor 2 [any technological]) {21/21} AP: Snare 9 (really good cuffs, Extra: Transparent, Flaw: Range [Touch], PFs: Improved Crit 2, Tether) {21/21} AP: Stun 9 (really good pepper spray, PFs: Extended Reach 1, Improved Crit, Variable Descriptor 1 [any chemical]) {21/21} Protection 6 (really good Kevlar) [6DP] Super-Senses 2 (Infravision [Tracking 1 [half-speed], Radio) [2DP] 1+26+6+2=35PP Immunity 1 (Daystar’s Powers) [1PP] Container 4.2 (Power Thief, PFs: Accurate, Subtle [Psionic]) [24PP] Drain Wisdom 7 (Extras: Linked [Mimic], Sleep [+0], PF: Slow Fade 1 [1 minute]) {8} + Mimic 7 (35PP, All Powers At Once, Flaws: Saving Throw [Will], Tainted) {14} Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP] DC Table Unarmed DC 19 Bruised/Injured Blast DC 24 Bruised/Injured Damage DC24 Bruised/Injured Snare DC 19 Entangled/Bound Stun DC 19 Dazed/Stunned Drain/Mimic DC 17 Drained/Mimiced costs abilities 28 + combat 30 + saves 15 + skills 24 + feats 53 + powers 56 = 203/206PP
  6. In Brief: Guillermo del Toro shoves Miles Morales, Tim Drake, and Matt Murdock into a blender. Character: Octoman Power Level: 13 (Built as PL10) Tradeoffs: None Power Points: 202/204 PP Unspent Points: 2 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: An apartment in the West End Occupation: Student Affiliations: None Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), Several unnamed aunts, uncles, and cousins DESCRIPTION Age: 16 (Date of Birth: 2003) Apparent Age: 16 Gender: Male Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino. Height: 5'9" Weight: 150 lbs. Hair: None (Formerly Black) Eyes: Yellow (Formerly Brown) Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds in his skin, which appear to be scars but are actually new orifices. He has three on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood is less likely to drip and more likely to spray. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. HISTORY Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. PERSONALITY & MOTIVATION Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. POWERS & TACTICS Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a high Constitution score). His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. He doesn't heal from serious injury much "faster" than a normal human, but he heals "better". Given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. COMPLICATIONS Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with. Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human. Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words. Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time. Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character. Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this. Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition". Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him. Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep. Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate. Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types. Status (Minor): It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him. ABILITIES 32PP Strength: 30/14 (+10/+2), 50/14 Lifting (Heavy Load: 12 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: 26/14 (+8/+2) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 20 (+5) COMBAT 16PP Initiative: +10/-2 (+10/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened) Attack: +10 Melee (+4 Base, +6 Attack Focus [Melee]), +4 Ranged (+4 Base) Grapple: +34/+12 vs one target, +30/+12 vs multiple targets (+10 Melee Attack, +10/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +4 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback Resistance: 5/2, 4/1 Flat-Footed ATTACK RANGE SAVING THROW EFFECT Unarmed Touch* DC25 Toughness (Staged) Damage (Physical) Mass Tentacles Touch/Area DC20 Reflex Bound (Helpless) Ink Spray Touch +20ft DC20 Reflex Dazzle Olfactory + Visual DC20 Fortitude Recover Venomous Bite Touch DC20 Fortitude (Staged) Slowed/Paralyzed *Up to 250ft with Elongation. SAVING THROWS 10PP Toughness: +10/+4 (+8/+2 Con, +2 Defensive Roll), +8/+2 Flat-Footed Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +12/+4 (+10/+2 Dex, +2PP)Evasion Will: +8 (+0 Wis, +8PP) SKILLS 68R = 17PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 15 (+20)Skill Mastery, Taunt Computers 15 (+20)Second Chance, Skill Mastery, Ultimate Skill Disguise 0 (+5, +10 or +50 with Morph) Escape 0 (+16/+2, Automatic with Insubstantial) Knowledge (Current Events) 5 (+10) Knowledge (Physical Sciences) 2 (+7) Knowledge (Pop Culture) 10 (+15) Knowledge (Technology) 5 (+10) Knowledge (Theology & Philosophy) 1 (+6) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 5 (+15/+5)Skill Mastery, Deafened Search 0 (+15/+5) Stealth 2 (+15/+4) Swim 2 (+15/+4)Swimming FEATS 24PP Attack Focus (Melee) 6 Chokehold Defensive Roll (+2 Toughness) Dodge Focus 6 Grapple Finesse Luck 3 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Notice) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion Improved Initiative POWERS 103PP Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 16 (Feats: Evasion, Improved Initiative) [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Skills 28 (Acrobatics 2, Notice 10, Search 10, Stealth 3, Swim 3) [7PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 16 (32PP Array, Feats: Alternate Power 4) [36PP] Base Power: [5 + 3 + 16 + 8 = 32PP] Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength) Super-Strength 4 (Lifting Strength: 50, Heavy Load: 12 tons) [8PP] (Descriptors: Mutation) Alternate Power: [26 + 6 = 32PP] Dazzle 10 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [26PP] (Descriptors: Ink Spray, Mutation) Obscure 3 (Sense Types: Olfactory + Visual, Area: 25ft radius, Extras: Independent, Total Fade [6 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [6PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [6 + 24 = 30PP] Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting) Alternate Power: [32PP] Paralyze 10 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [32PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Alternate Power: [32PP] Snare 10 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 250ft]) [32PP] (Descriptors: Mutation, Tentacles) Regeneration 5 (Recovery 1 [+9]; Recovery Rate: Injured 2 [5 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [6PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation, Suckers) TOTALS Abilities (32) + Combat (16) + Saving Throws (10) + Skills (17) + Feats (24) + Powers (103) - Drawbacks (0) = 202/204 Power Points
  7. Knight of Earth Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Mystical cyborg, geomancer mage who uses magic to create prosthetic limbs or tear up the earth. She uses this along with training with fighting with “sword” and shield to control the battlefield Catchphrase: “Break open, Earth!” Theme: https://www.youtube.com/watch?v=DLVf3bj3OCo for her life in general, https://www.youtube.com/watch?v=yPHeW7MLBbw battle music Alternate Identity: James/Ivy Winters (depending on whether she is out to them or not) (Secret) Birthplace: Freedom city Residence: Freedom city, with her father Base of Operations: Her parents’ house Occupation: student at Claremont Affiliations: Claremont (student), Gaian Knight (student), Velocity (saved by) Family: Mother, Bonnie Winters née Onera (deceased), Father, Ronald Winters, Description: Age: 16 (DoB: 14th June 2003) Apparent Age: 16 Gender: Female (born male, not out to her father) Ethnicity: Caucasian Height: 1.92 m (~6’3’’) Weight: 120 kg (265 lbs) (most of the weight comes from her rock limbs) Eyes: grey Hair: Blonde hair, long and straight, it goes to about the middle of her back. Clothing: Normally she wears a dark red jacket or something else long sleeved, loose, black pants, with a black and red skirt over it. Underneath her jacket, she wears a shirt that has some design on it. She has over thirty different shirts with different designs. In her costume, she uncovers her limbs, and wears armour made out of enchanted rock, giving her entire body an appearance as though she is a rocky, fairly humanoid golem. Her helmet has two low quality rubies over where her eyes are, it tints her vision red, but she can look through it. History: “When young, James was always far more at ease with the girls and doing stereotypically female things rather than doing the ‘male’ things. James joined ballet at age of six, and was an active dancer until her accident at age fourteen. Though her parents are kind, they did not understand it, and her father especially wanted her to try more manly activities. After being bullied at school for her hobbies, James vented about it to her mother, who told one of her friends at a tennis club about it, though couched in general terms. The friend said it reminded him of being transgender, something his little brother had experience with. After getting the contact details, James’ mother helped James contact him, and so James came in contact with a LGBT+ support group. As she got more involved in that, it became clear to both her mother and herself, that she was in fact transgender. When sounding out whether her father would be supportive, she and her mother got a very negative reaction, something that almost sent her out of the room to cry. After that encounter, they were more careful when going to and from the meetings. When Ivy, having chosen to go by that name just that summer, was fourteen, when on their way from the meeting, they got into an accident, costing her mother her life, while Ivy was pinned down by her legs and wounded on her arm. She was cut out of the wreckage by a hero, Velocity, who helped her get to the ambulance. Her father was there with her, giving his permission for the hospital to do what was needed to save his ‘boy’. The accident took her left leg and her right arm, but it turned out that the hospital had missed something when cleaning her wounds, for an infection that got inside of her wounds festered, leading eventually to necrosis, costing her, her right leg as well. In desperation, Ivy looked for any way that she might regain her mobility, eventually stumbling upon a hidden study in her mother’s study room. In there, she found tomes on all sorts of elemental magic, but what caught her eye was a tome on magical limbs. From there, in combination with other books, she created a spell that formed her limbs. Luckily, she had kept in contact with Velocity, who provided her with the plausible story that she gave Ivy some replacement limbs. Though she did require Ivy to get actual training with her magical powers. She trained with Gaian Knight, a hero on the same team as Velocity, with similar powers to boot, learning a lot over the last two years of her life, and now, she feels as though she can go out and make a difference! … When she has made sure that all of her armour fits her correctly, that is, this version pinches in unfortunate places.” – Ivy Winters, upcoming superhero diary (recorded on a cheap phone), Personality & Motivation: Ivy is generally a happy and cheerful kid teen, always happy to help out. She likes meeting new people and figuring out what makes them tick, or just watching people in the park. Her motivation for being a hero is that she wants to help people like Velocity and Gaian Knight, and she wants to make sure that no one has to lose their parents like she lost her mother. In costume she presents herself as a stoic, emotionless judge… A façade which falls away as soon as she actually meets a hero she looks up to, in which case she becomes excitable and will bombard them with questions. Or it can fall away when she sees someone do something she severely dislikes, such as driving recklessly. Or when fighting, which she quite enjoys. Or when she is doing anything as a hero at all, unless it is scripted and she has prepared beforehand. Powers & Tactics: Using magic, with a moment of concentration, Ivy can create spikes of earth where she wishes them to be, or create a “sword” and shield combination for use in melee fighting. When fighting, her first concern is to isolate the villain from civilians, to do so, she creates spikes all around the target, creating a makeshift arena that is difficult to escape without some sort movement assisting power. After that, she either closes the distance to wail on them with her sword while using her shield to protect herself, or using her super-strength in combination with her elemental magic to turn the ground into a roiling mess. Power Descriptions: The spikes of earth that Ivy uses are 7 meters (16 feet) tall, with a radius of 5 meter (15 feet (10m/30ft diameter)). Her suit of armour is rocky in appearance, being in fact, made of rocks. It is enchanted to give proper protection though. When disturbing the ground in order to remove sure footing from all but herself, she stabs her sword in the ground. Her “sword” is a roughly hewn rock in the vague shape of a sword, being more useful as a warhammer than an actual sword. Complications: Phobia of dangerous driving: though not afraid of cars in general, going above any speed limit or doing any sort dangerous driving will send her into panic and seeing dangerous driving will make her angry. The GM can give her a hero point whenever this causes her problems. For example, freaking out during a high speed chase. Stone sinks, duh.: Stone usually isn't lighter than water, normally not really relevant, but when three of your limbs are stone, swimming becomes difficult. Double life: Keeping a double life is quite difficult normally, when your limbs usually resemble those of your alternate identity, it becomes far more so. Then there are the times that she has stayed up too late training her magic. That will only get worse as her heroic career takes off. The GM can give her a hero point whenever this causes her problems. For example, when the parallel between her civilian and her heroic personas cause her to be targeted, or when her schooling suffers due to tiredness from training or other heroic activities. To be out and proud: is to be vulnerable. She has learned the lesson well, and though she is transitioning, she tries to keep people from realizing it, so at school she always presents as female, while at home she always presents as male. She does her best to keep people from realizing that she wasn't born female. The GM can give her a hero point when this causes her problems. For example, when she is not recognized by someone due to her different presentation, or it causes her relationship problems due to not wanting them to visit her at home. ABILITIES: 8+10=18PP Strength: 20/10 (+5/+0), 65/10 Lifting (Heavy Load: 100 tons / 100 lbs.) Dexterity: 10 (+0) Constitution: 30/10 (+10/+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 20 (+5) COMBAT: 12+12=24PP Initiative: +0 (+0 Dex) Attack: +6, +10 Melee, +10 Earth Blast Grapple: +24/+10 (+10 Melee Attack, +5/+0 Strength, +9 Super-Strength), +34 vs Earth/Stone (Perception-range Move Object 17) Defense: +10/+6, +5/+3 Flat-Footed Knockback Resistance: 5/0 SAVING THROWS: 6+6=12PP Toughness: +10/+0 (+10/+0 Con) Fortitude: +10/+0 (+10/+0 Con, +0PP) Reflex: +10/+6 (+0 Dex, +4 Enhanced Reflex, +6PP) Will: +10 (+4 Wis, +6PP) SKILLS: 88/88R = 22PP Bluff 15 (+20) Concentration 6 (+10) Craft (Artistic) 15 (+15) Diplomacy 10 (+15) Gather Information 10 (+15) Knowledge (Arcane Lore) 11 (+11) Perform (Dance) 10 (+15) Sense Motive 11 (+15) FEATS: 4+3+1=8PP Attack Focus (Melee) 4 Luck 3 Skill Mastery (Bluff, Diplomacy, Sense Motive, Performance (Dance)) POWERS: 41+20+8+4=73PP Descriptors: Magic Earth Control 19 (38PP Array; Feats: Alternate Power 3) [41PP] Base Power: [10 + 10 + 18 = 38PP] Damage 5 (Feats: Extended Reach [10ft], Improved Critical 2 [18-20], Mighty, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [10PP] (Additional Descriptors: Bludgeoning, Stone Weapon) Enhanced Strength 10 [10PP] (Additional Descriptors: Stone Limbs) Super-Strength 9 (Lifting Strength: 65, Heavy Load: 100 tons) [18PP] (Additional Descriptors: Stone Limbs) Alternate Power: [38PP] (Additional Descriptors: Stone Projectiles) Blast 10 (Range: 10 100ft Increments, 1,000ft Max; Extras: Autofire; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [38PP] Alternate Power: [38PP] (Additional Descriptors: Stone Constructs) Create Object 10 (Range: 1,000ft; Max Volume: 10 cubes; Toughness: 10; Lifting Strength: 50, Heavy Load: 12 tons; Extras: Duration [Continuous]; Feats: Indirect 3, Innate, Precise, Progression [Max Volume] 1 [10ft cubes], Stationary, Subtle) [38PP] Alternate Power: [38PP] Move Object 17 (Lifting Strength: 85, Heavy Load: 1,600 tons; Extras: Range [Perception]; Flaws: Limited [Earth/Stone]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [38PP] Enhanced Constitution 20 [20PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) Enhanced Defense 4 [8PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) Enhanced Reflex 4 [4PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) DRAWBACKS: -3-4=-7PP Involuntary Transformation (Changes into Normal Identity and acquires the Disability [One Arm] and Disability [Paraplegic] drawbacks when she fails to save against a Nullify effect; Frequency: Uncommon; Intensity: Major [Cannot resist]) [-3PP] Normal Identity (Frequency: Common [Full Action]; Intensity: Major) [-4PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC20/15 Toughness (Staged) Damage (Physical) Stone Weapon Touch +5ft DC25 Toughness (Staged) Damage (Physical)* Stone Projectiles Ranged (1,000ft Max)** DC25 Toughness (Staged) Damage (Physical)* Stone Constructs Ranged (1,000ft Max)** DC20 Reflex Trapped Dropped Object Ranged (1,000ft Max) DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Physical) Move Stone Perception Grapple vs +34 Pinned/Bound*** Thrown Stone Thrown (Str 85) DC25 Toughness (Staged) Damage (Physical) *Variable Descriptor (Bludgeoning, Piercing, or Slashing). **Indirect 3. ***Limited (Earth/Stone). Abilities (18) + Combat (24) + Saving Throws (12) + Skills (22) + Feats (8) + Powers (73) - Drawbacks (7) = 150/153 Power Points CREDIT: All of the sensible power choices are credited to Grumblefloof. Edits made to the power point spending by me: Skill: Knowledge (Arcane Lore) +1 and Feat: Skill Mastery (Bluff, Diplomacy, Performance (Dance)) (Sense Motive on recommendation by Grumblefloof).
