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Found 14 results

  1. Starshot Power Level: 11/15 (250/250) [252] Unspent Power Points: 0 Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness In Brief: Intergalactic Safari Hunter Theme Tune: Ride of the Valkyries Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine). History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not cruel (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue. Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Bad Reputation: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey. Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV. Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58 Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 24 + 24 = 48 Initiative: +10 Attack: +12, +14 Ranged Defense: +12, +6 Flat-Footed Grapple: +18 (+20 with Cybernetic Hand) Knockback: -4 ( -5 with Jacket) Saving Throws 4 + 4 + 6 = 14 Toughness: +10 (+8 Con, +2 Jacket) Fortitude: +12 (+8 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 108R = 27 PP Climb 8 (+16) Drive 4 (+10) Skill Mastery Handle Animal 12 (+15) Intimidate 12 (+15) Knowledge (Earth Sciences) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 6 (English, French, Galstandard, German [Native], Lor, Khanate, Galactic Tradespeak) Medicine 4 (+6) Skill Mastery Notice 8 (+10) Pilot 4 (+10) Skill Mastery Sense Motive 4 (+6) Stealth 10 (+16) Survival 16 (+18) Skill Mastery Swim 8 (+16) Feats: 59 PP Accurate Attack All-Out Attack Attack Focus: Ranged 2 Ambidexterity Animal Empathy Benefit 2 (Wealth 2) Critical Strike Equipment 34 + 5 (Free From rewards) Favoured Opponent (Apex Predators) Fearless Improved Aim Improved Critical 1 (Energy Rifles) Improved Initiative Jack of All Trades Minion 8, Progression 2 (Free From rewards) Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Ultimate Aim Uncanny Dodge (Auditory) Equipment 39PP = 195 EP Old Reinforced Military Jacket (Protection 2) [2EP] 10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP] Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP] Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP] Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP] Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP] Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP]) Total Cost [104 EP] Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP] Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP] Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Total Cost [44 EP] Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP] BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet” AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun” AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade” AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade” AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe" AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector" Powers: 7 + 15 + 16 + 5 + 1 + 1 + 1 = 46 PP Cybernetic Hand (Linked Powers) [7 PP] Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] “Power Grip” Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools” Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun” Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP] BP: Blast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2) [21/21PP] "Plasma Bolt" AP: Dazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare" AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn” AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web” Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “Cybernetic Life Support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced Physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique" Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Tough Damage (Physical) Phased Plasma Ranged DC 23 Tough Damage (Energy) Plasma Flare Touch/Cone DC 25 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 25 Tough Damage (Energy) Plasma Web Ranged DC 23 Reflex Snare Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (59) + Powers (46) - Drawbacks (-2) = 250/250 Power Points
  2. In Brief: Thor's daughter got her mom's hair and her dad's everything else Character: Thrude Power Level: 12 (Built as PL11) Tradeoffs: At PL11: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 175/178 Unspent Points: 3 Catchphrase: "I SHALL SMITE THEE!" Nicknames: Trudy Alternate Identity: Princess Thrude Thorsdottir of Asgard Identity: Public, although the general public is not in universal agreement that Thrude is an actual deity Legal Status: Undocumented immigrant with no criminal record Birthplace: Thrudvangr, Asgard Residence: Nomadic Base of Operations: Intergalactic Occupation: Goddess, Princess, Psychopomp (former), Superhero, Warrior Affiliations: Lily Sorensen (mortal host, deceased), Aesir (family), Dvergar (allies), Interceptors (former member), Jotnar (enemies, family), Valkyries (former member), Vanir (allies) Family: Thor (father), Sif (mother), Odin (paternal grandfather), Frigga (paternal step-grandmother), Jord (biological paternal grandmother), Magni (paternal half-brother), Modi (paternal half-brother), Ullr (maternal half-brother), Baldr (paternal uncle, deceased), Nanna (paternal aunt), Bragi (paternal uncle), Idunn (paternal aunt), Heimdall (paternal uncle), Hermodr (paternal uncle), Hodr (paternal uncle), Tyr (paternal uncle), Vali (paternal uncle), Vidarr (paternal uncle), Forseti (paternal cousin), Vili (paternal grand-uncle), Ve (paternal grand-uncle), Loki (adoptive paternal grand-uncle), Sigyn (adoptive paternal grand-aunt), Fenrir (adoptive paternal second cousin), Hel (adoptive paternal second cousin), Jormungandr (adoptive paternal second cousin), Narfi (adoptive paternal second cousin, deceased), Sleipnir (adoptive paternal second cousin), Alviss (fiance, deceased) DESCRIPTION Age: ~2,500 (Date of Birth: ~500 BCE) Apparent Age: 22 Gender: Female Ethnicity: White Scandinavian Height: 6' Weight: 185 lbs. Hair: Gold Eyes: Blue A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, wearing a leather patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the Sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes. Magical runes have been sewn into these clothes, allowing them to change shape into a simple dress when she is not in battle. She stands tall with the regal, almost haughty bearing one would expect of a princess, and she moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. HISTORY Odin All-Father was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye, who had helped to make the world from the fallen giant Ymir, gave gifts of knowledge to the northern tribes of Midgard: hunting, swordplay, literacy, even brewing, all of it knowledge he gained with great personal sacrifice. With Jord, the giantess whose body was the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power", "Strength", in one of the oldest tongues ever spoken upon Europa. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alviss the All-Wise, master of the forge. He was small of stature and humble in bearing, but well learned, of great skill and kind heart, which endeared him to the young goddess. Alviss rivaled even Odin in his understanding of runic lore, and to woo her, he forged for her Hridleif ("The Storm's Legacy"), a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a troll as a son-in-law and heir. So Thor tricked Alviss, demanding from him a "test of wisdom." All night did Thor ask questions of Alviss, questions about everything under the Sun. And it was the Sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all Dvergar touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenrir, the great winter wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the trickster and schemer without equal, trapped them both with his sorcery. None know to what end he sealed them away; he has ever kept his own counsel on the matter, and his purpose may well have slipped through the cracks of his countless machinations and been lost to time even for himself. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon the streets of Freedom City. Their battle continued, and despite the intervention of several of the city's superheroes, including Doktor Archeville, the wolf's iron-clad mortal namesake, and a Messenger of Yahweh, the winter wolf escaped, taking Thrude's eye in the process. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world. With the Messenger's blessing, Master Mage Adrian Eldritch allowed her to stay in Midgard. She remained on Earth for a few months, protecting the innocent as best she could and briefly serving as a member of the Interceptors, before returning to Asgard, wishing to honor the spirit of The Pact. However, she still believed that it was her inherited responsibility to redeem her family's honor and to protect the people of Midgard. She did not have to wait long for an opportunity to return to the mortal realm. When a soldier named Lily Sorensen was mortally wounded, Thrude appeared to her, and offered her a choice: Thrude could guide her to the afterlife she had earned, or she could act as Thrude's host, allowing the goddess to manifest on the Earthly plane. This would delay her final reward, but allow her to partake of Thrude's experiences in the meantime. Lily decided that she wanted to keep fighting the good fight for a while longer, so she agreed to be Thrude's vessel. PERSONALITY & MOTIVATION Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. POWERS & TACTICS As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in both marksmanship and hand-to-hand combat. As a member of a pre-industrial civilization, she is a skilled hunter. She would fit in alongside any elite special forces unit in the world. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alviss the dwarf runesmith forged for her Hridleif, The Storm's Legacy. While not in use, it takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive shapeshifting polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridleif appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridleif is much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a sceptre for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. The air freezes into great blocks of ice in any shape they desire. Electricity arcs up and down the wielder's body. They can conjure up a horse with a body of mist and lightning for eyes which can bear them across the sky at many times the speed of sound, creating thunder with every hoofbeat and leaving a blazing streak of rainbow light in its passing. COMPLICATIONS Accidents: With Hridleif in her possession, Thrude has an intimate connection with the power of the storm, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood, without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude has inherited the enemies of the Aesir, who are legion. Their ranks include many of the Jotnar, especially Loki and the monsters he has birthed, as well as denizens of Midgard who suffered at the hands of Donar during his enslavement by the Thule Society. She has also locked swords with fellow weather manipulator Doctor Stratos. The GM can choose to have any of these foes show up at an inopportune time, making a bad situation worse. Fear Itself: Mechanically speaking, Thrude's Fearless feat makes her immune to fear effects. However, the GM can give her a Hero Point to override that immunity and force her to roll a saving throw or contested check against a fear effect normally. Lost Love: Thrude still grieves for Alviss, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Obligations: Thrude is a scion of a large royal family, party to many treaties and alliances. The GM can choose to have familial or political obligations or debts of honor make her life inconvenient. Reputation: The Thule Society's binding of Thor into the service of the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. ABILITIES 48PP (16 + 0 + 16 + 0 + 0 + 16) Strength: 35/26 (+12/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) COMBAT 22PP (12 + 10) Initiative: +0 (+0 Dex) Attack: +6, +2 Ranged (+6 Base, -4 Disability) Grapple: +21/+14 (+6 Melee Attack, +12/+8 Strength, +3 Super-Strength) Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 13/4 (1/2 Non-Impervious Toughness 5 = 2, + Impervious Toughness 11 = 13) SAVING THROWS 16PP (0 + 6 + 10) Toughness: +16/+8 (+10/+8 Con, +6 Protection)Impervious 11 Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP)Ultimate Save SKILLS 11PP (44R) Intimidate 12 (+20) Knowledge (Arcane Lore) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 5 (+5) Survival 5 (+5)Track FEATS 11PP Benefit (Status [Goddess, Princess]) Dodge Focus Fearless Interpose Luck 3 Quick Draw Takedown Attack Track Ultimate Save (Will) POWERS 78PP Device 8 (40PP Container [Passive: No Action, Permanent Duration]; Flaws: Easy-To-Lose; Feats: Restricted 2 [Will only allow "the worthy" to lift or wield it], Subtle [Transforms into a drinking horn]) [27PP] (Descriptors: Blessed Weapon, Empathic Weapon, Hridleif, Magic Weapon, Shapeshifting Weapon) Environment Control 1 (Light [Reduces darkness-based concealment by one step, from total to partial, or from partial to none]; Area: 5ft radius; Extras: Action 2 [Free]; Flaws: Range [Touch]) [2PP] (Descriptors: Lightning Aura) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Descriptors: Divine Wind) Storm Mastery 16 (32PP Array; Feats: Alternate Power 4) [36PP] Base Power: [12 + 20 = 32PP] Damage 4 (Feats: Affects Insubstantial 2 [Full effect], Extended Reach [10ft], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing, and/or Wind]) [12PP] (Additional Descriptors: Weapon Strike) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] (Additional Descriptors: Divine Wind) Alternate Power: [32PP] (Additional Descriptors: Ice Constructs) Create Object 11 (Volume: 11 cubes; Toughness: 11; Lifting Strength: 55, Heavy Load: 24 tons; Extras: Duration [Continuous], Range [Perception]; Flaws: Distracting, Permanent; Feats: Precise, Progression [Object Size] 9 [5,000ft / 1 mile cubes]) [32PP] Alternate Power: [21 + 11 = 32PP] (Additional Descriptors: Lightning Bolt) Drain Toughness 11 (Extras: Affects Objects, Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting; Drawbacks: Full Power) [21PP] Damage 11 (Extras: Linked, Range 2 [Perception]; Flaws: Additional Save [Reflex], Distracting) [11PP] Alternate Power: [32PP] (Additional Descriptors: Storm Summoning) Environment Control 8 (5PP/rank = 40PP of Mix-&-Match effects; Area: 1,000ft [2 city blocks] radius; Extras: Independent, Selective, Total Fade; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Slow Fade [1 minute / rank = 8 minutes]; Drawbacks: Full Power) [32PP] Alternate Power: [20 + 6 + 6 = 32PP] (Additional Descriptors: Divine Wind, Rainbow Bridge) Flight 10 (11 ranks total; 25,000MPH, 50 miles per Move Action) [20PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology]; Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Enhanced Constitution 4 [4PP] (Descriptors: Divine Might) Features 1 (Quick Change) [1PP] (Descriptors: Magic Clothes) Enhanced Strength 9 [9PP] (Descriptors: Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity; Low Gravity; Zero Gravity]) [3PP] (Descriptors: Divine