  8. (this sheet uses my last veteran reward) Angelic (Änglalik in her native Swedish) Power Level: 10 (160/160PP)Unspent Power Points: 0Trade-Offs: ±0 Attack / ±0 Damage, -2 Defense / +2 Toughness Identity: Secret Alternate Identity: Eira Katastroff Natt och Dag Birthplace: Sigtuna, Sweden Legal Status: Swedish citizen with no criminal record Base of Operations: Freedom City, New Jersey Residence: Claremont Academy Occupation: SCIENCE Affiliations: The Katastroff Family Family: Bernhard Katastroff (Father) Magda Natt och Dag (Mother) Age: 17 (Date of Birth: April 1st, 2002) Gender: Female Species: Machine intelligence Height: 5'7" Weight: 150 lbs Skin: Pale/Silver Hair: Blue/NA Eyes: Blue/Blank White Orbs Character History: Eira Katastroff Natt och Dag is from one of the oldest families in Sweden; the Katastroffs can trace their maternal lineage back to the House of Vasa in the 1500s, while the Natt och Dag clan's heritage goes back to the medieval period. In the days of her ancestors, this would have meant a cloistered childhood in a castle, an education in sewing and household management, and eventual marriage for political purposes. But Europe's nobility is (generally) not what it is in old American movies. Though Eira was technically born in a castle outside the small town of Sigstuna, her family actually lives in a 19th century mansion nearby, and a significant portion of their income comes from renting the Natt och Dag castle out to the government for tourist purposes. Her father is technically heir to a great many noble titles but in day-to-day life is an investment banker, while her mother (of equally noble lineage) is actually one of Sweden's more successful tax attorneys. When she was four years old, she started getting sick - a sickness that grew worse and worse as she got older and older, until when she was eight years old it seemed like she wouldn't live another year. She couldn’t even pronounce the name of the disease until after her second birth - but it was in her heart, it was slow, and it would mean her death before she reached the age of 10. She remembers those days painfully; how sick and cold she was all the time, as if she would never get better again, the weeks, then months inside and outside of hospitals, how she hated the way other children could run and play when she was caged by her own failing flesh, and how sad it seemed that she was going to Heaven before she even learned to ride a bike. She believed in Heaven then, in the idea of a world where everything would be better even if nothing was good here. And then her uncle and his friends from America helped her. It took her some time to actually understand what had happened to her - her brain patterns had been carefully studied by some of the most powerful computers (and minds) on Earth, then reconstructed inside a computer even as her organic body died. From there her brain was uploaded into a new body; a cunningly-built robotic duplicate of her original physique. All she really knew was that she was healthy now, and could go into computers if she wanted, and if she had to learn how to control a body again - well it was still better than the failing one she'd had. If her parents had any hesitation about what had happened, a daughter who could run and play and hug them was a great balm to the mind. For her part, Eira was delighted to make new friends - to really get to know her uncle as more than just a smiling Jultomten figure, to meet American superheroes like her beautiful Tant Americana, like Sharl, who was like the older brother she’d never had, and friends of his who were like fantastic creatures from another life. Eira's childhood has been distinctly...odd, even if you leave out the superheroes - a body growing in fits and starts as advancing technology allowed for more and more upgrades, and as her 'flesh' was enhanced to match her aging mind. She remembers the day she chose to start her puberty, when a mental command at the age of fourteen awakened cunningly-concealed programming that she’s still learning how to cope with. Most of her education took place privately through hired tutors, and she made few friends her own age. But she’s an unparalleled genius (as well she should be) and by the age of sixteen had earned a bachelor’s degree in Computer Science from Stockholm University in Sweden. She’s recently returned from a year in space alongside her “big brother”, the Terran-born Lor hero Citizen - and is eager to apply what she’s learned to Earth. Unfortunately, things haven’t gone quite the way she expected lately. Her behavior is not 'out of control' and she certainly has not "allowed her intelligence to blind her to the need to understand human beings!" Physical Description: When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk. Angelic is the image of a techno-paragon - quite calculatingly so. No one would mistake her for human with her silver-chrome skin and metallic body, clearly an android that’s no one’s idea of human. (She doesn’t need to do this to use her powers, but it’s an effective disguise to make people think she does.) When she's 'powered up' her internal systems, her eyes crackle lightning white - the energy they throw off making it impossible to get a clear image of her face. She looks like an electric angel in the air, and that's the way she likes it. When she opens her wings, they look like chrome leaves crackling with electricity - making her the perfect Art Deco angel. Angelic speaks with a distinct throaty vibrato, rather different than Eira’s rather firm alto. She speaks English with a distinct Swedish accent. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. Powers and Tactics: Angelic prefers not to fight but sometimes you must. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal systems. Her favorite recent innovation is her wings, an expandable frame of nano-edged metal that she can power up with her own internal energies. She looks quite fearsome wielding them in combat, blue-white lightning crackling across her wings. She prefers to attack enemy machines first, throwing super-strong punches only when she absolutely needs to. Her primary combat weapon is the spikes of computronium buried above her wrists that she can extrude at will, the extruded blades letting her directly interface with a wide variety of cybernetic system, and are also really sharp! She can cut you with her wings, too, so watch out, dårar! Her powers are essentially cyberkinetic in nature, so any power stunts will be centered around that. Personality and Motivation: “Higher. Further. Faster.” Eira’s personality is one that looks for limits and pushes them as far as they’ll go - sometimes dangerously. Even she’s not immortal. She is just a robot angel cast in lightning. Eira is arrogant, as well she should be. She is considerably smarter, stronger, and tougher than most people she knows - and indeed most anyone else, anywhere.. Eira also has lots of self-doubt, as many publicly arrogant people do - she wonders if she’ll ever have real friends or a romantic partner. She knows all too well how different she is from other people - and deep down she wishes she was a bit more like them. Part of the reason she likes listening to metal music is that it’s something normal teenagers like to do - but mostly it’s because she likes the sound. Eira enjoys the chance to apply her intelligence to bringing down enemies, and isn’t above pointing out to them exactly how she just did the thing she did to bring them low. Eira likes showmanship - though she’s still not entirely good at it. Eira identifies as a machine intelligence, though it’s not a fact she’s particularly eager to broadcast. (She doesn’t want to be a test case for Europe or America’s laws about the legal rights of machines, even if she’d probably win such a test case because of her family’s wealth and connections.) She doesn’t particularly identify with other machine intelligences as equals, but she would react violently and vigorously to any organic attempts to enslave other machine intelligences. After all, she knows where that’s going. Eira has some rather old-fashioned attitudes about the Norse pantheon, and regards their current resurgence as a sign of how many people have forgotten the lessons of World War 2. She is vigorously proud of the Fenriswulf, and of the family scandal some seventy-five years ago when her maternal grandmother was born as a result of a civil marriage between a scion of Swedish nobility and the painter from Norway he'd invited into his home in 1940. Complications: Domo Arigato: Eira is a robot; things that work on the living do not work on her, while things that work on machines work all too well. Friends On The Other Side: From Fenris to the Storm family,. from Citizen to Miss Americana, Eira has friends and family all over the world and beyond - but many of them have powerful enemies. "Little Niece": Eira grew up in the shadow of the superheroic community - and now everybody knows her! Scientists and engineers recognize Miss Americana and Dragonfly's perky little assistant, hobgoblins and frost giants recognize Kimber Storm's little niece with all the questions, Praetorians and Lor recognize Citizen's little sister with the big smile (my how you've changed, etc), and so on, and so on, and so on. It has its advantages but it also means that everyone's watching - or it feels that way, anyway! Machine Within: Eira's skin has a tendency to get knocked around when she takes hard hits, sliding around loosely or even parting to show the wet pink polymer underneath. Her 'blood' is a magnetorheological fluid that looks like high-quality stage blood but is clearly not under the slightest serious chemical investigation. Her eyes are typically blue but glow blue if damaged. Not Included: Eira's internal power source is a powerful chemical battery rather than an internal power plant - this makes it relatively easy for her to repair and recharge herself, but it does mean she's vulnerable to being captured and disabled. This Flesh: Is Eira's disconnection from the flesh a result of her cybernetic nature, or just because she's eighteen? Either way, she's eager to feel things - just not to show that she's feeling them. Uncanny Valley: Eira is perfectly human on the outside. But sometimes creatures, and people, with particular sensitivities will get a strange vibe off her - as if she is the dead brought back to life, or something that never was alive. Abilities: 0 + 0 + [-10] + 12 + 6 + 0 = 8PP STR 30/10 (+10/+0), Lifting STR 40/10 DEX 10 (+0) CON n/a INT 22 (+6) WIS 16 (+3) CHA 10 (+0) Combat: 8 + 8 = 16PP Init: +6 Attack: +4 (+10 Melee) Defense +8 (+4 Dodge Focus, +4 Base, +2 Flat-Footed) Grapple: +10/+22 max Knockback: -9/-3 Saves: 0 + 5 + 4 = 9PP TOU +12/+6 [6 Impervious w/Force Field] FORT n/a REF +5 (+0 Dex, +5) WILL +7 (+3 Wis, +4) Skills: 48R=12PP Computers 4 (+10) Concentration 2 (+5) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Intimidate 12 (+12) Knowledge (Technology) 4 (+10) Medicine 2 (+5) Languages 3 (English, Galstandard, Lor, Base: Swedish) Notice 2 (+5) Pilot 5 (+5) Sense Motive 2 (+5) Feats: 16PP Attack Focus (Melee) 6 Benefit (Fame) Dodge Focus 4 Inventor Luck 2 Speed of Thought Takedown Attack Enhanced Feats Beginner’s Luck Eidetic Memory Fearless Improvised Tools Jack of all Trades Online Research Quick Change 2 Powers: 29 + 1 + 8 + 1 + 4 + 6 + 40 + 6 + 5 + 3 + 2 = 105PP All of her descriptors are technological. She is a robot Cybernetic Systems Array 12 (onboard systems, 24PP; PFs: Alternate Powers 5) [29PP] BE: Enhanced STR 20 (empowerment; to STR 30/+10) + Super-Strength 2 (Effective STR 40, Heavy Load 6 tons) {20+4=24PP} AP: Damage 10 (electrified strike; PFs: Extended Reach 1, Variable Descriptor 1 [electricity/slashing]) + Enhanced Flight 5 (to Flight 7 [1000MPH/10000FPM, PFs: Moving Feint, Move-By Action) {12+12=24/24] AP: Damage 10 (destruction; Extras: Linked [Drain], Secondary Effect; Flaws: Limited [Objects], Limited [Electronics]) + Drain Toughness 10 (Extras: Affects Objects, Linked (Damage), Secondary Effect; Flaws: Limited [Objects], Limited [Electronics], PFs: Extended Reach 1, Improved Crit 2) {18/24} AP: Illusion 5 (holographic playback system, visual and audio; Extra: Duration [Sustained]; PFs: Precise, Progression 3 [50 ft by 50 ft]) {24/24} AP: Mind Control 10 (machine control; Extras: Duration [Sustained], Instant Command, Sensory Link; Flaws: Limited [Machines], Range 2 [Touch]; PFs: Extended Reach 1, Improved Crit 1, Mind Blank, Mental Link) {24/24} AP: Transform 10 (machine mastery; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data]; Flaws: Action [Full], Distracting, Limited [Objects Only], Range [Touch], PFs: Extended Reach 1, Improved Crit 2, Innate]) {24/24} Datalink 1 (wifi, 10 ft, radio) [1PP] Enhanced Feats 8 (wifi/magnetic skin; Beginner’s Luck, Eidetic Memory, Fearless, Improvised Tools, Jack of all Trades, Online Research, Quick Change 2 [Eira/Angelic]) [8PP] Feature 1 (Internal Compartment [light load at STR 10 is 33 lbs.) [1PP] Flight 2 (wings; 25MPH/250 FPM) [4PP] Force Field 6 (wing deflection, Extra: Impervious, Flaw: Limited [Dodge Bonus]) [6PP] Immunity 40 (is a robot, Fortitude Saves, Psionic Effects) [40PP] Protection 6 (metal body) [6PP] Regeneration 5 (Recovery Bonus +0) (smart metal skin) [5PP] Quickness 6 (diamond brain, x100, Flaw: Mental Tasks Only) [3PP] Super-Senses 2 (sensors, Infravision, Uncanny Dodge [Radio]) [2PP] Drawbacks: -6PP Vulnerability (electricity, common, moderate, 50%) [-3PP] Vulnerability (magnetism, uncommon, major, x2) [-3pp] Total Abilities 8 + Combat 16 + Saves 9 + Skills 12 + Feats 16 + Powers 105 - Drawbacks 6 = 160/160PP
  9. Ms. Thursday Power Level: 10/11 (165/172) Trade-Offs: -2 Attack/+2 Damage (Strike), +2 Attack/-2 Damage (Blast) Unspent Power Points: 7 In Brief: She's the bastard daughter of Thor and a rebellious punk-maiden of Asgard. Catchphrase: "Djevelen tar deg!" Theme: Enslaved - Loke Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Musician Affiliations: Claremont Academy, The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Numerous other Aesir gods and goddess. Description: Age: 17 (DoB: January 19th, 2002) Gender: Female Ethnicity: Norwegian/Asgardian Height: 6 Ft. (180 cm.) Weight: 150 lbs. (113 kg.) Eyes: Grey Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce grey eyes as the God of Thunder's. From her mother she inherited a row of freckles that are scattered across her cheeks and nose. Having had a rough and tumble childhood, Astrid has always been in decent shape, but her training in the practice yards of Asgard have made her athletic and honed. Similarly, while Astrid always been tall, discovering her heritage has strangely caused her to go through an abrupt growth spurt. Although she’s just itching to be a heroine, Astrid doesn't possess a really possess a superhero costume and prefers her causal wardrobe to classic spandex. She nevertheless does make an effort to at least have the image of a thunderbolt somewhere on whatever clothing she wears when she goes into a fight. Her favorite "battledress" and the closest thing she does have to a superhero costume is a rune-inscribed black-leather jacket with a large stylized thunderbolt symbol on the back. While Astrid has a notable Norwegian accent, its tinged by her travels across Europe, and recently the United States. It's not uncommon for her to pepper her sentences with not only her home country's slang but that of other countries she's visited. She has a brash and straightforward way of talking that can be intimidating when she's in a rage. When she's acting as an agent of Asgard she plays up the warrior princess shtick, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget. While her childhood wasn't perfect it was mostly a tolerable one. Her mother loved her and while her father was a distant man who would disappear for months at a time he did always come back eventually. That was until he didn't. When that happened, everything changed. Her mother fell into a long depression and once she started using alcohol to self medicate things only got worse from there. When her mother wasn't blaming Astrid for her father leaving, she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her. At first, she tried to find her father whenever she did, but as Astrid got older the futility of chasing a man she barely remembered and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out would-be rockers that she would see performing in bars whenever she runaway to a large town. This cycle of running away and crashing with friends, only to come back for one reason or another, came to an abrupt and tragic end when her mother suddenly died in a car accident during a thunderstorm while she was looking for her. Filled with grief and guilt over not resolving her differences with her mother, and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far and became deadly. Fortunately for her, a valkyrie came to Astrid’s rescue and whisked away to Asgard. The valkyrie was sent by none other than Thor, the God of Thunder, who turned to her long lost father. He explained that the father she knew was just one of his many mortal avatars, created to circumvent a Pact that prevented the gods from directly interfering with humanity at their fullest power. By doing so he could return to his favorite hobby of quietly slaying monsters that threatened the world. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her even knowing that such a union could not last. When Astrid's mother dead, the Odinson thought it necessary to finally intervene in his daughter’s life again and instruct her in the ways of the Aesir. While his explanations didn't do much to calm or convince her, Astrid did accept her father’s offer to let her live in Asgard to hone her suddenly developing powers. After going though some Asgardian battle training, Astrid returned to Earth so that she could finish her education. Given that she was a bonafide demigoddess the only the place that could possibly finish her training was a certain school in the US of A. Personality & Motivation Rebellious, bold, impulsive, stubborn, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death and the revelations about her father's true nature have prompted a positive change in her though. While still prone to brashness, she has learned to rein in a lot of her worse impulses and think things through. Her new responsibilities have also given her a sense of direction and purpose that was non-existent beforehand. Interests-wise, Astrid has a semi-ironic thing for 80s American pop culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her cool rocker girl mystique she has a wide-eyed love of obscure folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go unconscious or splat. That's Astrid primary tactic, and it usually works, but when separated from her weapon she typically relies on her fists to pummel or grapple whatever gets in her way in the meantime. Though she went through martial training in Asgard and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid’s fighting style mostly takes after her experience with schoolyard brawls in that she is by no means above headbutts, groin attacks, eye-poking and anything else associated with street fights. She cares very little for "honorable" combat. Power Descriptions As the demigoddess daughter of almighty Thor, Astrid possess many of the superhuman physical traits that are common to Asgardians. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a giant over her head without strain and pulverizing villains with only her bare hands. She’s likewise extremely durable, resisting attacks that would outright kill a normal human and doing little worse for wear. Naturally, Astrid shares the Aesir's natural immunities to cold, disease and poison. Along with her inborn gifts, Astrid wields Þórrklubba, a warclub forged by the legendary dwarven weaponsmiths, Eitri and Brokkr. Þórrklubba is a magical weapon and as such can call upon the primordial forces of the firmament: striking foes with bolts of lightning, summoning icy rainstorms, and allowing Astrid to fly at high speeds. Þórrklubba also gives Astrid the ability to teleport short distances in flashes of multi-colored lightning. While a devastating weapon, Þórrklubba looks from a distance like a normal metal baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by silver Nordic runes that lightly cackle with static energies. When not in use Þórrklubba can be glamoured and take the form of a small hammer amulet. Complications: Reluctant Agent of Asgard (Responsibilities): As the child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir (and their interests) whenever they need something done on Midgard regardless of her own thoughts on the matter. GM Suggestion: You can give Astrid a Hero Point whenever her obligation to the Aesir forces her to pick between her duty to the gods and her own personal desires, beliefs or morals. Proud Nazi Puncher (Temper): Beyond the obvious reason of them being genocidal morons, Astrid despises Nazis due to their constant attempts to exploit the power of the Aesir. She's also peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene. She’ll go into a rage whenever she confronts villains that share their genocidal and supremacist ethos. GM Suggestion: Grant Astrid a Hero Point if this single-minded rage impairs her ability to focus on protecting civilians caught in the cross-fire. Black Sheep of the Aesir (Prejudice): Astrid has an fraught relationship with her father and much of the rest of the Norse pantheon. Her father’s excuses for why he left has never satisfied Astrid, and she partially blames him for her mother's death. Conversely, the Asgardians consider Astrid to be a bastard and an example of Thor’s foolish dalliances. To them, she’s a useful agent on Earth and not much else. GM Suggestion: Have beings associated with the Norse gods treat at Astrid with disdain or distrust. Give her a Hero Point if this prejudice inconveniences her in some meaningful way. Violence Is The Best Answer (Temper): She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to solving problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. GM Suggestion: Grant Astrid a Hero Point if her punch first, ask questions never mindset disadvantages her or turns a situation that could have been handled diplomatically into a needlessly violent one. Just a Punk Kid (Status): Astrid is still technically a minor and is therefore bound to certain legal restrictions that can be obstructive to her superhero duties. GM Suggestion: Feel free to give Astrid a Hero Point if her legal status somehow interferes or impairs her ability to act as an independent superhero. Abilities: 16 + 4 + 20 + 2 + 2 + 4 = 48PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24PP Initiative: +6 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Grapple: +16/+21 (+8 Melee Atk, +8 Strength, +5 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 6 + 7 = 13PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +8 (+2 Dex, +6) Will: +8/+12 [Lionheart] (+1 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 Attractive) Diplomacy 0 (+2, +6 Attractive) Intimidate 12 (+14) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (Danish, English, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Sense Motive 4 (+5) Feats: 16PP All-Out Attack Attractive Benefit (Asgardian) Dodge Focus 6 Improved Initiative Interpose Lion Heart Luck 2 Power Attack Takedown Attack Powers: 28 + 3 + 5 + 2 + 12 = 50PP Device 6 ("Þórrklubba") (30PP Container; Hard-to-Lose; Feats: Indestructible, Restricted 2 [Only Ms. Thursday], Subtle 1 [Can Transform into a Hammer Amulet]) [28PP] (Divine) Flight 3 "Flaugun!" (Speed: 50 MPH / 500 Ft. Per Move Action) [6PP] (Divine) The Powers of Þórrklubba (20PP Array; Feats: Alternate Power 4) [24PP] (Divine) Base Power: [15 + 5 = 20PP] Strike 4 (Feats: Affects Insubstantial 2 [Full Power], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Cold, Lightning]); Extras: Penetrating 4) (Divine) Dazzle 10 (Affects: Auditory; Flaw: Range [Touch]) (Divine, Sound) Alternative Power: [20PP] “Leiptr!" Blast 8 (Feats: Accurate 2, Indirect 2 [Any Point, Directed Away]; Extras: Area (Targeted, Burst: 40 Ft. Radius); Flaws: Action [Full]) (Divine, Electricity) Alternative Power: [20PP] “Veðr!" Environmental Control 4 (Cold 2 [Extreme], Distraction 2 [DC 10], Hamper Move 1 [50%], Range: 40 Ft., Radius 50 Ft.; Extras: Independent (+0), Selective Attack; Flaws: Action [Full Action]) (Divine, Weather) Alternative Power: [20PP] "Skykkr!" Stun 8 (Feats: Accurate 2, Affects Insubstantial 2 [Full Power]) (Divine, Electricity) Alternative Power: [20PP] “Fara!" Teleport 5 (500 Ft. [Move Action], 5 Miles. [Full Action], Feats: Change Velocity, Easy, Mass Progression 2 [500 lbs.], Turnabout; Extra: Accurate) (Divine) Immunity 3 "Asgardian Resistance" (Environmental Cold, Disease, Poison) [3PP] (Asgardian Physiology, Divine) Impervious Toughness 5 "Asgardian Durability" [5PP] (Asgardian Physiology, Divine) Super-Movement 1 “Summon the Bifröst!” (Dimensional: Asgard) [2PP] (Asgardian Magic, Divine) Super-Strength 5 "Asgardian Might" (+25 STR Carry Capacity, Heavy Load: 14.7 tons; Feats: Super-Breath, Thunderclap) [12PP] (Asgardian Physiology, Divine) Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+8) Touch DC 23 Toughness Damage (Physical) Blast 8 (+12) Burst Area: 40 Ft. DC 23 Toughness Damage (Divine, Electricity) Strike 4 (+8) + Dazzle (+8) Touch DC 27 Toughness + DC 20 Reflex/Fortitude Damage (Divine, Physical) + Deafened (Divine, Sound) Stun 8 (+12) Touch DC 18 Fortitude Dazed/Stunned/Unconscious (Divine, Electricity) Super-Breath Cone Area: 80 Ft. DC 18 Reflex Trip (Wind) Thunderclap Burst Area: 40 Ft. DC 18 Reflex Deafened (Sound) Totals: Abilities (48) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (16) + Powers (50) - Drawbacks (0) = 165/172 Power Points
  10. Watchdog/Daystar Power Level: 10/12 (197/197PP) Trade-Offs: +4 DEF/-4TOU, +4 ATK/-4DMG Unspent Power Points: 0 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. 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 Affiliations: Her charge, Jaycee Cahill 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] Age: 27 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. When not wearing her helmet, she sticks close to "Judy" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At her lleft hip is a silvered pistol. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent Tran who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. Ashley's not sure if this was the right way, though. She was desperately improvising when she reached out to Claremont on behalf of the Cahills, desperately improvising when she suggested a plan to both the President and to the former Raven - and it worked. Judy and Ashley Smith are refugees as far as anyone knows, from a world where the heroes failed and the Grue are everywhere, and the former is getting trained to be a hero while the latter watches her back. But how many lies is she going to tell? Have her efforts to save Judy only corrupted her? Has she served the country she loves so much - or has she made it worse? When she looks at herself in the mirror, she doesn't know who she is anymore... 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 Jaycee Cahill. 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: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. 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. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 27 year old Secret Service agent, not a teenager from an alternate universe! 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. Who's That Girl: Ashley is losing track of who she is. Abilities: 4 + 12 + 4 + 4 + 6 + 6 = 36PP STR: 14 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 10 = 26PP Attack +8 (+14 Melee, +15 Tonfa) Defense +12 (+7 Dodge Focus, +5 Base, +3 Flat-Footed) Init +10 Grapple +20 Knockback -3/-1 Saves: 6 + 2 + 5 = 13PP Tou: +8/+6/+2 (+2 Con, +4 Defensive Roll, +2 Leather Jacket) Fort: +8 (+2 Con, +6) Ref: +8 (+6 Dex, +2) Will: +8 (+3 Wis, +5) Skills: 96R=24PP Acrobatics 9 (+15, SM) Bluff 12 (+15, SM) Climb 3 (+5) Concentration 4 (+7) Craft (Mechanical) 3 (+5) Diplomacy 1 (+4) Disable Device 3 (+5) Drive 4 (+10) Escape Artist 4 (+10) Gather Information 7 (+10) Intimidate 7 (+10) Investigate 3 (+5) Knowledge [Civics] 3 (+5) Knowledge [Streetwise] 3 (+5) Languages 3 (Chinese [Mandarin], French, Vietnamese, base: English) Medicine 2 (+5) Notice 8 (+11, SM) Search 3 (+5) Sleight of Hand 2 (+8) Sense Motive 8 (+11, SM) Stealth 4 (+10) Feats: 59PP Acrobatic Bluff Attack Focus 6 (Melee) Challenge (Fast Acrobatic Bluff) Defensive Roll 2 Dodge Focus 7 Equipment 1 (Tonfa [Damage 3, PF: Masterwork, Mighty]) Equipment 15 [from Veteran reward] Evasion 2 Grappling Finesse Improved Initiative Inspire 3 Interpose Luck Power Attack Quick Draw Sidekick 27 (Daystar) Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Takedown Attack Well-Informed Powers: 4 + 1 + 32 + 2 = 39PP Device 1 (Leather Jacket, 5PP, Flaw: Hard to Lose) [4PP] (technological) Enhanced Feats 2 (Second Chance 2 [vs. piercing and ballistic]) [2DP] Feature 1 (Cellphone) [1DP] Protection 2 [2DP] Immunity 1 (Daystar's Powers) [1PP] (mutation) Power Thief Container 6 (30PP Container, PFs: Precise, Subtle 1 [psionic senses]) [32PP] (mutation) Fatigue 6 (Extra: Linked [Mimic, +0]) {12} + Mimic 6 (All Powers, 30PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {18} + = [12+18=30/30PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] DC Table Unarmed DC 17 Tou Tonfa DC 18 Tou Fatigue: DC 16 Fort Abilities 36 + Skills 24 + Feats 59 + Powers 39 + Combat 26 + Saves 13= 197/197
  11. In Brief: Moonstone meets Poison Ivy, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 12 (Built as PL10) Tradeoffs: None Power Points: 186/189PP Unspent Points: 3 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Psychiatrist (self-employed, private practice) Affiliations: University of Florida (alumnus), Delta Delta Delta (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Younger fraternal twin brother, sister-in-law, niece, nephew, parents, several aunts, uncles, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: Anglo-Germanic Caucasian American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described her as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down to the top of her thighs. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. She has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, where she goes every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own. The coloration shifts to different shades depending on her mood, and the hair moves of its own accord, suddenly when in response to her emotional state, but otherwise gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, but that's because it's growing out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Carmellia Blume’s parents met while they were both students at the University of Florida’s Vibora Bay campus. Her mother was a cheerleader and her father played football. They both stuck around long enough to earn Master’s degrees, hers in interior design and his in engineering. After graduation, she started her own firm, while he went to work for Vibora Petroleum, where he quickly ascended to upper management. By gradually invested in dozens of rental properties and restaurant franchises, in Vibora Bay and throughout North Florida, her parents did their part to maintain their family's wealth for another generation. Her father has been a member of the elite Mahogany Club since before she was born. Carmellia beat her “little” twin brother into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cheerleading practices, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. She was the queen of her high school, but she was a benevolent queen, who never tolerated bullying. She attended the University of Florida, a legacy admission, like her parents before her. She joined the Tri-Delta sorority, like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't fulfilling. She wanted to spend her life helping people in a more direct manner. So after four years of college, she applied to UFVB's prestigious medical school. It was the first time in her life when she made a real decision, instead of just following in her parents footsteps. The modeling money and pageant prizes she’d saved up took a big bite out of the tuition, so she didn’t have to dip too far into her trust fund. After four years of medical school, she chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were New Shadows gang members, vampires, and they weren’t mugging their victim, they were feeding on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their shock gave her all the time she needed. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all crumbled into ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. Her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood, and what remains has little value beyond the cosmetic. Her plant tissues are more durable and resilient than her old flesh. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (making those drinks toxic for anyone else in the process). Like an old tree, her aging process has stalled to the point of being imperceptible. With an infusion of sunlight, her body is able to mend most wounds instantly, and even grievous injuries will heal in a matter of hours instead of days or weeks. However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of minutes. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which then burst open with psychoactive pollen or latex. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. The transformations she uses most often reverse themselves as soon as she stops exerting the mental effort to maintain them; permanent changes require greater effort (power stunts for Continuous/Lasting or Independent versions of her powers). Nearby plants even respond to her unconscious desires and survival instinct, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and even other heroes, either by shielding them or by moving them to a safe place. Even when she does fight directly, she attempts to restrain or incapacitate while doing as little harm as possible. Technically, she can create vines to whip or strangle, or thorns to cut and stab, either from her own body directly or by altering other plants, but she’s so loathe to do so that she leaves that to occasional power stunts, instead of buying any Damage-based alternate powers for her Plant Control array. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially the symbiote. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity to Suffocation would not apply, such as being caught in a vacuum, or being immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. The GM can also give her a Hero Point when a villain scores a critical hit or a Sneak Attack against her, and suppress her Immunity to Critical Hits, allowing the villain to keep their damage bonus. Responsibilities: She has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 24 (+7) COMBAT 16PP Initiative: +2 Attack: +4 Base, +10 Plant Control Grapple: +4, +20 Plant Control Defense: +10/+4 Base, +5/+2 Flat-Footed Knockback Resistance: 10/2, 5/2 once Ablative Impervious is gone SAVING THROWS 7PP Toughness: +10/+4 (+10/+4 Con, Impervious 10 [Ablative]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +10/+4 (+2 Dex, +6 Enhanced Reflex, +2PP) Will: +10 (+5 Wis, +5PP) SKILLS 108R = 27PP Acrobatics 8 (+10) Bluff 11 (+18, +22 Attractive)Distract, Taunt Concentration 5 (+10) Craft (Artistic) 8 (+10) Diplomacy 11 (+18, +22 Attractive)Connected, Fascinate Gather Information 13 (+20)Contacts Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 8 (+10) Knowledge (Pop Culture) 2 (+4) Languages 1 (English [Native], French) Medicine 3 (+8) Perform (Dance) 3 (+10) Perform (Oratory) 3 (+10) Sense Motive 15 (+20) Swim 4 (+4) FEATS 12PP Attractive Benefit (Wealth) Connected Distract (Bluff) Fascinate (Diplomacy) Interpose Leadership Luck 3 Quick Change Taunt POWERS 96PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 6 [12PP] (Descriptors: Alien, Animate Plants, Plant Control) Enhanced Reflex 6 [6PP] (Descriptors: Alien, Animate Plants, Plant Control) Environment Control 1 (Light [Level 1], Area: 5ft radius, Extras: Action [Move], Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action, Extras: Affects Others, Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control) Immunity 5 (Critical Hits, Own Powers, Suffocation) [5PP] (Descriptors: Alien, Photosynthesis, Plant Body) Immunity 4 (Aging, Disease, Poison, Starvation/Thirst, Flaws: Limited [Aging Immunity is 1/2 effect; Immune to Diseases and Poisons which affect animals, but not those which affect plants; Immune to Starvation but not to Thirst]) [2PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration], Flaws: Ablative) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids], Extras: Duration [Continuous], Flaws: Limited [Plant-People]) [2PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 14 (28PP Array, Feats: Alternate Power 6) [34PP] (Descriptors: Alien) Base Power: [28PP] (Additional Descriptors: Animate Plants) Move Object 10 (Range: 10 100ft Increments, 1,000ft Max, Lifting Strength: 50 [Heavy Load: 12 tons], Feats: Accurate 3 [+6 Attack], Improved Pin, Indirect 3, Variable Descriptor [Animating plants to either move themselves or to grasp and move non-plant targets]) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 10 (Range: 10 100ft Increments, 1,000ft Max, Volume: 10 cubes, Toughness: 10, Lifting Strength: 50 [Heavy Load: 12 tons], Feats: Indirect 3, Progression [Size] 3 [50ft cubes], Selective, Stationary [Resists being moved with Strength 30]) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen, Toxin) Emotion Control 10 (Extras: Secondary Effect, Flaws: Range [Ranged, 10 100ft Increments, 1,000ft Max], Feats: Accurate 3 [+6 Attack], Indirect 3, Mind Blank, Reversible) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex, Toxin) Fatigue 10 (Extras: Range [Ranged, 10 100ft Increments, 1,000ft Max], Secondary Effect, Flaws: Action [Full], Distracting, Feats: Accurate 3 [+6 Attack], Indirect 3, Reversible, Sedation) [28PP] Alternate Power: [28PP] Healing 9 (Extras: Action [Standard], Total, Flaws: Distracting, Feats: Variable Descriptor [Mending plants directly with florakinesis, or using medicinally enhanced plants to heal non-plant targets]) [28PP] Alternate Power: [27PP] (Additional Descriptors: Animate Plants, Grasping Branches/Vines) Snare 10 (Range: 10 100ft Increments, 1,000ft Max, Feats: Accurate 3 [+6 Attack], Indirect 3, Reversible) [27PP] Alternate Power: [28PP] (Additional Descriptors: Shape Plants) Transform 10 (Plants, Extras: Duration [Continuous, Lasting], Flaws: Action [Full], Distracting, Range [Touch], Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [5 tons]) [28PP] Plant Telepathy 2 (4PP Array, Feats: Alternate Power) [5PP] (Descriptors: Alien, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To, Understand]) [4PP] Alternate Power: [2PP] Super-Senses 2 (Postcognition, Flaws: Medium [Plants]) [2PP] Regeneration 1 (Resurrection 1 [1 week], Feats: Regrowth) [2PP] (Descriptors: Alien, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed], Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control) Super-Senses 5 (Plant Awareness, Descriptor Frequency: Common, Sense Type: Mental [Default Extras: None], Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -12PP Vulnerability (Cold effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Dehydration effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects, Frequency: Common, Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides, Frequency: Uncommon, Intensity: Moderate [-1 Con], Time: 1/round) [-6PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC20 Reflex Trapped Dropped Object Ranged/Area DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC20 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC20 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC19 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +20 Pinned/Bound Thrown Object Throwing (Str 50) DC25 Toughness (Staged) Damage (Physical) Snare Ranged DC20 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed Abilities (40) + Combat (16) + Saving Throws (7) + Skills (27) + Feats (12) + Powers (96) - Drawbacks (12) = 186/189 Power Points
  12. In Brief: Moonstone meets Poison Ivy meets Sue Storm, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 13 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 203/203 Unspent Points: 0 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: Municipal Defender (City of Vibora Bay), USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Municipal Defender (City of Vibora Bay), Psychiatrist (self-employed, private practice) Affiliations: City of Vibora Bay (Municipal Defender), Sinclair University (alumnus), University of Florida School of Medicine (alumnus), Omega Beta Gamma (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Lena Blume née Moore (Mother), Bernard "Bernie" Blume (Father), Jason "J.B." Blume (Younger fraternal twin brother), Pamela Blume née Moldoff (Sister-in-law), Abigail "Abby" Blume (Niece), Alan Blume (Nephew), several aunts, uncles, cousins, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: White (Anglo-Germanic) American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described Camellia as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down well below her waist. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. A skilled seamstress, she has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, which she visits every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own, gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is a leotard made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, growing straight out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Camellia Blume's family has roots in the east side of Vibora Bay going back at least as far as her great-grandparents on both sides. Her family are all wealthy, highly educated professionals, with real estate holdings across north Florida. Camellia beat her “little” twin brother J.B. into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. Like her mother before her, she was the queen of her high school. Unlike her mother, she was a benevolent queen, who never tolerated bullying. She attended Sinclair University, a legacy admission, like her parents before her. She joined the same sorority her mother had belonged to. She was a cheerleader like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't a fulfilling career. She wanted to spend her life helping people in a more direct manner. So after she graduated from Sinclair, she applied to UFVB's prestigious medical school. At first, her parents did not approve, though they knew well enough to cloak their objections with polite euphemisms. But as far as they were concerned, a mostly-black school on the west side of the city, even a nationally renowned one, may as well have been another planet. Camellia stood firm. In 22 years, it was the first time she ever made a real decision for herself instead of just following in her parents footsteps. Her parents refused to pay for it, and even threatened to cut off her trust fund. But she'd saved enough of the money she'd made from a decade of modeling jobs and pageant prizes to take a big bite out of the tuition, and she was willing to take out loans to pay for the rest. The idea of their little princess taking on debt horrified them more than the idea of her living in Weston or going to school with black people, so they relented. After four years of medical school, Camellia chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Her refusal to charge patients more than they could afford, or to limit her clientele to the wealthy, slowed that process considerably. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were a pack of vampires affiliated with the New Shadows gang, and they weren’t mugging their victim; they were about to feed on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their claws and fangs couldn't pierce her bark-armor. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all collapsed into piles of ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. She looks human on the surface, but beneath the skin, her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood. Her plant tissues are more durable and resilient than her old flesh, her aging process has slowed considerably, and she can completely regrow any lost body parts. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. In addition to nourishing her, exposure to sunlight also super-charges her body's healing process. With an infusion of direct sunlight, her body is able to mend grievous injuries that would normally take hours or days to heal in a matter of minutes. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (which also makes those drinks toxic for anyone else). However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of seconds. But if she is killed, a piece of her corpse can be re-planted like a cutting, and, if it is able to take root and it gets the water, nutrients, and sunlight it needs, then it will eventually regrow her entire body. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which burst open to unleash sedative latex, or psychoactive pollen which can cause hallucinations and render the victim susceptible to suggestion. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. Most of the transformations she causes reverse themselves quickly once she stops exerting the mental effort to maintain them; permanent changes require greater effort. Nearby plants respond to her unconscious desires and survival instincts, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and other heroes, either by shielding them or by moving them to a safe place. When she does fight directly, she attempts to restrain or incapacitate her foes while doing as little harm as possible. She can create vines to whip or strangle, or thorns to cut and stab, either from her own body or by altering other plants, but she’s so loathe to inflict direct harm that she refuses to do so in all but the most desperate of circumstances. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Enemy (New Shadows): The pack of vampires Camellia destroyed on her first night as Persephone were affiliated with the New Shadows gang. The gang doesn't know that Camellia is Persephone, but they have figured out that Persephone is the one who killed their comrades. They haven't put a bounty on her, because, as a matter of honor and reputation, they want to be the ones to avenge themselves. But they are offering a reward for information about her and her whereabouts. The changes the alien symbiote has made to Persephone's biology make it unlikely that vampires would derive nourishment from her bodily fluids or that they would be able to transform her into another vampire, but they do intend to make her suffer and die for her affront against them. If repeated attempts to capture or kill her fail, then they may swallow their pride and seek outside assistance. If the gang got word of her presence in a particular place, then they could show up and make a bad situation even worse. Fame: Between helping to bring down "Croczilla" during Hurricane Dorian, spearheading the subsequent relief efforts, and becoming one of Vibora Bay's official municipal defenders, Persephone is becoming quite the local celebrity. The GM can give her a Hero Point when being recognized inconveniences her in some way. For example, a civilian trying to meet her or get a picture of her may put themselves in danger (intentionally or not) during a crisis situation, distracting her from the task at hand. "Good Thing You Can Heal!": Persephone's ability to regrow lost limbs and come back from the dead is practically an invitation for the GM to maim and kill her. Since her powers do not require the use of her hands, and her Flight effect allows her to move without using her legs, if the GM intends to give her a Hero Point in exchange for the loss of limb, then they should impose some other negative condition upon her to reflect the trauma (see pages 170-171 of Mutants & Masterminds 2nd Edition for a list of options). However, if her Weakness to defoliants and herbicides is what kills her, then she should not get a Hero Point, since she already got power points for that drawback. Her Resurrection power requires a week to take effect, so killing her will effectively remove her from the current story, rendering a Hero Point reward irrelevant, unless the other PCs have access to an effect which could speed up the process, such as Boost, Resurrective Healing, or Dimensional Movement to a plane where time passes more quickly. A GM can, however, give her a bonus Hero Point at the start of a different story if she was removed from the current one in such a manner. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially if the symbiote was removed violently. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity powers would not apply. These circumstances are too rare to merit a Power Loss drawback or a Limited/Medium/Source flaw. She still ages, but more like a tree than a human, so she has Immunity to Aging. The GM can temporarily Nullify that Immunity, give her a Hero Point, and force her to save against an effect with the "Aging" descriptor. She is Immune to Critical Hits by default because, while her body is not truly homogeneous, she has so few vital areas that the chance of hitting one of them is not statistically significant. If an enemy scores what would normally be a critical hit against her, or hits with an attack which would normally gain bonus damage from Sneak Attack, then the GM can decide that she has been hit in one of those vital areas, temporarily Nullify her Immunity, give her a Hero Point, and force her to save against the increased attack DC. She is not affected by the diseases or poisons of animals, but she is affected by the ones which target plants. But while those are not rare in real life, they rarely come up during play. If the GM exposes her to a plant disease or a poison which affects plants, then they can give her a Hero Point and force her to save against them. She may suffer the effects of Suffocation if she is caught in a vacuum, or immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. She is not Immune to Thirst at all. Power Loss (Regeneration): She has Vulnerability drawbacks for several damage descriptors. When she suffers Damage with one of these descriptors, the GM can give her a Hero Point and act as though the incoming Damage effect has the Incurable power feat, effectively Nullifying her Regeneration power and forcing her to recover at the normal rate with the normal amount of required rest. Responsibilities: As one of Vibora Bay's official municipal defenders, Persephone has not just a moral obligation to defend the city, but a legal one as well. Camellia, meanwhile, has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work, or vice versa. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 48PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 24 (+7) Charisma: 24 (+7) COMBAT 14PP Initiative: +4 (+4 Dex) Attack: +4 Base, +8 Plant Control Grapple: +4, +20 Plant Control Defense: +8 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 11/2, 6/2 once Unreliable Impervious is depleted SAVING THROWS 3PP Toughness: +12/+4 (+10/+4 Con, +2 Protection; Impervious 10 [Unreliable, 5 uses]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +8/+4 (+4 Dex, +4 Enhanced Reflex, +0PP) Will: +10 (+7 Wis, +3PP) SKILLS 108R = 27PP Acrobatics 6 (+10) Bluff 13 (+20)Distract, Skill Mastery, Taunt Concentration 3 (+10) Craft (Artistic) 8 (+10) Diplomacy 8 (+15)Connected, Fascinate, Skill Mastery Gather Information 8 (+15)Contacts Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 8 (+10) Knowledge (Popular Culture) 3 (+5) Languages 2 (English [Native], French, Spanish) Medicine 3 (+10) Perform (Dance) 3 (+10) Perform (Oratory) 8 (+15)Skill Mastery Sense Motive 13 (+20)Skill Mastery Swim 9 (+9) FEATS 15PP Benefit 2 (Status [Vibora Bay City Defender], Wealth) Connected Contacts Distract (Bluff) Dodge Focus Fascinate (Diplomacy) Interpose Leadership Luck 3 Quick Change Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive) Taunt POWERS 109PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 4 [8PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Enhanced Reflex 4 [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move]; Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Unreliable [5 uses]) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Action [Move], Limited [Plant-People]) [1PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 17 (34PP Array; Feats: Alternate Power 6) [40PP] (Descriptors: Alien, Psychic) Base Power: [34PP] (Additional Descriptors: Animate Plants) Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous]; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen) Emotion Control 12 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex) Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Medicinal Plants, Plant Body) Healing 11 (Extras: Action [Standard], Restoration, Total; Flaws: Distracting, Limited [Others]; Feats: Variable Descriptor [Healing plants with florakinesis directly, or using plants to make super-salves to heal others]) [34PP] Alternate Power: [21 + 13 = 34PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines) Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [21PP] Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP] Alternate Power: [34PP] (Additional Descriptors: Shape Plants) Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Improved Critical 2 [18-20], Indirect, Progression [Mass] 3 [Rank 15, 25 tons], Subtle) [34PP] Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP] (Descriptors: Alien, Plant Control, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP] Alternate Power: [4PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP] Protection 2 [2PP] (Descriptors: Alien, Plant Body) Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body) Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed]; Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Super-Senses 5 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -13PP Vulnerability (Cold effects; Frequency: Common; Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Dropped Object Ranged/Area DC22 Reflex Avoided DC27 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC22 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC22 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC21 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +22 Pinned/Bound Thrown Object Throwing (Str 50) DC27 Toughness (Staged) Damage (Physical) Snare Ranged DC22 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed TOTALS Abilities (48) + Combat (14) + Saving Throws (3) + Skills (27) + Feats (15) + Powers (109) - Drawbacks (13) = 203/203 Power Points
  13. Spectre Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: +1 Attack / -1 Damage ±2 Defense / -2 Toughness In Brief: Teleporting Teen Villain turned Hero. Catchphrase: “Boo’ Theme: Adios - KMFDM Alternate Identities: Maxine “Max” O'Brian, Nightshade Birthplace: Trenton, NJ Residence: Claremont Occupation: Student/Troublemaker Affiliations: Claremont Academy Family: Eliza O’Brian (Mother) Andrew O’Brian (Father, missing) Description: Age: 16 (June 13th, 2003) Gender: Female Ethnicity: Caucasian Height: 5’7 Weight: 125lbs Eyes: Green Hair: Blue (Naturally Blond) Maxine is a young woman with pale skin. Her hair is wavy, chin length mass of light blue hair dye that is starting to show her blond roots. Her emerald green eyes are usually framed with eyeliner and just a little too much eye shadow. She has an eyebrow piercing and one in her tongue along with several in both her ears. Max’s fashion sense leans towards what she calls ‘budget goth’. T-shirts, jeans, skirts. Whatever she can get her hands on that is some shade of black. Usually with a beaten pair of sneakers or doc martins. As Spectre she dons a sleeveless black and Cyan bodysuit with a matching hooded jacket with a stylised S on the back, paired with black gloves and a domino mask. History: Born in Trenton, New Jersey, Max's father was an engineer at a tech company while her mother was a middle manager at the same company he worked at. Andrew O’Brian vanished unexpected when she was 5 years old and Eliza slowly became consumed in her work as time stretched on and no one found Max’s father. Max was either left with babysitters and eventually on her own most of the time once she got older. It did not take much for her to fall in the wrong crowd and get into trouble. Skipping school and shoplifting were just a few of the things she did back then. Her mother did attempt to ground her, but as Eliza climbed the corporate ladder, it got harder to enforce it and Max always found a way to escape and do whatever she wanted. One night out on the town changed things for her. Max was nearly run over by a speeding car on her way back home. She closed her eyes and the car crashed. She was completely untouched and covered in a strange blue haze that made her look transparent. It took Max a while to experiment with her powers and find out what she could do with them. Lacking any real impulse to grab tights and fight crime, she mostly used her powers to make her escape when someone caught her doing something she was not supposed to or mess with the rich executives of the city she felt deserved it. Her rounds of petty crime did not go unnoticed and soon she found herself targeted by Shadow Academy recruiters who wasted no time buttering her up with all sorts of promises of wealth, power and more ways she could harness her powers. Not really knowing any better, she found herself agreeing to his proposal and soon found herself taken to the Shadow Academy in Freedom City under the name Nightshade. Things went great for her. At least at first. She was a fast learner when it came to tasks related to larceny and infiltration and her growing skills with her powers were enough to get into Beta group, just a step below the prestigious Alpha group. It was all exciting to her and the thrill of some of the ‘field trips’ brought a smile to her face. As the weeks went by however, Max’s attitude towards the Academy started to change. Field assignments with her team mates showed her they were barely contained psychopaths, the lessons were drifting towards more questionable subjects such as bomb making and the growing paranoid feeling half the school was plotting against her. Maxine was starting to get the feeling joining was a terrible idea. Then she discovered her teachers wanted to turn her into an assassin. The idea of murder revolted her on a fundamental level. The second she had the chance, she packed her things and teleported out of the facility and started to look for a place to lay low for a while. That plan did not work how she envisioned however. Unbeknown to her, she had a tracking device on her person and pretty soon her old team mates were hot on her trail. They seemed to follow her everywhere across the country. She eventually teleported back to Freedom City, hoping that maybe the superheroes she was trying to avoid might help. Max had a chance encounter with Corona, who helped her fend off group Beta before discovering how they were tracking her. Unfortunately, it did not stop the cops arriving who identified her and arrested her. After that it was a confusing whirlwind of legal matters and what to do with her. Max cooperating with the authorities and cutting a deal to provide everything she knew about the Shadow Academy was enough for her to avoid Juvie. Instead she found herself on probation and in a rehabilitation program organised by the Claremont Academy. She also found herself a ward of the state. Maxine’s mother had not reported her missing the whole time she was gone. She did everything to keep her shock and disappointment hidden from that news. Max is now stuck at a new school, with a new superpowered identity and the feeling she has nowhere left to run to. Personality & Motivation: Recent events in her life have left Max sullen and miserable. She is dealing with the guilt of being associated with terrible people, trapped alone in another school full of super powered students that do not trust her and part of her is wondering when the authorities will stop playing games with her and just toss her into some cell for the rest of her life. Max buries herself in her hobbies of books, heavy music, Improvised sky diving (Teleporting high into the air and letting herself fall) As Spectre though, she feels almost like her old self. She finds genuine excitement teleporting and weaving through danger, taunting villains and ruining their day. It is different from the crimes she pulled as Nightshade, but with all the turmoil in her life it feels like a genuine escape from everything that has gone wrong in her life. Powers & Tactics: Max usually acts as support, happily distracting, taunting or causing enough havoc with whoever she is facing so whatever team she is with can take advantage. Her teleporting and phasing powers help keep her out of danger while doing this, leading her to take dangerous risks. Power Descriptions: Spectre’s powers are derived from her Metagene that allows her to manipulate her position in space as she sees fit. It allows her to do things such as teleport across vast distances in the blink of an eye (Though she is not fully aware how far she can actually teleport) to phasing through solid matter. She can even partially phase through humans and machinery, causing pain or damage electrical systems, though she does not know how to do both of these at the same time. Her body is surrounded by a light blue ethereal haze while phasing that makes her look transparent and teleporting leaves a lingering ghostly after image of herself that vanishes after a few seconds. Complications: Enemies: The Shadow Academy and her old team want her dead for leaving. History: Max wants to keep her past as Nightshade out of the public eye as much as she can. Probation: If Spectre violates her probation (Caught committing crimes, Willingly leaving the City) there is a real possibility she could go to jail. Reputation: Not everyone is convinced of Spectre's turn from villainy. Abilities: 2 + 10 + 8 + 2 + 4 + 4 = 30PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +13 Attack: +4 Base, +7 Melee, +11 Phase Strike Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +12 Knockback: -4 Saving Throws: 3 + 5 + 6 = 14PP Toughness: +8 (+4 Con, +4 Defense Roll) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 4 (+9) Bluff 8 (+10) Craft: Chemicals 4 (+5) Disable Device 12 (+13) Knowledge: Physical Sciences 4 (+5) Knowledge: Streetwise 4 (+5) Notice 4 (+6) Sense Motive 4 (+6) Sleight of Hand 8 (+13) Stealth 12 (+17) Feats: 23PP Attack Focus: Melee 3 Beginners Luck Defense Roll 2 Dodge Focus 8 Eidetic Memory Evasion Grapple Finesse Improved Initiative 2 Instant-Up Redirect Set Up Taunt Powers: 30 + 21 = 51PP Powers have the mutation and Dimensional descriptors Teleport 9 (900 Feet/20,000 Miles. Extras: Accurate. Power Feats: Change Direction, Change Velocity, Turnabout) [30PP] Quantum Jump Dimensional Phantasm Array (1 Alternate Power) [21PP] Base Power: Strike 9 (Extras: Penetrating 9, Power Feats: Accurate 2) [20PP] Phase Touch AP: Insubstantial 4 (Incorporeal) [20/20PP] Phantasmal Form DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Phase Touch Touch DC 24 Toughness Damage Totals: Abilities (30) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (23) + Powers (51) = 150/155 Power Points
  14. GhostGuy Power Level: 10 (150/150PP) Unspent Power Points: Trade-Offs: 0 Attack / 0 Damage, 0 Defense / 0 Toughness In Brief: If Solid Snake was a ghost, and from the 90s Catchphrase: "Diabolical." Theme: TOOL - Vicarious Identity: Richard Glass (secret) Birthplace: Yellowknife, Northwest Territories, Canada Legal Status: Canadian with no criminal record, deceased Residence: Claremont dormitories Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont academy Family: Stephanie Glass (Mom, deceased), Nemo Glass (Dad, deceased), Henrietta Glass (Grandmother, deceased), Jean Isaac (Sister), Richard ‘Richie, Little Rich’ Isaac (Nephew), George Isaac (Brother-in-law, deceased) Description Age: 39 (DoB: 23/11/1979) Apparent Age: 17 Gender: Male Ethnicity: Caucasian Height: 5'10 Weight: 164 lbs Eyes: Pale Blue Hair: Brown (grey when intangible) Rich has strong and angular facial structure, though he has rather pale, unhealthy complexion, with blue lips and dark eyes like someone who had been left in the rain. Out of his dark sockets are a pair of bright blue, almost white, eyes; rather uncanny in his rather dully coloured face, despite the often friendly look left in them. He keeps his dark hair next length and loose, in the style he had when he was alive last time. His body, is covered in rather serious and ugly scars, showing what had happened to cause his death, as well as the distinctive scars left by an autopsy. Not having a firm grasp on the new fashion trends, Rich dresses like he did in the 90s, with jeans and flannel, and sometimes his old brown leather jacket that his sister kept from when he was alive. When doing hero work, Rich switches into an armoured jumpsuit he "borrowed" from the precinct, modified and painted to resembled the blue and gold Claremont uniform so as to make it look like it hadn't been stolen, and to match his peers. He wears a blue ski-mask cut to expose his hair and mouth. He often goes partially intangible when doing hero work, causing his skin and hair to become a glowing grey with the latter floating as if in water. History: Richard Glass had an average childhood, or as average as one can get when you can speak to ghosts. Born in Yellowknife Canada, he was raised throughout the 1980s, with life in the North being fairly isolated and, obviously, very cold. It wasn’t until his little sister Jean was born that the family relocated South to Montreal, in Quebec. It was here his mother came into her own as a radio show host, and his father’s job as a Federal Prosecutor (Or Crown). Life for Rich was one of strong morals, truth, justice and the America-... Canadian way! However, with his ability to see spirits, his was an interesting childhood. He had grown up with many imaginary friends, and would at times suffer horrifying nightmares, and episodes. Rich’s grandmother, a kindly old woman who also claimed to have The Sight did ease the child with the knowledge he wasn’t insane and did a decent job of teaching him not to be too terrified. Of course, this was something his parents weren’t fond of, with the two discouraging old Grandma Glass from encouraging the boy, and began actively trying to dissuade him when his ability got him quite badly bullied, and into more than a few fights. Asides from his grandmother, it felt as though the only person who didn’t think him mad was Jean, his sister, though this seemed to be because of a mixture of big brother worship and childhood belief. In 1992, Rich’s father, Nemo, had been working on a high profile case of prosecuting a high profile drug dealer, who was rumoured to have connections to criminal organizations all the way in America. As a result of Nemo being the lead prosecutor on the case, some of the villainous higher ups had decided to remove him. During a dark rainy night, as it usually is during such times, the family drove home from the local movie theater when black SUV pulled up beside them, and unleashed a torrent of gunfire, causing the car to crash, killing Nemo, and his wife, Stephanie. The drug dealer acquitted, and later emigrated to America. The two children went into the custody of their grandmother, their only living relative, and all three were heartbroken. Months after the funeral however, Richard had begun to see his parents: First it was only glimpses, but eventually it got to the point where he could speak to them, carrying on conversations with each other. While they were dead, they were still with him and his sister. During this time, Rich learned more about his abilities from his grandmother, and both he and his sister became at least moderately knowledgeable around Ghosts and the occult, with Rich and his grandmother relaying messages between his parents and his sister, with the two being raised from beyond the grave. Despite this, Rich only got into more fights at school, though this may have been from him developing a backbone, and encouragement from his mother. Growing older, and reflecting more on his parents’ murder, which if not for his abilities could have definitely been more damaging, lead him to seek to bring the one who did it to justice so whoever was responsible would be brought to justice. Using his supernatural ability to speak to the dead, against the wishes of his family, he went on his own investigative crusade, managing to track down the hitman who had done the deed. The man had become a gang leader in the area, and a rather dangerous man. During one night, he snuck to the criminal’s compound, camera in hand, hoping to get enough evidence to bring the man down. They found him. What Rich then remembered was waking up in a dark, cramped and musty box. He found he didn’t get short of breath, despite how much screaming he did for however long he did, but after banging against the lid long enough he ended up going through it and into the dirt above. And thus he dug, and pulled himself out of a grave to find a headstone with his name on it. “Richard Glass. 1979 - 1996”. Disoriented, confused and understandably terrified, he wandered around Montreal in the dirty suit, not even the voices of the dead seemed to notice him. Eventually he was picked up by a police officer. After some scared looks, and hours sitting alone, he was eventually brought to an interrogation room to a stranger. He was told he had been dead for the past twenty-three years. After a long amount of suits and officials, it was eventually decided he should be sent to live with his only living relative, as he was still a miner. His sister, Stephanie, in Freedom City. When he finally arrived, there was a bewildered and teary reunion between not only him, but also his grandmother and parents. In the years between his little sister had grown up, and began working as a big name lawyer in FC, having moved there after their grandmother had died, wanting to get away from all the dark memories in Montreal, and furthermore taking the opportunity to practice her own abilities as a Medium. She eventually married and had a son, though her husband died during the events of the ArchEvil incident. What she was particularly proud of though is successfully prosecuting the same Drug Dealer their father had tried to years prior, bringing closure to the family over that case. Over the remainder of his first year of life in the 21st century, with the help of and the encouragement of his sister and less than living relatives, Rich would practice controlling his abilities and getting used to the new world, as difficult as it would be. Though his sense of justice and need to bring his, and his parent's killer to justice burned brightly, and Rich would take many opportunities to dig deep into the dirt he could bring up on the man. This lead him to begin doing vigilantism throughout Freedom when finding crime, as well as bringing justice for the ghosts who he encountered needing it. He remembered his first act, aiding in the arrest of a miracle working conman who would scam the dying with his cures. When his family caught wind of his night time antics, they decided the best distraction to do would be to enroll him in high school, and after pulling a few strings, Claremont had a dead Canadian transfer student enrolled. Personality & Motivation: Rich has a rather optimistic and joking personality, usually trying to be as friendly as he can, while also attempting to be the sarcastically funny guy in most situations. He likes to think he is charming, even though he can come off as less so given his less than warm and cuddly face. Death has made his sense of humour a little darker, and he can be rather abrasive at times without meaning to. As a stereotypical Canadian, he is rather polite and is sure to say sorry more than he should. He is the mischievous type, and enjoys pulling pranks and getting into trouble, but actively does avoid them being too embarrassing for others (unless he feels they have it coming). Thanks to his upbringing, he has a strong moral compass and a sense of right and wrong, wanting to help others as best he can, provided they are worth helping. This extends to wish to prevent anyone from having to go through what both he and his sister have, and wanting to bring those who get away with it to justice; this isn't through death however, rather imprisonment, as to kill would lower him down to their level (and possibly create a ghost to bother him). Having grown up in the 80s and 90s, quite a few of his interests and mannerisms seem to obviously come from there, despite his attempts to quickly blend into modern society. This includes using words such as "Radical" and "Bodacious," calling anime Japanimation, and an ultimate horror that Sega lost the console wars. He still has trouble believing that they've made so many Star Wars movies. Of course this takes a darker turn, as he still remembers freshly the events of Terminus, and T-babies. Powers & Tactics: Rich uses his ghostly powers primarily for recon and infiltration, going invisible and intangible to make him basically undetectable. This is also surprisingly useful in fights as hits seem to pass right through him, though anti-ghost things seem to nullify that, and being able to put his hand in people can really hurt others. Being able to choose how invisible he goes is also very useful outside of fighting, allowing him to perform infiltration, but also hide squeaky shoes, and eliminate body odour after playing a game of ball or a day at the gym. Most of his tricks however involve using the environment, bashing enemies into walls, tripping them through the floor, and sometimes giving indigestion by putting random object lying around in spots that random objects lying around should not go. Being a medium is a rather helpful thing as well, as being able to speak to and see ghosts has been instrumental in investigating crimes, and gathering information. Of course when the culprit is supernatural, intangibility definitely helps in punching them too. Learning some bits and pieces of the occult, Rich knows enough about magic to cast some rather basic rituals. Power Descriptions: As a Half-Ghost, being Half-Dead, Rich has one foot in the spirit world allowing him to push his body into a ghostly state, technically becoming a ghost. Going incorporeal, his body becomes a paper grey, and his hair floats as if in water very helpful for concealing his identity, with close inspection allowing one to see through him. When he goes through corporeal matter, it looks almost like a ripple of ghostly blue energy. The fact he isn't fully alive has made him far more durable, with his body's pain nerves being partially numbed, as well as generally having his important bits be less important; his lungs only really being used for speaking, his pulse barely registering, and being bothered by any sort of weather or pressure seems to highlight this. As a familial trait, the ability to see and communicate with spirits seems to occur every other generation, and simply allows one to gaze into that other world. Makes one a bit of a beacon though, as spirits can get pretty starved for talking to their relatives, as evidenced by the ghosts of his parents and grandmother following around Rich and his sister. Complications: Haunted: Ghosts are always trying to get his attention, whether for help, or simply out of boredom. They can be incredibly insistent at times. Memories best left buried: Rich doesn't remember what happened after he was found by his killers, and considering the scars, he really doesn't want to know. A foot in both worlds: Sometimes the dead can be pretty jealous he got a second chance and they didn't, leading some wanting to kill him a second time. Dead man walking: Is legally dead, with all the benefits and complications that entails. Abrasive: Likes to play jokes on people, and gets into mischief more often than not. Sometimes he doesn't realize when he has taken the joke too far. As well as this he doesn't exactly realize how sensitive most people are about such topics he is comfortable in, such as death. Claustrophobic: Since being trapped in a coffin, hates having to be tangible in tight spaces Shortsighted: Doesn't see the consequences of his actions, and is likely to try and bring someone to justice, or do something reckless, damned be how much trouble it could cause. Rich and Jean: He deeply cares about his nephew and sister, and doesn't want more family members haunting him. Abilities: 2 + 2 + 0 + 0 + 0 + 2 = 6PP Strength: 12 (+1) (Light: 43, Medium: 86, Heavy: 130, Max: 260, Push/Pull: 650) Dexterity: 12 (+1) Constitution: 20/10 (+5) Intelligence: 10 (0) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 8 + 20 = 28PP Initiative: +1 Attack: +4 Base, +8 Melee, +10 Ghost Fighter Array Defense: +10 (+10 Base), +5 Flat-Footed Grapple: +9 (8 Melee + Strength) Knockback: -5 Toughness/2 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Intangible Punch Touch DC 25 Toughness Damage Inside Nerve Pinch Touch DC 20 Fortitude Stunned Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +10/+5 (+5 Con +5 Armored Jumpsuit) Fortitude: +10/+5 (+5 Con, +5 Base) Reflex: +6 (+1 Dex, +5 Base) Will: +5 (+0 Wis, +5 Base) Skills: 24 R = 6 PP Concentration 5 (+5) Gather Info 4 (+5/+10 w/Cool) Knowledge (Arcane Lore) 5 (+5) Notice 9 (+9) Language 1 (Quebecois French, Base: English) Feats: 8 PP Attack Focus (Melee) 4 Cool Contacts Equipment 1 Ritualist Equipment: 1PP = 5EP Armoured Jumpsuit (Protection 5) [5EP] Powers: 22 + 24 + 9 + 17 + 1 + 2 + 10 + 2= 87PP Insubstantial 4 (Incorporeal[Affected by salt]; Feats: Subtle, Selective) [22PP] (Ghost, Necromantic) Ghost Fighter Array 11 (22PP Array; Feats: Accurate, Alternate Power) [24PP] (Ghost, Necromantic) Base Power: Damage 9 (Intangible Gut Punch; Extras: Affects Corporeal, Feats: Improved Crit 2, Mighty, Takedown Attack) [22/22PP] Alternate Power: Stun 10 (Interior Nerve Pinch; Extras: Affects Corporeal, Flaws: Action[Full], Feats: Sedation, Reversible) [22/22PP] Immunity 9 (Life Support) [9PP] (Ghost, Necromantic) Concealment 8 (Invisibility, Inaudibility, Inodorosity[All visual, All Hearing, All Scent]; Feats: Selective) [17PP] (Ghost, Necromantic) Super-Senses 2 (Spirit-Sight [Vision, Counters Concealment; Flaws: Limited(Spirits)]) [1PP] (Psychic, Necromantic) Comprehend 1 (Spirits) [2PP] (Psychic, Necromantic) Enhanced Constitution 10 (Half-Dead) [10PP] (Ghost, Necromantic) Flight 1 (Ghostly Propulsion 10MPH) [2PP] (Ghost, Necromantic) Totals: Abilities (6) + Combat (28) + Saving Throws (15) + Skills (6) + Feats (8) + Powers (87) - Drawbacks (0) = 150/150 Power Points
  15. Justice Power Level: 10 [11] (177/177PP) Unspent Power Points: 0 Trade-Offs: Breakdown in table below; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power Attack DC ATK Justice Strike +0 +0 Shock Blaster -4 +4 Rocket Hammer +2 -2 In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: The Moment - Miracle of Sound ft. Karliene Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) Description: Age: 23 (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. History: Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since then, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. And just in time, as faces Emerald City brand new threats. Personality & Motivation: Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. Powers & Tactics: Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. Power Descriptions: Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Shock Blaster, a one-handed gun that fires small bullets that give off a powerful electric shock on impact, the Rocket Hammer, a two-handed battle hammer that further enhances the force of its blows with quick bursts of the jet booster attached to it and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Shock Blaster and Smoke Grenades can be tossed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. Complications: Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. Abilities: 4 + 4 + 8 + 14 + 4 + 4 = 38PPStrength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 14 (+2)Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Enhanced Defense, +0 to +10 from M.O.D. System) Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System) Saving Throws: 3 + 6 + 8 = 17PP Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System) Fortitude: +7 (+4 Con, +3) Reflex: +8 (+2 Dex, +6) / [Justice Armor] +10 (+2 Dex, +6, +2 Enh. Reflex Save) Will: +10 (+2 Wis, +8) Skills: 108R = 27PP Acrobatics 5 (+7) Bluff 5 (+7) Computers 8 (+15) Concentration 5 (+7) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 6 (+8) Disable Device 8 (+15) Drive 5 (+7) Gather Information 6 (+8) Investigate 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 8 (+10) Search 3 (+10) Sense Motive 8 (+10) Feats: 12PP Equipment 4 Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Power Attack Quick Change Takedown Attack 2 Equipment: 4PP = 20EP The Law Rider (Vehicle; Motorcycle) [10EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP] Powers: 62 + 8 = 70PP Device 15 ("Justice Armor"; 75PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [62PP] (Invention, Technology) I.D.E.A. System 3.2 (16PP Container) [16PP] Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8PP] (Dimensional, Magic, Z-Space) AP: Teleport 4 ("Combat Teleport"; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7PP} Super-Senses 8 (Options: Counter Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8PP] (H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10PP} DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10PP} M.O.V.E. System 2.5 (5PP Array; Feats: Alternate Power 2) [7PP] BP: Leaping 3 ("Jump Jets") (Leap distance x10: Running 120 ft.) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets) AP: Speed 3 ("Boost Jets"; 50 mph, 440 ft./rnd) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP} (Rockets) AP: Impervious Toughness 5 ("Armor Plating") {5/5PP} (Armor) R.I.D.E.R. System 2.8 (14PP Container) [14PP] Enhanced Feat 2 (Accurate Attack, Power Attack [2PP] (Combat Subroutines] Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4PP] (Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2PP] (Combat Subroutines) Enhanced Trait 3 (Reflex Save +2) [2PP] (Combat Subroutines) Features 2 (Built-in Subtle Computer) [2PP] (Computer, A.I. System) Protection 1 [1PP] (Armor) Z-Space Arsenal 11 (22PP Array; Feats: Alternate Power 3) [25PP] BP: [16 + 2 + 4 = 22/22PP] Damage 6 ("Justice Strike"; Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Mighty) [16PP](Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Feat 2 (Takedown Attack 2) [2PP] (Rapid Strikes) Enhanced Strength 4 [4PP] (Enhanced Musculature) AP: Blast 6 ("Justice Buster"; Extras: Penetrating 1; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {22/22PP} (Blaster, Variable Ammunition, Z-Space Portals) AP: [18 + 4 = 22/22PP] Damage 8 ("Rocket Hammer"; Feats: Accurate, Extended Reach, Improved Critical 2, Knockback 5, Mighty) [18PP] (Hammer, Bludgeoning Damage Type) Enhanced Strength 4 [4PP] (Enhanced Musculature) AP: Obscure 9 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/22PP} (Grenade, Smoke, Z-Space Portals) Gadgets 1 ("Justice Driver Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology) Sample powers Drawbacks: (-3) = -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Utility Belt to activate) [-3PP] DC Block Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 1, Indirect 3, Variable Descriptor 2 [Any Technological] Rocket Hammer 5 ft. DC27 TOU (staged) Damage +8, Crit 18-20, Knockback 5 Totals: Abilities (38) + Combat (16) + Saving Throws (17) + Skills (27) + Feats (12) + Powers (70) - Drawbacks (-3) = 177/177 Power Points
  16. 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
  17. In Brief: Neo-Nazi Mac Gargan Character: Webmaster (Spider Centaur Form / Normal Form) Power Level: 10 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 233 Alternate Identity: Josef Bankowski Identity: Public Legal Status: USA citizen and fugitive Birthplace: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Mechanic, Current: Criminal Affiliations: None Family: Olivia Lenkiewicz (ex-wife), Mia Bankowski (daughter), Gabriel Bankowski (son), unnamed brother, sister, parents, cousins, aunts, and uncles DESCRIPTION Age: 27 (Date of Birth: 1992) Apparent Age: 27 Gender: Male Ethnicity: Caucasian Polish-American Height: Werespider Form: 8'6", Human Form: 6'1" Weight: Werespider Form: 1,200 lbs., Human Form: 170 lbs. Hair: Werespider Form: None, Human Form: Blond Eyes: Werespider Form: Black, Human Form: Blue In his human form, Josef Bankowski is tall and lean. Excessive drug use leaves him looking pale with dark circles around his bloodshot eyes. In his "werespider" form, he's a "spider-centaur". From the waist down, he has the body of a giant northern funnel web spider. From the waist up, he's still humanoid, but his flesh is red and covered with black spiky chitinous plates. In his "spider swarm" form, he's a human-sized mass of spiders all coordinated by a hive mind. HISTORY Josef Bankowski's grandparents were devout Catholics who fled Poland in the 1960s, escaping the Communist regime which would control that country for another quarter of a century. They immigrated to America, where they were granted refugee status and, eventually, citizenship. Josef, like his parents, was born in Freedom City, growing up as part of the multi-ethnic tapestry that is Freedom's West End. Josef's father enlisted in the Marine Corps and then worked as an auto mechanic, eventually owning his own shop, where Josef started working as a teen. Josef started doing hard drugs in high school. His already terrible grades got even worse, and by his senior year, he managed to not only flunk out, but also impregnate his 17-year-old classmate Olivia Lenkiewicz, the daughter of family friends. Olivia carried the child to term, and the two were married before her senior year. With no other prospects, and at the urging of his father, Josef joined the Marines, like his father before him. The discipline didn't take. He resumed his old lifestyle, using again and cheating on his wife (both with random pick-ups and with professional sex workers), almost as soon as he got out of basic training, as often as he could make the time for it. The first few times he was caught, he was reprimanded, but let off with warnings or light informal punishments. But eventually, his behavior became too egregious for the Corps to ignore. He made it almost halfway through his first 4-year enlistment term before being arrested, court-martialed, and dishonorably discharged. He spent a year in prison. Olivia stayed married to him for several more years despite his behavior. She was forced to become the primary breadwinner when he proved to be chronically unemployable. Despite his record, he would get various mechanic jobs, but he could never hold them for long before either losing his temper or failing to show up to work on time (or at all) because he was too busy indulging his addictions. He regularly cheated on his wife, spent their money on his addictions, and physically abused both his wife and their two children. Olivia finally kicked him out of their apartment in 2017, getting a restraining order which Josef frequently violated. They were separated for a year before Olivia filed for divorce, which was finalized in 2019. Josef spent the two years after their separation sleeping on his brother's couch, and tumbling down an online rabbit hole of political radicalization. He'd been interested in pick-up "artistry" and "uncensored" anonymous image-sharing message boards since he was a teenager, but after his long-suffering wife left him, he found a ready-made pipeline to an ideology which affirmed that he was the true victim. His political views quickly shifted from reactionary to outright fascistic, buoyed by rabid bigotry. He established his own online presence during those two years, starting a vlog series where he parroted the same bigoted talking points as a thousand other guys just like him, and presented an account of his life which was heavily distorted in his favor. Meanwhile, his addictive behavior continued to escalate. In 2019, after his divorce was finalized, Josef started abusing "super" drugs. After taking a "powerball" of Max and Zoom, he went to his ex-wife's apartment. His own brother called the police on him after he left. After breaking in, he assaulted Olivia, her mother, and her new boyfriend, and took the entire family hostage at gunpoint. On his first outing as a superhero, Octoman intervened, and, with Bombshell's aid, he defeated Josef, though Josef almost beat him to death in the process. After the police took him into custody, Josef suffered multiple organ failure. The super-drugs had taken their toll. With his history, no hospital would consider transplants. He was advised to check into hospice care for what the doctors expected to be the last few weeks of his life. Meanwhile, despite his prognosis, the city, state, and federal attorneys offices all moved forward with indictments. The charges included multiple counts of kidnapping, and, because of the super-drugs in his system at the time, assault with a deadly weapon, aggravated assault, and attempted murder. Josef was facing multiple lifetimes worth of prison time alongside certain death, before his thirtieth birthday. Because he no longer had powers once the drugs had left his system, and because he was physically incapacitated, Josef was held in the Freedom City Correctional Facility just outside Hanover, while awaiting the trial no one expected him to live to see. Doctor Cooper Seidel, who had kept Octoman under surveillance ever since the accident which gave Octoman his powers, had observed Octoman's battle with Josef, taking an interest in him. Seidel infiltrated the minimum-security facility and kidnapped Josef, spiriting him away to Seidel's new secret laboratory. Months before, Seidel had genetically altered a group of venomous animals with months of retroviral therapy and nuclear radiation exposure, as part of his continuing quest to refine and enhance the universal antivenom serum which gave him the ability to transform into the monster Goanna. Seidel had lost those animals when he had to pack up his lab to flee the authorities, and his hired thug crashed the truck after swerving to avoid 15-year-old Ben Wang, who had run out into the street to save a dog. During the following few months, Seidel had split his efforts between spying on Wang, who had gained powers after being bitten by the blue-ringed octopus, and combing the sewers with a Geiger counter to recover as many of the experimental specimens as he could. One of the animals Seidel managed to recover was a northern funnel web spider. Seidel injected the spider's venom into Josef, out of pure scientific curiosity. Seidel didn't care whether Josef lived or died. He just wanted to see what would happen. And he told Josef as much. But Josef didn't die. He gained the ability to shapeshift into a giant centaur-like human/spider hybrid, or a human-sized swarm of spiders with his mind as a collective consciousness spread out among them. He escaped from Seidel's lab after his first transformation. Josef quickly parlayed his new powers into a career as a professional criminal. His main sources of income are violent armed robbery, extortion, and murder, both on his own initiative and for hire to other supervillains and organized syndicates. He also occasional commits various terrorist acts for his own gratification, using his superhuman strength to wreck buildings such as community resource centers, restaurants, and nightclubs which are associated with people he considers "degenerates" or "foreign invaders". Some of his earliest "work" was for the national designer drug cartel owned and operated by Cortex (Threat Report, page 24). Along with money, and super-drugs tailored to overcome Josef's enhanced physiology, Cortex provided Josef with a unique form of compensation: He used his world-class tech skills to help Josef maintain and expand his social media presence, despite his fugitive status. With Cortex's help, Josef has been able to continue his vlog series, which has attracted a significant following in a short time among the worst people on the internet. The regressive reactionary politics he advocates in his rambling, drug-fueled hours of recorded hate-speech still aren't any different from what a thousand other men just like him are already saying, but his status as a powered supervillain gives him a level of prestige above and beyond his peers. His videos get taken down from the more legitimate platforms almost as soon as they go up, but they get downloaded and re-posted all over the less reputable parts of the web. Despite multiple active law enforcement investigations, and the more legitimate crowdfunding platforms refusing to get anywhere near him, he has been able to collect regular crypto-currency donations from his fans, which keeps him living comfortably between "jobs". Multiple technologically-inclined heroes have attempted to trace the source of his uploads or cut off his funding, but so far, Cortex has foiled those efforts. Cortex considers it both an amusing intellectual exercise, and another means of controlling a useful but ultimately disposable asset. The moment Josef steps out of line, Cortex can cut off his supply of drugs, donations, and adulation with a few keystrokes. PERSONALITY & MOTIVATION Josef describes himself as "a ladies man", "an alpha male", "a soldier", "a working man", "a patriot", "a man of God", and "a defender of Western Civilization". In reality, he's a coward, a bully, a bigot, an addict, and a blowhard. His ego is inflated and his skin is paper-thin. He loudly, belligerently hates and disdains anyone who isn't a white male heterosexual cisgender Christian-identified native-born citizen who's seeking or already in a nuclear family. Everyone else, he refers to as "degenerates", "parasites", and "globalists". He isn't nearly as intelligent or well-educated as he claims or even thinks he is. He used to have a sort of "bad boy charm" which bought him initial success in his romantic endeavors, but he drowned it in bitterness and resentment years ago. Now he appears at first glance to be the hateful creep he truly is. He doesn't love anyone, but there are people (like his ex-wife and their children) whom he wants to possess. His main priority in life is to secure for himself a never-ending stream of money, drugs, sex, and adulation. His secondary priority is vengeance on everyone who ever "wronged" him, everyone who ever dared to make him feel weak. Goanna, Octoman, and Bombshell are all at the top of that list. A distant third is to promote an ideology which just so happens to state that those things are his birthright. POWERS & TACTICS Josef has limited shapeshifting abilities. He can become a swarm of tiny spiders (a form used mainly for escape and infiltration, though the spiders do have deadly venom), or a giant spider/human hybrid. Every transformation is extremely painful and bloody, driving him to further drug abuse. He "molts" or "sheds" like an arthropod or a reptile. Like them, he can regrow lost limbs. In his "werespider" form, Josef is superhumanly strong and agile. His carapace is hard enough to deflect bullets. He has four arms, each of which can deploy a retractable sword-like claw from the forearm, and eight spider legs, each ending in a similarly sharp claw. The spider legs allow him to climb walls, run faster than a bicycle or an Olympic sprinter, and jump several hundred feet through the air. Despite his size, his spider legs are surprisingly quiet, allowing him to sneak up on his foes. Glands in his forearms can fire streams of sticky webbing which is stronger than steel cable. A pair of glands in his jaw secrete two chemicals into his mouth which become highly acidic once mixed. When he acid dissolves organic matter, he finds the resulting slurry irresistibly delicious. ABILITIES 12PP Strength: 30/12 (+10/+1), 60/12 Lifting (Heavy Load: 50 tons / 130 lbs.) Dexterity: 26/12 (+8/+1) Constitution: 28/12 (+9/+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 36PP Initiative: +8/+1 Attack: +8/+9 (+9 Base, -1 Size), +10 Webs Damage: +10/+1 Unarmed/Thrown, +12 Claws, +10 Acid, +10 Webs Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8/+9 Melee Attack, +10/+1 Strength, +4 Size, +4 Additional Limbs, +6 Super-Strength) Defense: +8/+9 (+9 Base, -1 Size), +4/+5 Flat-Footed Knockback Resistance: 15/0 SAVING THROWS 9PP Toughness: +12/+1 (+9/+1 Con, +3 Protection, Impervious 8 ) Fortitude: +9/+1 (+9/+1 Con, +0PP) Reflex: +8/+1 (+8/+1 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 52R = 13PP Acrobatics 0 (+10/+1) Bluff 3 (+5) Climb 0 (+6/+1) Craft (Mechanical) 8 (+8) Drive 5 (+15/+6) Gather Information 3 (+5) Intimidation 4 (+18/+6) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Streetwise) 8 (+8) Knowledge (Technology) 5 (+5) Languages 1 (English [Native], Polish) Notice 0 (+10/+1) Search 1 (+10/+1) Sense Motive 0 (+10/+1) Stealth 0 (+15/+1) Survival 4 (+5) Swim 0 (+6/+1) FEATS 5PP All-Out Attack Distract (Intimidation) Move-By Action Power Attack Startle Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 158PP Additional Limbs 4 (+10 Limbs, Feats: Ambidexterity) [4PP] (Descriptors: 2 Extra Arms, 8 Spider Legs, Mutation) Burrowing 4 (10MPH, 100ft per Move Action) [4PP] (Descriptors: Acid, Claws, Mutation) Enhanced Skills 52 (Acrobatics 2, Intimidation 12, Notice 9, Search 9, Sense Motive 9, Stealth 11) [13PP] (Descriptors: Horrifying Appearance, Mutation, Spider Eyes, Spider Legs, Super-Agility, Super-Senses) Enhanced Constitution 12 (Feats: Regrowth) [13PP] (Descriptors: Mutation, Regeneration, Super-Stamina, Super-Toughness) Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength) Growth 4 (Size: Large, Size Modifiers: +5ft Reach, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidation, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13PP] (Descriptors: Mutation, Spider-Centaur) Immovable 1 (Extras: Unstoppable) [2PP] (Descriptors: Mutation, Spider Legs) Immunity 1 (Own Powers) [1PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Carapace, Mutation) Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Mutation, Super-Strength) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider-Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 3 [3PP] (Descriptors: Carapace, Mutation) Speed 2 (25MPH, 250ft per Move Action) [2PP] (Descriptors: Mutation, Spider Legs, Web Swinging) Spider Power 16 (32PP Array, Feats: Alternate Power 2) [34PP] (Descriptors: Mutation) Base Power: [4PP] (Additional Descriptors: Forearm Claws, Spider Leg Claws) Damage 2 (Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Forearm Claws and/or Spider Leg Claws, Piercing and/or Slashing damage], Drawbacks: Lethal) [4PP] Alternate Power: [31PP] (Additional Descriptors: Acid) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Secondary Effect, Flaws: Requires Grapple, Feats: Improved Critical 2 [18-20]) [22PP] Damage 10 (Extras: Linked [Drain], Secondary Effect, Flaws: Requires Grapple, Drawbacks: Lethal) [9PP] Alternate Power: [32PP] (Additional Descriptors: Webs) Snare 10 (10 120ft Range Increments, 1,200ft Max Range, Extras: Contagious, Feats: Accurate [+2 Attack], Tether) [32PP] Super-Movement 5 (Sure-Footed 2, Swinging, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs, Webs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) Super-Strength 6 (Lifting Strength: 60, Heavy Load: 50 tons) [12PP] (Descriptors: Mutation) Abilities (12) + Combat (36) + Saving Throws (9) + Skills (13) + Feats (5) + Powers (158) - Drawbacks (0) = 233 Power Points Character: Webmaster (Spider Swarm Form) Power Level: 10 Tradeoffs: None Power Points: 163 ABILITIES 35PP Strength: 01 (-5) (Heavy Load: 10 lbs.) Dexterity: 30 (+10) Constitution: 28 (+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 40PP Initiative: +10 Attack: +10 Damage: -5 Unarmed, +10 Venom Grapple: +5, Automatic Escape with Insubstantial Defense: +10, +5 Flat-Footed Knockback Resistance: 5 SAVING THROWS 9PP Toughness: +10 (+9 Con, +1 Protection) Fortitude: +9 (+9 Con, +0PP) Reflex: +10 (+10 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 36R = 9PP Acrobatics 2 (+12) Languages 1 (English [Native], Polish) Escape 0 (+10, Automatic with Insubstantial) Notice 9 (+10) Search 10 (+10) Sense Motive 9 (+10) Stealth 5 (+15) FEATS 0PP [None] Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 78PP Burrowing 1 (1MPH, 10ft per Move Action) [1PP] (Descriptors: Claws, Mutation) Immunity 3 (Critical Hits, Own Powers) [3PP] (Descriptors: Mutation, Spider Swarm) Insubstantial 1 (Liquid, Extras: Duration [Continuous], Flaws: Duration [Permanent], Feats: Innate) [6PP] (Descriptors: Mutation, Spider Swarm) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 1 [1PP] (Descriptors: Carapace, Mutation) Spider Power 15 (30PP Array, Feats: Alternate Power) [31PP] (Descriptors: Mutation) Base Power: [30PP] (Additional Descriptors: Necrotic Venom) Damage 10 (Extras: Autofire, Alternate Save [Fortitude], Feats: Accurate, Drawbacks: Lethal) [30PP] Alternate Power: [2PP] (Additional Descriptors: Webs) Create Object 1 (Volume: 1 5ft cube, Toughness: 1, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Flaws: Permanent, Range [Touch], Feats: Innate) [2PP] Super-Movement 5 (Slithering, Sure-Footed 2, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) DRAWBACKS -8PP Disability (Mute, Frequency: Very Common, Intensity: Moderate) [-4PP] Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP] Abilities (35) + Combat (40) + Saving Throws (9) + Skills (9) + Feats (0) + Powers (78) - Drawbacks (8) = 163 Power Points
  18. Techneaux Power Level: 10-12 (180/184PP) Unspent Power Points: 4 Trade-Offs: -5/+5 on Defense/Toughness, -5/+5 Attack/damage (Heavy ion cannon) +5/-5 Attack/Damage on Micro munitions In Brief: A Spark of genius Backed by the thunderous force of personality Catchphrase: Theme: Alternate Identity: Maximilian Lucre (Public) Birthplace: Zurich, Switzerland Residence: Multiple; Penthouse is Emerald City Base of Operations: Emerald City Occupation: Confectioner,Inventor, Billionaire Philanthropist, Founder of LucreTech Affiliations: LucreTech, Max Corp and Several philanthropic Charities. Family: Herman Lucre (Father) Mila Johansson (mother; Died at child birth) Description: Age: 28 (DoB: 1991) Gender: Male (cisgender) Ethnicity: Caucasian (Nordic) Height: 1.905 m Weight: 107 Kg Eyes: Bown Hair: Clean Shaven A Tall and Rotund man Max is carries his weight with a stately posture and dresses flamboyantly given even the slightest excuse, likes to keep himself well groomed even with the regrettable sacrifice of his body hair. History: Max's history begins long before he was even conceived with his father, a German scientist who in the earliest days of the second world war, Disgusted by the horrific immorality of the Nazi parties Ubermensch program, attempted to defect, Sadly he was caught attempting flee the country with his research and in what the SS Commander believed to be Poetic justice, Injected with the experimental formula he had been carrying with him, Over a half dozen compounds of various make up were pushed into his veins and with the resulting seizure and preceeding beatings, he was thus left to die in a shallow grave of a muddy ditch along a rural path. Needless to say none were more surprised by his survival than himself and after crawling his way out of the ditch he found himself with little worse than a limp and able to make it the rest of the way to the rendezvous with the allied agent waiting to extract him with scraps of his research notes he could gather from amidst the chaos clutched to his chest. Herman's Contribution to the allied war effort were at best moderate but still appreciable enough that he was offered full US citizenship under project paperclip following the wars conclusion, a quite life of comfort proved reward enough for the exhausted scientist and for while he settled into life working for DARPA. That is until he met his wife at some event he barely remembered, dragged along as a big name on some project or another he none the less lacked the influence to refuse his employers assistance to attend; it began what proved to be a whirlwind romance that culminated in tragedy and triumph in equal measure. His mother, being of swiss nobility had been disallowed to marry Herman Lucre by her family, having dismissed her infatuation with the commoner as little more than an adventurous if drawn out streak of rebellious thrill seeking; they were shocked and enraged to learn she was pregnant with his child and all but disowned (to maintain their oh so precious public image) Maximilian would never know his mother as; one stormy night in a cottage in Zurich which to this day Maximilian refuses to celebrate; she left this world for the next; dying shortly after delivering him to the world, holding on just long enough to hold him in her arms before she breathed her last; leaving him to be raised in the care of his heartbroken father. As he grew it became apparently that only only did he have an intellect far in excess of his genius father but also a tremendous force of personality that allowed him to turn even the staunchest opposition to his cause, his father sensing the seeds of greatness did everything in his power to ensure max revived the best education his meager means could provide even amidst the Johansson families attempt to quash information of their illegitimate grandson. and so as a young man in his 20's Maximilian raised not one but two companies to the heights of success, the first LucreTech He handed to his father as a means of keeping himself in luxurious comfort whilst he pursued his other agendas, Max Corp on the other hand he dedicated to much more vindictive means, granting it to the care of one of the rival noble families of the johansson and firmly tipping the scales against them and their pursuits on the agreement of regular "donations" to the various charities his mother had championed whilst she held her family's esteem. With a steady source of money from his various investments he settled into a early retirement, content to tinker and pursue his whims and flights of fancy in an idyllic little estate far away from the concerns of day to day life. Or so he imagined. it was on an idle afternoon whilst he flipped through the various foreign channels available to him with a particularly...illegal and quite undetectable modification to his set that he came across a live report of a brawl between various vibrantly costumed heroes and villains fighting in the streets of some american city he'd never even heard of before and was instantly hooked; the vibrant costumes, the drama, the witicism!....the challenge. rushing to his garage (and leaving his latest confectionery experiment to burn) he set to work immediately cobbling together the drafts for a personal platform even has he rabidly thummed through his smartphone looking at various up market properties in that same city. Personality & Motivation: A larger than life bon vivant of tremendous charisma and titanic intellect max is driven to heroism by his ego and hunger for challenge that his day to day activities have failed to provide, though he is far from malicious he is selfish (and driven, brilliant, rich he would hasten to add) he tends to have extreme moods as his emotions are more strongly felt, though he is normally benevolent and something of a party animal, he is equally strongly predisposed to more negative emotions as well, he has a love for flamboyant clothes, eccentric hobbies and theatrics which he regularly indulges in and it is the primary reason he took up the responsability of being a hero. Powers & Tactics: Maximilian is a genius inventor, safely inside his moderately armed and armoured personal combat pod he is capable of raining down long range destruction alongside booming boasts and thundering taunts to opponents with a preferance for opponents who are either on equal footing or far beneath his capabilities by his own assessment, a hero isnt a hero without minions to sweep aside and villains to clash with are they? Power Descriptions: Most of Max's powers are derived from implausibly advanced technology derived from his one mutant power of a bioelectricly overcharged and overclocked brain and as such have sleek and clean looks to them as they blast torrents of green energy at his foes from the comfort and safety of his hermetically sealed combat pod. He makes use of primarily Advanced electronics and machinery in his technologies to produce enviromentally friendly ionic energy to power his pods flight and main cannon The pod itself is an perfect hemisphere of gleaming silvery metal 5ft across at its widest point and just tall enough for max to sit comfortably within. With a deployable Hardend smart glass Cockpit cover that serves to seal the enviroment and provide targeting assistance for the primary cannon and dispersal pattern controls for the micro munitions, both of the pods armaments are neatly stored away in the bodywork of the personal vehicle when not in use, the munitions rack flanking the cannon beneath the paneling of the front quaters of the cockpit, the main cannon telescoping out directly from the heavily shielded main generator from the precise middle of the pod. The cannon itself supports a short quadrouple set of adjustable angle electromagnetic rails that extend from the front of the pod to focus and gather the energy from the reactor and adjust it's firing angle with a suprisingly degree of efficacy allowing for variable magnitudes of ionic energy to be directed with precision. The micromunitions that make up his secondary Armament use unstable hardlight constructs to deliver great concussive force even for their relatively low yields though automatic shaped fracturing points using IFF tags to avoid friendly fire and without leaving dangerous metal shrapnel Rather more impressive however is the pods experimental food Replicator, though as a hobbyist chef max much prefers to hand make his own food it simply isn't practical to do so on the battle field, the technology is itself wildly inefficient in converting Ionic energy and ambient hydrogen atoms into food and can only provide enough food for one person reliably and is unsuited for larger scale use. It is thanks to a relatively less impressive system of oxygen scrubbers and radiators that provide the perfectly comfortable enviroment within the pod. Lastly the pods electromagnetic repulsion powered flight can divert power to a experimental device that uses gravitons to affect space in a limited way allowing the pod to translocate itself by folding spatial dimensions to move without passing through the space between locations. Beyond these the pod is also stocked with various amenities thar serve little purpose beyond providing entertainment and comfort to Max whilst waiting for his time to shine, everything from AR games to various minor appliances that the miniaturisation of his tech has freed up the space for. Complications: Electromagnetic Moodswings: Though he is quite moody naturally; Due to his brain hosting a gargantuan charge of electricity max's very mind can be affected and even altered by the influence of powerful magnetic fields, such as those produced by a MRI scanner these can be harmless such as inexplicable giggling that makes him short of breath and unable to communicate or harmful to himself and others such as violent unreasoning rages Shadows of the past: though he has declawed them financially his mothers family are still quite rich and angry about his decisions regarding Max Tech , weather they know he is Mila's son he doesn't know nor does he care, so far they have only sent rather harmless thugs to try and intimidate him but with his continued taunting and humiliation of them he may yet evoke more firey responses from the humiliated but far from humbled noble family. Sins of the Father: That his father was a nazi scientist (albeit for an extremely short time) is unknown to Max, perhaps for the best, as such he is unsure as to why various affiliates of the failed reich show great intrest in him and his father's work, though he is quite happy to have such audacious villains as them constantly lining up for him to knock down like bowling pins. Abilities: 0 + 4 + 10 + 10 + 4 + 14 = 42PP STR: +0 (10) DEX: +2 (14) CON: +5 (20) INT: +15/+5 (40/20) WIS: +2 (14) CHA: +7 (24) Combat: 10+10 = 20pp Attack: +5 Melee: +5 Ranged +5 Micro munitions +15 (5 attack +10 (accurate 5)) Grapple: +5 (0 Str + 5 Attack) Defense: +5 (10pp) Flat footed: +2 KB: +2 Initiative: +15/+5 (+15/5 Int (speed of thought)) Saves: 1 + 6 + 8 = 15pp Toughness : +5/+15 ( +5 con +10 Protection (Hardened Titanium Armour) Fortitude: +6 (+5 Con + 1 ) Reflex :+8 (+2 Dex + 6 ) Will: +10 (+2 Wis + 8 ) Skills: 24pp (96 ranks) Bluff 8 (+15) Concentration 12 (+14) Craft (electronic) 10 (+25/+15) SM Craft (mechanical) 10 (+25/+15) SM Diplomacy 8 (+15) Drive 4 (+6) Language 4 (Base: German, French, English, Japanese) Knowledge (physical sciences) 10 (+25/+15)SM Knowledge (technology) 10 (+25/+15)SM UE Notice 3 (+5) Pilot 6 (+8) Sense Motive 3 (+5) Sleight of Hand 8 (+10) Feats: 11pp All-Out Attack Benefit 3 (Wealth) Inventor Jack-of-All-Trades Move-by Action Power Attack Skill Mastery (Craft Mechanical, Craft Chemical, Knowledge Physical sciences, Knowledge Technology) Speed of Thought Ultimate Effort (Kn: Technology) Powers: 20 + 46 + 2 = 68pp Supercharged Brain (Enhanced Intelligence 20; Mutation, Bio-Electricity)[20pp] Personal Combat Pod (Device 11) (Technology; Hard to lose, Only you can use; 55 point device)[46pp] Polymath (Quickness 4) (Mutation Bio-electricity; Perform routine tasks at 25x speed; One Type (Mental))[2pp] Attack Range Effect To Hit Save Unarmed Touch Damage (Bludgeoning) +5 DC15 Toughness save (Staged) Grapple Touch Grapple +5 Opposed Strength Heavy Ion Cannon 150ft increments Damage (Ionic energy) +5 DC30 Toughness save (Staged) Micro Munitions 25ft Increments Damage (Explosive) +15 DC 20 (Autofire) Toughness save (staged) Totals: Abilities 42 + Skills 24 (96 ranks) + Feats 11 + Powers 68 + Combat 20 + Saves 15 + Drawbacks 0 = 180/184
  19. The Immutable Betsy Brooks Power Level: 10/12 (180/188PP) Unspent Power Points: 8 Trade-Offs: None In Brief: Slumming noble daughter of a magical family hunts monsters in the bayou. Catchphrase: "I wouldn't do that sweetie!" Theme: Power by RoxXxan Alternate Identity: Elizabeth Brooks Identity: Public Birthplace: London, England, United Kingdom Residence: Vibora Bay Base of Operations: Vibora Bay Occupation: Supernatural Bondwoman Affiliations: Mostly Independent Family: Lady Jacqueline Brooks (Mother) Eric Warrens (Father) Description: Age: 35 (DoB: 31th October 1984) Apparent Age: early 20's Gender: Female Ethnicity: Black, dual British / American citizen Height: 5'9" Weight: 120 lbs Eyes: Brown Hair: Black Despite being quite beautiful she's never really been concerned with following fashions and fade, dressing simply for comfort and utility. In her earlier day she dressed in a more punkish style, but she's toned this down to maybe her hair and the occasional band t-shirt. Whilst she needs to wear sunglasses in bright sunlight, a problem in her where she chooses to live right, it does give her a certain air of effortless coolness. She doesn't have a costume per se, but she does have her kick-ass coat, a long black coat that she brings out when she's going to deal with real problems. One of the only things she has from her father it holds a special place for her. Her powers don't seem to have any obvious effects, which is a shock when she shrugs off a hail of gunfire or a were-gators crawls. It take real skill to notice that she has anything betraying but it is there, her canines are a little larger and more pointed than most. History: In her younger day a wild and carefree days Jacqueline met and fell for a dashing young African-American man. There torrid romance was brief but it resulted in a the little surprise of Elizabeth. Because she was born out of wedlock, and from a very traditionally white family, Elizabeth was made very aware that she wasn't ever going to inherit the family title, though her mother loved her dearly and made sure she was given the best education money can buy. The real inheritance was from her father who was the descendant from a rare and unusual breed of African Vampire. As she grew she developed beyond human abilities and due to a unique combination of genetics she was immune to all supernaturally based abilities. This didn't help her rebellious nature, and quite a few times her family connections were used to keep her from being expelled from the school. Leaving school she was at a bit of loss as to what to do, she didn't need to work due to a small stipend from her mother, but she wanted to do something productive. She tried the armed forces and a very brief stint on a UK hero team, but her rebellious nature quickly meant she was gentle encouraged to move on. For a while she drifted from job to job not lasting long due to her willful nature and general inability to take people crap. After that she decided she should do something about finding out about th American side of her family, and find out quite why she had these bundle of abilities. Using her duel nationality she moved over to the states and track down her father in Vibora Bay and he introduced to the wild and wonderful world of the supernatural creatures that lived in the area. They never got close, and he quickly moved on with some kind of beef with vampires, but she found kinship with the supernatural local. Choosing to stay in the City for a while, she set herself up as a sort of sherif for them all, being immune to most of methods of coercion. Acting as part detective part bondswoman she offers her services to them, and sometimes others, whenever the needs arises. Personality & Motivation: Betsy has always been stubborn and willful, something that's only gotten more prevalent as she's gotten older. She doesn't suffer fools gladly and will happily let you know if she thinks your out of line. This is tempered somewhat by her manners and way of speech, some of her schooling stuck despite her best efforts over the years. Despite her brusque manner she actual care about people and tries when she can to help them, especially those that she feel aren't given the attention they deserved by everyone else. One thing she really helps is bullies, and woe betide if you act that way when she's around. Really she's a bit of a soft touch, though she normally manages to hide it very well. Finally she had a bit of an anarchic bent to her, often thumbing her noise at any authority figures, her family history not really helping in thus manner. Powers & Tactics: Trained in the toughest place in the world, a public Girls School, Betsy knows how to look after herself in a fight. She often gives the opponent a chance to fight fair, but if they don't she will fight down and dirty. Truth be told she's not a fan of fighting, though she knows she's modestly shes good at it, and will try her best to get her opponent to stand down. In fact she often manages to talk her opponent down before the fight even begins. Power Descriptions: Betsy's body has inherited her powers from her, distant, vampire heritage. Whilst she is still alive her flesh is stronger and more resilient than normal people and she doesn't seem to he effected by any poisons of pathogens, she also seems to be aging much more slowly than normal people. She's also apparently immune to all abilities possessed by supernatural creatures, for instance she can't be mesmerized by vampire or infected by lycanthropy, it's a totally passive ability and she's not always aware that her power is protecting her. On the counter it's also impossible for her to benefit from helpful supernatural abilities, however hard she tries. It also counters any effects they have to disguise supernatural creatures, in fact she can detect the presence of some purely on sight though she may not know quite what they are just that the person there looking at is supernatural in some way. Complications: Sunglasses after Dark: Betsy hasn't inherited many weaknesses from her vampire heritage, but she does have photosensitivity when in sunlight. Not a massive deal back home, but in the bright Florida skies it can cause her problems. Normally she wears sunglasses to counter this,but if by any chance she looses them she can suffer from mere irritation to almost blind depending on the GM's choice. The Red Urge: Betsy doesn't normally have any urges to consume blood, she loves her food thank you very much! But in certain circumstances large amount of blood the smell bring on well buried instincts. Which the GM can decide is enough to distract her from noticing things. Bloody Stubborn: Willful to a fault Betsy is very reluctant to give up on any problem until there no other options, and sometimes even beyond that. The GM can choose to say that Besty will continue on a course of action regardless of the circumstances. Credit to her kind: Betsy is well know as a defender of supernatural creatures living in and surrounding Vibora Bay, which is a double edged swords. Some "normal" people will flat out refuse to deal with her, despite how charming she can be (and she can be very charming). On the other sides supernaturals will often come to her to ask for help from trouble, and despite her sometime brusk nature she will try to help out if she can. Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP Strength: 20/30 (+5/+10) Dexterity: 14 (+2) Constitution: 20/30 (+5/+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Melee Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +15/+23 Knockback: -2/-10 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+10 (+5/10 Con [Impervious 10]) Fortitude: +5/+10 (+5/+10 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 104R = 26PP Bluff 1 (+5) Diplomacy 1 (+5) Gather Info 11 (+15) Intimidate 11 (+15) Skill Mastery Investigate 9 (+10) Skill Mastery Knowledge (Arcane Lore) 9 (+10) Knowledge (Current Events) 9 (+10) Knowledge (Popular Culture) 9 (+10) Knowledge (Streetwise) 9 (+10) Languages 3 (French, Romanian, Spanish) (Base: English) Notice 12 (+15) Skill Mastery Sense Motive 12 (+15) Skill Mastery Stealth 8 (+10) Feats: 16PP All-Out Attack Attack Focus (Melee) 4 Benefit (Bondsman) Benefit (Wealth) Dodge Focus 4 Power Attack Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) Takedown Attack Uncanny Dodge (Auditory) Well-Informed Powers: 10 + 10 + 1 + 22 + 10 + 6 + 2 + 3 + 2 = 66 PP All powers have the Supernatural Inheritance descriptor Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Immunity 1 (Aging, Sleep Flaw: Half Effect) [1PP] Immunity 22 (Disease, Poison, Supernatural Effects) [22PP] Impervious Toughness 10 [10PP] Super-Sense 2 (Darkvision) [2PP] Super-Strength 3 (Effective Strength 45; Heavy Load: 6 tons) [6PP] Supernatural Awareness 3 (Sight based Awareness) [3PP] True Sight 4 (Counter Concealment and Counters Illusion, both Sight based; Flaw: From Supernaturals only) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 25 Toughness Damage [Physical] Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (26) + Feats (16) + Powers (66) - Drawbacks (0) = 180/188 Power Points
  20. Speed Demon Power Level: 12 (built as PL10) (180/181 PP) Unspent Power Points: 1 Trade-Offs: -5 Tou/+5 Def In Brief: Speedster possessed by a spirit of chaos and flame Catchphrase: Theme: Alternate Identity: Anthony Jones Birthplace: New Orleans, LA Residence: Vibora Bay Base of Operations: Weston Occupation: Courier Affiliations: Family: A sister he never speaks to Description: Age: 25 (DoB: August 16th, 1994 Gender: Male Ethnicity: African American/Caucasian Mix Height: 5'9" Weight: 16” Eyes: Black (Sometimes red) Hair: Black Anthony is a young man with mocha skin and dark eyes. His hair grows in thick, loose dreadlocks that hang to his chin if he lets them hang. He usually has at least a five oclock shadow, though he does try to keep it shaved. His body is composed of compact, lean muscle. He has numerous tattoos on his upper body, usually concealed, including his dad's name on one shoulder. He has pierced ears and a pierced eyebrow. He has a huge collection of cheap t-shirts, usually rock and metal bands. He prides himself on never wearing a shirt for a band he hasn't listened to. He prefers loose, comfortable clothing and doesn't bother with the latest fashions. He moves with assurance and confidence, and in the right mood, a little bit of swagger. He has a quick and easy smile. His costume consists of a short sleeved bodysuit in light gray and orange, with a general flame theme and a flame symbol on his chest. He has a simple domino mask that covers his eyes. While using his powers, however, his appearance changes significantly. The whites of his eyes turn pitch black and his irises look like burning embers. His hair looks like smoldering ashes, pale gray with streaks of glowing coal. History: Anthony spent his early years in New Orleans, a late born younger brother of a ten years older sister. His dad worked construction, his mom worked at a restaurant, and everything was fine. That was, at least, until Katrina hit. They moved when he was almost thirteen years old, to Vibora Bay. His dad had a job waiting, and they were soon in a new apartment. His sister had gotten married and moved out on her own, and the three of them lived comfortably in an apartment. His mom got another job, and his dad got good construction gigs. Things were fine for a while. They weren't wealthy, but they were comfortable enough to make ends meet. A big part of his life was music. His dad taught him the guitar like his dad had taught him, and much of Anthony's time was spent perfecting it. Then the news came one rainy night. His dad had died in a car accident. It was instantaneous, and he distinctly remembered his mom calling his sister to tell her. When the funeral came, his sister was nowhere to be found. Anthony's mother never recovered from the loss, and passed away two years later. Anthony was eighteen, with his parents' life insurance money as his sole source of money. His mom had barely spent what she'd gotten from his dad. He knew that if he blew the cash on nonsense, he'd be destitute in less than a year. If he had been less clever, less charismatic, it would have been over there. As his mother's condition deteriorated, Anthony took over a lot of the duties in the household. She managed to keep up at work enough to keep her job, but she stopped functioning as soon as she got home. He invested the life insurance money, and turned it into a tidy nest egg that he leveraged into a modest apartment, keeping him going a lot longer than the two bedroom apartment his family had rented since they moved to Vibora Bay. However, that was a meager income, and it wouldn't last too long. So he invested it in other things. His biggest supply of money was as a courier. People would pay him to take things from one place to another, and he was reliable. He was fast on his feet and faster on a bike, and whatever needed dropping off would get there. He also got delivery jobs through various delivery services. He learned three rules. Keep your nose clean, never ask what was in the packages, and never stick your neck out for anyone. Then, one day, he broke the latter two. He stumbled across a strange sacrificial ritual. He moved to save the sacrificial victim and brandished the knife he kept for protection. When he gave a warning slash, blood dripped on the floor and he was consumed in flame. The flames didn't hurt him or anyone else, but he suddenly felt a presence in his mind. It was telling him to destroy, to ravage, to rampage. The victim and the cultists fled from him. The flames faded instantly, and he found that his flesh was glowing with heat. Things got chaotic. The house burned down and everyone inside died. He and the victim both managed to get out of the house, and he ran, a blazing trail out of the city. He woke up outside the city, curled into a ball and clutching the book, which was unharmed by the heat. He soon discovered that his was not the only presence in his mind. Now he had a being that called itself a spirit of Chaos and Flame. It gave no name, but it expressed delight at Anthony's actions. The destruction of the house in particular amused it. Anthony studied the book, and learned that there were benefits to hosting the spirit. He would be supernaturally fast and gain power over heat and flame. So he struck a bargain with it. He would take on the evils of the city, and with that slake the spirit's thirst for chaos. Personality & Motivation: Anthony is likable, charismatic and good at talking his way out of trouble. Yet Anthony is already deeply cynical at 25 years old. His history has given him little hope or faith in people. Yet, even during his less savory moments, he kept his head above water. He detests bullies and anyone who uses power to hurt or exploit others. The spirit of chaos and flame feeds on this sense of injustice and pushes him to fight. His sense of justice usually outweighs his cynicism. Anthony's real passion is music, though. He's spent years in front of his amplifier with his guitar, honing his craft, listening to music and copying what he hears. It's the biggest thing that connects him with the legacy of his father. He knows he's good enough to leverage his skills into a music career, but that's not why he plays. Powers & Tactics: Anthony was never all that great in a fight before he got his powers, and his powers haven't encouraged him to stand and trade blows. He has, however, started training and has improved significantly. His first course of action is to look for people who need to get out of trouble, then to try to talk his way out of trouble, and if that fails, go in swinging. Even then, he'll pelt his opponents from a distance with flame or close distance and pummel them. He takes full advantage of his speed and never takes a hit if he can dodge one instead. One thing he does not do is use his heat touch on living targets. If pressed, he might do so if his target is too durable for other methods of attack, but that is a last ditch effort. Power Descriptions: Anthony's flames are mundane colors, mostly reds, yellows and oranges. While using his heat touch, the flesh on his body glows, he can generally decide where it manifests. He mostly just does this to his arms, but he can do it elsewhere if needed. If he uses extra effort to boost his powers, the glow grows more intense, and can even look like his flesh is turning into coals and embers. Complications: Fight Fire With Fire: Anthony is decidedly not immune to fire other than damage. He could conceivably convince someone that he is, but if he's ever caught out by an enemy, that could be trouble. Master of Puppets: The spirit of chaos and flame wants him to fight, and it's always trying to convince him otherwise. Youth Gone Wild: Anthony spent much of his teenage years running with the wrong crowds, this could cause problems for him. Am I Evil?: Speed Demon's powers may register as dark magic to those who are sensitive to it. While a lot of heroes have dark powers, this could be problematic. Cry Out for a Hero: Anthony is not just new to being a superhero, but to having heroic ideals. He wants to do the right thing, he just doesn't know what that means at all times. Abilities: 4 + 8 + 6 + 4 + 2 + 8 = 32PP Strength 14 (+2) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 18 (+4) Combat: 12 + 12 =24PP Initiative: +20/+8 Attack: +6 Base, +10 Melee, +10 Fire Control Defense: +15/+10 (+6 Base, +4 Dodge Focus, +5 Enhanced Dodge Focus), +3 Flat-Footed Grapple: +12 Knockback: -2 Saves: 2 + 6 + 5 = 13PP Toughness: +5 (+3 Con, +2 Protection) Fortitude: +5 (+3 Con, +2) Reflex: +15/+10 (+4 Dex, +6, +5 Enhanced Reflex) Will: +6 (+1 Wis, +5) Skills: 68R=17PP Bluff 8 (+12) Climb 3 (+5) Diplomacy 12 (+16) Skill Mastery Notice 12 (+13) Skill Mastery Perform 6 (Stringed instruments) (+10) Search 3 (+5) Sense Motive 12 (+16) Skill Mastery Stealth 12 (+16) Skill Mastery Feats: 21PP All Out Attack Attack Focus (Melee) 4 Attack Specialization (Fire Control) 2 Dodge Focus 4 Evasion 2 Improved Initiative Instant Up Move-By Action Power Attack Skill Mastery (Diplomacy, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 8 + 5 + 2 + 6 + 6 + 15 + 24 + 5 + 3= 74PP Descriptors: all Magic. The fire control array except autofire are all Fire. The rest are all Prowess Enhanced Feats 8 (Dodge Focus 5, Improved Initiative 3) [8PP] Enhanced Save 5 (to Reflex +15) [5PP] Protection 2 [2PP] Quickness 6 (x100) [6PP] Speed 6 (500 MPH, 5000' per move) [6PP] Speed Array 6 (12PP, Feats: Alternate Powers 3) [15PP] BE: Enhanced Quickness 6 (to Quickness 12 [x10,000]) + Enhanced Speed 6 (to Speed 12 [50,000 MPH, 500,000' per move) {6 + 6 = 12/12}BE AP: Affects Others 6 (on Quickness) + Affects Others 6 (on Speed) {6 + 6 = 12/12} AP: Damage 6 (Extra: Area [Targeted, Shapeable; 5' cubes x6], Flaw: Action [Full]) {12/12} AP: Environmental Control 6 (Extreme heat), 25ft) (6/6) Fire Control Array (20PP) Feats: Alternate Powers 4 [24PP] BE: Damage 10 (Extra: Autofire) (20/20) "Rapidfire Fisticuffs" AP: Corrosion 6 [18/18] AP: Damage 10 (Extra: Ranged, 100ft increment) (20/20) "Fire Blast" AP: Damage 10 (Extra: Area [trail], 100ft) (20/20) "Fire Trail" AP: Damage 10 (Extra: Area [Burst], 50ft radius) (20/20) "Fire Burst" Immunity 5 Fire Damage [5PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking, Flaw: Limited [While Moving]) [3PP] Drawbacks: (-0) + (-0) = -0PP) DC Block ATTACK RANGE SAVE EFFECT Unpowered Melee 17 TOU Damage Area Damage 6 cubes 21 TOU Damage Corrosion Melee 21 FORT/TOU Damage/Fort save drain Autofire Punches Melee 25 TOU Damage Fire Blast 100ft 25 TOU Fire Damage Fire Trail 250ft 25 TOU Fire Damage Fire Burst 50ft rad 25 TOU Fire Damage Totals: Abilities (32) + Combat (24) + Saving Throws (13) + Skills (17) + Feats (21) + Powers (74) - Drawbacks (0) = 180/180 Power Points
  21. Sagrado Corazon Power Level: 10 (186/197PP) Unspent Power Points: 11 Trade-Offs: ±0 Attack / ±0 Damage, +5 Defense / -5 Toughness In Brief: Preacher if Jesse was a better person Catchphrase: Theme: Don't You Worry Child, Born This Way, Alternate Identity: The Saint, El Santo (public), Cristóbal (Chris) De La Cruz (private) Birthplace: Tampico, Mexico Residence: Weston, Vibora Bay Base of Operations: Weston, Vibora Bay Occupation: DJ, Waiter, Bartender Affiliations: None Currently Family: Maria Guadalupe De La Cruz (mother) Description: Age: DoB: September 21, 1998 Apparent Age: Youthful actual age Gender: Male Ethnicity: Latino Height: 5'9" Weight: 153 lbs Eyes: Brown Hair: Brown, blonde highlights Chris has a compact and lithe gymnasts build of middling height. A dimpled smile and certain practiced intensity has earned him larger tips on more than one occasion and he's not above taking full advantage of that. His hair is neatly coiffed in a neat fade with the top just long enough to cover an eye when allowed though usually is swept back and cleanly styled into a subtle wave with blonde highlights to it's natural deep mahogany tones. Deep chestnut eyes sit beneath a delicate brow, clean shaven with fine cheekbones Chris' golden caramel skin tone is often augmented with a light touch of make up to best smooth his complexion and highlight his features. He cuts a handsome figure and is well aware of it setting off his civilian looks with well fitted dress shirts or skin tight tees as the situation demands paired with fashionable jeans or shorts depending on the locale. His costume consists of a fitted iridescent silver/white full coverage bodysuit with integral boots blending seamlessly into his calves. A criss crossing ribbon in red runs over the bodysuit with a matching short laced vest over his chest. The suit comes up to the bottom of his jaw but leaves his head uncovered with a matching thin lensed domino mask covering his eyes. The overall image is akin to a cirque du soleil take on superhero design. History: Chris was born to a single mother. The youngest daughter of a conservative and upwardly mobile family in Tampico on the gulf coast. He's never met them and has no intention to. He and his mother were removed to an illicit convent hidden in the hills of the eastern Sierra Madre. Despite the formal organizations having been outlawed as part of reforms separating church and state in the twenties some few underground orders remained serving the devout. His family had connections to one such and thus a place to send their 'sinful' daughter and her bastard. He was raised in equal parts by his mother as the sisters of the hidden order, it was not an unpleasant childhood but neither was it particularly warm and loving. His mother never took her vows, a point of contention with the abbess, and did her best to take an active role in her sons life as the orders strictures allowed. He was well educated in matters both civil and religious and given all he needed to grow into a healthy young man. Shortly after his twelfth birthday while trying to come to terms with his budding sexuality in the relative isolation of the convent he was found by one of his tutors while experimenting with his mother's carefully hoarded make up. the sisters response was swift and harsh. They attempted to switch the deviancy from him to his mother's grave protests. His mother fled with him that night making for the coast knowing they'd expect her to strike north for the United States. In hindsight Chris realized she must have long been prepared for when they would have to flee though he still has no idea why. Unknown to him and only barely understood by his mother, the order and his family along with others hidden throughout the church believed her family to be a repository of the bloodline of the messiah. Thus her 'sinful' pregnancy and worse her sons 'deviancy' was a dire threat to their carefully curated program to keep the line alive and pure. Once they made it to the coastal communities his mother managed to arrange transport across the gulf eventually landing in Vibora Bay and requesting asylum. It was not a swift process but they managed to navigate the bureaucracy and gain entry and eventually citizenship. While they waited his mother worked many jobs to support them, eventually managing to become a supervisor of hospitality at a nearby beach resort. Chris attended public school and made middling grades. Life for a queer immigrant on the panhandle led him into more than a few fights in his early days, his mother fearing for their asylum claims was firm in him following a path of peace. Not acquiescence but peace. Eventually it sunk in and Chris is now effectively a pacifist violence begets violence as his mother would say. Teach, show them, be the better man. Most days he likes to think he succeeds. It likely helps that modern Vibora Bay is more welcoming than many places to his existence. Upon graduation Chris knew there was no money for college and knew even more so his struggles in scholarship would not get him far. Like many of his generation he bounces from job to job' living with his mother and helping with the bills. His dream is to make it big as a DJ though he recognizes even local fame is unlikely. In the meantime he works waiting tables or bartending where his looks and charming demeanor cna earn him spending money and taking what DJ gigs he can supplementing with driving for UBER or Lyft and delivering for one gig economy app or another. Things changed last fall. He was out with friends at a local club that catered to the younger LGBT latino community. Chris had just arrived and was lingering just inside the club looking for where his friends might be when there was some kind of altercation in front. There were slurs shouted, threats, then a sharp crack of a gunshot outside, screams barely audible over the thumbing beat of the nights mix. The gunman stepped in, the few others near enough to see started to scatter, Chris stared at the man almost in confusion as the barrel began to rise. His memory is foggy of what happened next. He demanded the man drop the gun, there was an almost blinding light from behind him, the rifle fell to the floor and the gunman met Chris' eyes his gaze full of so much hate then sorrow as he fell to his knees sobbing and begging forgiveness. Chris ran. That was when the Voice started, his glorious purpose, his destiny, his fate. And Chris couldn't run from the Voice. His mother thought his moodiness was shock from the near shooting, or maybe drugs. She told him to tell her when he was ready. He doesn't know if he ever will be. But he does know he stopped something terrible that day, and times since. He of course has a choice, everyone does, but not helping is hardly any choice at all. So he swore a designer he knew to secrecy and got a disguise, a costume, and now he tries to make the world a little less frightening. Personality & Motivation: Chris is young and a little scared. He still is trying to figure out what he wants to be when he grows up and he has a voice in his head telling him he about duty, destiny, and hinting at dark futures he may have to stop. As he puts it, "It's, Alot." The worst of it is that Chris won't walk away. He knows he can help, and that if he doesn't it won't get done or worse fall to another to help, possibly at greater cost. He's not certain if he's losing his mind, and not sure if fixing that would take his powers. He's not sure if he might want that. So he lives his life full out with a certain heedless abandon where tomorrow is not promised and does what he can to make the world a better place in the meantime. He's given to private crises, but outwardly is gregarious, flirty, and carefree. Powers & Tactics: Still ingrained in his methods is his mothers teaching of how many problems are solved by violence (zero). Chris is at the core a pacifist. And his powers lend themselves to this. He speaks with divine mandate and the world obeys his commands. He can disable, disarm, and command weaker minds and overwhelm even strong ones. He usually keeps his commands simple and short, 'Stop!', 'Sleep!', 'Freeze!' etc. will stop many in their tracks at least long enough for them to be restrained. More complex commands can be used in less strenuous circumstance of course and he has been known to march those bound to the Voice into a police station to turn themselves in. A situation the police accept with dubious care, where mind controlling supers fall on the spectrum of fourth, or fifth amendment rights is sufficiently unclear to make such tactics questionable. When facing foes not affected by the Voice directly he'll concentrate on defending innocents and doing what he can to aid or bolster allies. Power Descriptions: Much of Chris' powers are internal, the advice and warnings of the Voice can reveal much when it's in a talkative mood and will warn him of dangers. As well his existence is to put it tritely, blessed, fate bends to the will of the Divine and the Divine wishes him intact. His active powers consist mostly of the Voice of the Divine overwhelming the weak minded. His commands must be obeyed when he puts the power of the Voice behind them. Beyond the ethereal presence of the Voice and it's direct effects it is difficult to notice, people simply obey his command. When used with subtlety it can go unnoticed entirely while shouting short commands as in most fights are a more obvious use mostly due to the immediate reactions. Chris is also able to peer into the psyche of an enemy and force upon them visions of how their actions harm others or similar regrets of ill lived lives. Such revelation can be overwhelming. Lastly he can perform miracles, manna from heaven, heal the sick, mend the broken, even if it is so willed raise the recently fallen. Performing such miracles even on a small scale is not subtle invoking a divine glow at the very least and manifesting a blinding halo, or even the chorus celestial upon grander use. Complications: The Voice: There is a Voice, God, Angel, or madness Chris doesn't examine too closely. It speaks of his duty and the needs of the world as well as some future fate. The Voice may demand action or inaction of Chris listening to it may earn HP, the voice may also be distraction either with demands or overwhelming him at key moments earning Chris HP for such setbacks. Pacifism: Though he's willing to use his powers to stop people he draws a line at harm. When the situation calls for direct violence and his refusal limits his options chris will earn HP. The Covenant: The self styled Covenant of the Blood believes that it has a sacred duty to guide and preserve the lineage of Christ and that Chris is a scion of this august line. Attracting their attention could become problematic in many ways. Pure of Heart: Those who have committed no wrongs upon others may be immune to the visions he conjures with Empathic Visions earning him HP. Abilities: 4 + 8 + 10 + 4 + 20 + 10 = 56PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 30 (+10) Charisma: 20 (+5) Combat: 0 + 10 = 10PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +0/+4 Melee, +0/+4 Ranged Defense: +5/+15 (+5/+10 Base, +0/+5 Dodge Focus), +5 Flat-Footed Grapple: +6 Knockback: -2 Saving Throws: 0 + 6 + 5 = 11PP Toughness: +5 (+5 Con, +0) Fortitude: +5 (+5 Con, +0) Reflex: +10 (+4 Dex, +6), Evasion 2 Will: +15 (+10 Wis, +5) Skills: 80R = 20PP Acrobatics 6 (+10) Bluff 5 (+10) (+14 Attractive) Concentration 5 (+15) Diplomacy 10 (+15) (+19 Attractive) Gather Information 5 (+10) Intimidate 5 (+10) Knowledge: Current Events 3 (+5) Knowledge: Pop Culture 3 (+5) Knowledge: Streetwise 3 (+5) Knowledge: Theology and Philosophy 3 (+5) Language 2 (Spanish:Native, Latin, English) Notice 10 (+20) Perform: Percussion 5 (+10) Perform: Keyboards 5 (+10) Sense Motive 10 (+20) Feats: 18PP Attractive Connected Contacts Evasion 2 Improved Defense 2 Improved Initiative Luck 3 Quick Change Skill Mastery (Diplomacy, Gather information, Notice, Sense Motive) Inspire 5 Powers: 23 + 1 + 2 + 4 + 4 + 37 = 71PP Enhanced Traits 15 (Guardian Angel; Base Attack 4, Base Defense 5, Dodge Focus 5) [23PP] (Divine, Fate) Enhanced Traits 2 (Voice of the Divine; Well Informed(1), Gather Information 4(1);Flaws: Uncontrolled) [1PP] (Divine, Inspiration) Super Senses 2 (Voice of the Divine; Danger sense(mental)(1), Uncanny Dodge(mental)(1)) [2PP] (Divine, Inspiration) Super Senses 8 (Voice of the Divine; Postcognition, Precognition; Flaws: Uncontrolled) [4PP] (Divine, Inspiration) Variable Pool 1 (5 PP Pool, 1 Power(Alteration, Miracle) at a time; Miracles;) [4PP] (Divine, Miracle) The Voice 16 (32 PP Array; Feats: Alternate Power 5)[37PP] (Divine) Base Power: Mind Control 10 (Voice of Command; Extras: Duration(sustained), Conscious; Flaws: Sense Dependant(Auditory); Feats: subtle 2) {32/32} (command) Alternate Power: Deflect 15 (Deus Ex; Projectiles(fast and slow); Extras: Area; Flaws: Distracting; Feats: Selective, Subtle) {32/32} (Fate) Alternate Power: Emotion Control 10 (Inspiring Command; Extras: Area(General, Perception-Auditory), Duration(continuous-lasting), Selective Attack; Flaws: Range(touch) -2; Feats: Reversible, Subtle) {32/32} (oration) Alternate Power: Nauseate 10 (Empathic Visions; Extras: Alternate Save(Will)+0, Mental +0, Range(perception)+2; Flaws: Sense Dependant(Visual); Feats: Reversible) {31/32} (Regret, Despair) Alternate Power: Paralyze 10 (Halting Command; Extras: Range(perception)+2, Mental +0; Flaws: Sense Dependant(Auditory); Feats: Reversible) {31/32} (command) Alternate Power: Stun 10 (Sedating Command; Extras: Alternate Save(Will)+0, Mental +0, Range(perception)+2; Flaws: Sense Dependant(Auditory); Feats: Reversible, Sedation) {32/array cost} (command) Drawbacks: -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Inspiring Command Perception DC20 Will (Staged) Emotion Control Empathic Visions Perception DC20 Will (Staged) Nauseate Halting Command Perception DC20 Will (Staged) Paralyze Sedating Command Perception DC20 Will (Staged) Stun Totals: Abilities (56) + Combat (10) + Saving Throws (11) + Skills (20) + Feats (18) + Powers (71) - Drawbacks (0) = 186/197 Power Points
  22. Woodsman Power Level: 10/12 slot (187/190PP) Unspent Power Points: 3 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: 35PP Acrobatic Bluff Attack Focus (Ranged) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Defensive Roll 1 Dodge Focus 6 Eidetic Memory Equipment 2 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: 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 35 + Powers 30 = 187/190
  23. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [286] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female Height: 5'3" Weight: 122 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Her ears are (normally) pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair, though she can always alter them in a pinch. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling 'suckers', until one night she saw a young streetwalker attacked; the FCPD's profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William 'Colt' Reynolds. She evemtually married Reynolds in 2011, and retired from active crime-fighting, and had not been seen in Freedom City since. Upon her return in 2014, Lynn reopened Silberman's Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She revealed to her friends that time moved differently on Colt's world, where she'd been for the last three years, and she's now over one hundred, having raised a family with her husband, who has since died at age 99 back in his home dimension. Lynn is currently in a semi-open long-distance relationship with Gretchen McDaniels, her former sidekick the Shrike, who has temporarily relocated to the Emerald Cities; what this holds for their relationship, no one knows. In addition, due to a traumatic event in the summer of 2018, she lost access to some of her previous powers, which will take some getting used to after all these years. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past, even though she still misses Colt terribly. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture. She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement. In combat, Grim prefers to use stealth to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. Wish You Were Here: Lynn is really struggling with Gretchen's request for more space, and is not a fan of long-distance relationships. Abilities: 4 + 16 + 8 + 4 + 4 + 16 = 52PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 8 = 32PP Initiative: +12 Attack: +12 Ranged, +12 Melee Grapple: +20 Defense: +12 (+4 Base, +8 Dodge Focus) Knockback: -5 Saving Throws: 6 + 8 + 4 = 18PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude +10 (+4 Con, +6) Reflex +12 (+8 Dex, +4) Will +10 (+2 Wis, +8) Skills: 160R = 40PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 2 (+10, +40 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 3 (+5) Knowledge (Theology and Philosophy) 3 (+5) Language 1 (Hebrew) Medicine 3 (+5) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 12 (+20) Survival 3 (+5) Swim 4 (+5) Feats: 33PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Setup Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 4PP = 15EP Silberman's Books (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Gym Library Living Space Powers 5 (150PP, see below) Security System 2 (DC 25) Workshop Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective) [9PP] (Magic Wards) Dimensional Pocket 1 (Extras: Duration 3 [Continous, Lasting], Feats: Progression [Capacity] 1 [250 lbs.]) [6PP] (Magical Safe) Features 1 (Temporal Inertia) [1PP] Nullify 10 (Summon effects, Super-Movement [Dimensional Travel] effects, and Teleport effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 150' radius]) [91PP] (Magic Wards) Teleportation 8 (2000 miles/Continental, Extras: Duration 2 [Continous], Portal, Flaws: Anchor [Linked Mirror], Feats: Progression [Portal Size] 1 [10ft x 10ft]) [41PP] (Magic Mirror) Rusty's Ranch (PL10 Training Area) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 16 + 3 + 19 + 7 + 12 + 10 + 12 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory]) [12PP] (Dark Faerie Senses) Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  24. Player Name: Heritage Character Name: Grimalkin Power Level: 10/15 (250/250PP) [287] Tradeoffs: +2 Defense/-2 Toughness, +2 Attack/-2 Damage Unspent PP: 0 In Brief: Shapeshifting faerie with a human soul Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Former partner of the Shrike. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: DOB: June 17, 1988 Apparent Age: As Lynn, early thirties; as Grim, late teens Actual Age: Over 100 Gender: Female 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. However, she's recently uncovered a startling new power... 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. In addition, she's recently figured out how to create a near perfect duplicate of herself out of glamour. 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. 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 + 17 + 3 + 19 + 7 + 11 + 10 + 12 = 83PP All powers carry the Magic, Dark Fae Lineage descriptors Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] (Dark Faerie Tongue) Glamour Conjuration 8 (16PP Array, Feats: Alternate Power 1) [17PP] Base Power: 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] Alternate Power: Summon 16 (240PP Duplicate, Flaws: Feedback) [16PP] (Dark Faerie Glamour) Dimensional Pocket 3 (Flaw: Limited [Storage only], 500 lbs.) [3PP] (Dark Faerie Vault) Glamour Body 9 (18PP Array, Feats: Alternate Power 1) [19PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] (Dark Faerie Body) Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] (Dark Faerie Endurance) Strike 6 (Extras: Penetrating [2] [DMG 8], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Movement 5 (Slow Fall, Sure-Footed 1, Trackless, Wall-Crawling 2) [10PP] (Dark Faerie Nimbleness) Super-Senses 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] Abilities 52 + Combat 32 + Saving Throws 18 + Skills 40 + Feats 33 + Powers 83 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Claws Touch DC23 Toughness Damage (Physical) Create Object Ranged DC16 Reflex Trapped
  25. Name: Torque Power Level: 10 [13] Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 184/192PP Unspent Power Points: 8 In Brief: Former engineering student remade into a transforming robot Identity: Shantaya Sullivan ('Taye)' Birthplace: Vibora Bay, FL Occupation: Wreck yard employee Affiliations: none Family: Clayton Sullivan (father), Rose Sullivan (mother), Curtis Sullivan (older brother), Otis Sullivan (uncle) Description: DOB: April 11rd, 1994 Date of Rebirth: August 3rd, 2019 Apparent Age: Mid-twenties Gender: Female Ethnicity: African-American Height: 5’ 9” Weight: 148 lbs. Eyes: Brown Hair: Black (in long braids) Taye appears to be an attractive young African-American woman in her mid-twenties. She's fairly tall with an athletic build, and tends to favor coveralls and work boots most of the time for their practicality, though she may wear some of her more colorful clothes from her former life underneath. She wears no makeup, some nice jewelry (she's especially fond of large hoop earrings) and usually keeps her long braids up and out of the way in a colorful scarf. Torque doesn't have a proper costume yet, but as she spends a lot of time in vehicular form, it's not really been an issue. As a vehicle, she can assume aquatic, aerial or land-based forms, physically matching any boat, helicopter or auto she can think of, provided it's within her 'weight class', though she tends to favor sleek, sporty models. History: Shantaya 'Taye' Sullivan was a very outgoing graduate of the UFVB engineering program, who hoped to work in the automotive industry someday. Her father, Clayton Sullivan, is a well-connected businessman with several investments throughout Weston, and a four bedroom home in Hollings Hill; however, he is not so secretly a senior lieutenant within Clark Robinson's organization, and a man to be feared. However, Clayton has always done his best to protect his family from that side of his life, and he was determined that both his children would go to college, and have better lives than he or his wife Rose ever did. They firmly but lovingly pushed their children through high school, and both children were able to attend UFVB on full scholarships, Curtis for football and Taye for science. The future was looking bright. But then during her junior year, Taye began to complain that she was feeling tired all the time; naturally, she thought it was due to her heavy academic workload, and she vowed to get more rest. By her senior year, she was also experiencing fevers and night sweats, significan weight loss and a persistent cough. This led to batteries of tests and hospital visits as Taye's doctors struggled to discover what was making her sick. After several months, she was diagnosed with a very rare form of non-Hodgkin lymphoma, and treatment began, involving both chemotherapy and radiation treatments. Despite all this, she still managed to graduate with her degree only a year late, and the sight of the frail young woman in a wheelchair accepting her diploma onstage was extremely moving. Despite Taye's heroic courage and her father sparing no expense in her treatment, by the time she turned twenty five, it was clear she was losing the fight, and her family was at their wit's end. Friends and associates began to whisper in Clayton's ear; this was Vibora Bay, where there were...other options. But a lifetime of distrust towards magic meant that option was not a viable one. No, his little girl would be saved by science... ....... When Taye woke up in a bed set up in one of her father's warehouses, surrounded by strange equipment, she didn't feel sick, weak or tired; she felt strong and fully aware. Something was different, but she couldn't quite put her finger on it. Her family was there, and she greeted them in a pleasant manner, which seemed to make them uncomfortable for some reason. No matter, she'd been in bed long enough, and she had things to do! But her family asked her take it easy, and stay at home for a few days until she felt 'more like herself'. Over the next several days, Taye discovered what had happened: through various criminal channels, Clayton has received a canister filled with billions of experimental nanobots which the dealer claimed would save her life, which they did, in a fashion. They'd rebuilt her, on a microscopic level, creating a robotic body indistinguishable from her biological one, including all of her memories, now encoded into her robotic brain. Taye no longer needed to eat or sleep, which she found to be very convenient, but her family, especially her parents, were not comfortable with the change. Then she began to eat pieces of rusted metal, which somehow made her mother cry. And then came the day Taye offered to drive her father to work...by turning into a Maserati. This seemed to make him very upset, which was confusing; she'd always loved Italian sports cars, and now she could become one. This was a good thing, wasn't it? But apparently it wasn't. Clayton and Rose sat Taye down (Curtis wasn't there, for some reason) and said that while they still loved Taye, they didn't feel comfortable with her staying in the house. Her uncle Otis had volunteered to put her up for a while they 'figured things out, which seemed strange, but Taye certainly didn't want her parents to be uncomfortable. Then they cried a lot, which she knew was bad; she remembered that. Now living in a trailer at her uncle's Inner Weston auto wreck yard, surrounded by her old things, Taye struggled to figure out what went wrong. As far as she could figure out, she was dying, and her father made a deal with some criminals. The criminals lied, because they saved her life, but it made her parents unhappy. Ergo, if she fought crime, maybe she could find a way to make her parents happy again. Though she didn't understand the feelings behind it, she knew happy parents were better than unhappy parents, and then she could see her brother again. And she knew she wanted that very much. Personality & Motivation: 'Old' Taye was an outgoing, lively young woman; 'new' Taye appears to aloof and unfeeling, though the ghosts of old emotions still influence her behavior. She wants to help people as a way of finding new purpose in life, and hopes to reconnect with her 'fellow humans'. She prefers to be useful, and appreciates the chance help her uncle out. Crime ruins lives. True, it allowed Taye to 'survive' her illness, but it also tore her family apart with an unfair devil's bargain that only benefited the crooks involved. No one should be forced into such a situation, and Torque wants to do everything in her power to keep that from happening to anyone else. Powers & Tactics: Torque is still learning to use her powers. She has some skill in hand-to-hand combat, but is much more effective in vehicular form. She can also use her nannites to breakdown the structure of any inanimate object she touches, normally to make it easier to consume, but the process has many tactical applications as well. Her vehicular forms are also well suited for rapid response transport and rescue operations, and can be devastating in combat. Complications: Was That An Attempt At Humor?: One of the casualties of Taye's transformation was her sense of humor. It's not that she takes everything literally or doesn't understand sarcasm; it's more she doesn't see the point of such things. The Uncanny Valley: Taye's flat affect and general lack of empathy make her less than pleasant to be around, though some may assume she's on the autism spectrum. Family Ties, Or The Lack Thereof: Taye's horrified parents completely rejected her after her transformation, and forced her out of the house. Her brother Curtis and Uncle Otis are a bit more sympathetic to her plight, and sometimes get in over their heads. This Isn't Coffee, It's Rust Tea: Taye's non-human body can no longer process food, which can lead to awkward social situations. Abilities: 9 + 4 + [-10] + 8 + 4 + 0 = 15PP Strength: 35 [19] (+12/+4) [Heavy Load: 1.5 tons/350 lbs] Dexterity: 14 (+2) Constitution: n/a Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 32PP Initiative: +2 (+2 Dex) Attack: +8/+10 Melee (+6 Base, -2 Size, +4 Attack Focus [Melee]), +4 Ranged (+6 Base, -2 Size) Damage: +12/+4 Unarmed Grapple: +28/+8 (+8 Melee Attack, +12 Strength, +8 Size) Defense: +8/+10 (+10 Base, -2 Size), +4 Flat-Footed Knockback Resistance: -14/-4 Saving Throws: 12PP Toughness: +12/+8 (+ 8 Protection, +4 from Growth) Fortitude: -- Reflex: +8 (+2 Dex, +6PP) Will: +8 (+2 Wis, +6PP) Skills: 76 r = 19PP Acrobatics 3 (+5) Computers 6 (+10) Concentration 3 (+5) Craft (Electronic): 6 (+10) Craft (Mechanical): 6 (+10) Disable Device 6 (+10) Disguise: 0 (+0/+20 as Vehicle) Drive 8 (+10) Knowledge [Current Events] 1 (+5) Knowledge [Earth Sciences] 1 (+5) Knowledge [Physical Sciences] 1 (+5) Knowledge [Streetwise] 1 (+5) Knowledge [Technology] 6 (+10) Notice 3 (+5) Pilot: 8 (+10) Search 1 (+5) Stealth: 8 (+10) Swimming 8 (+12/+20 as Boat) Feats: 6PP Attack Focus: Melee 2 Improvised Tools Interpose Luck 1 Move-By-Action Powers: 10 + 40 + 8 + 4 + 45 = 107PP Drain Toughness 10 (Extras: Affects Objects, Flaws: Affect Only Objects) [10PP} Immunity 40 (Fortitude and Mental effects) [40PP] Protection 8 [8PP] Super-Senses 4 (Darkvision, Infravision, Radio) [4PP] Vehicle Form 9 (45PP Container [Active]) [45PP] Enhanced Skills 8 (Stealth 8 ) [2PP] (Stealth Mode) Features 3 (Headlights, Internal Compartment, Theme Music [on the radio) [3PP] Growth 8 (Size: Huge, Size Modifiers: +16 Strength [+26 Lifting (Heavy Load: 6 tons)], +8 Constitution, -2 Attack, -2 Defense, +8 Grapple, +8 Knockback Resistance, +4 Intimidation, -8 Stealth) [24PP] Morph 4 (+20 Disguise, Flaws: Limited to Any Vehicle) [8PP] Vehicular Movement 5 (10PP Array, Feats: Alternate Power 2) [12PP] - Base Power: Flight 5 (250MPH / 2,500ft per Move Action) [10PP] - AP: Speed 5 (250MPH / 2,500ft per Move Action, Feats: Subtle) [6PP] (Descriptors: Subtle power feat = Electric back-up motor for Stealth Mode) - AP: Swimming 5 (50MPH / 500ft per Move Action) [5PP] + Enhanced Skills 8 (Swimming 8, Extras: Linked [Swimming] ) [2PP] Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP] Drawbacks: -7PP 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 12 Tough Damage Vehicle Touch DC 27 Tough Damage Drain Touch No Save Drain Toughness (Inanimate Only) Totals Abilities 15 + Combat 32 + Saves 12 + Skills 19 + Feats 6 + Powers 107 - Drawbacks 7 = 184/192 PPs
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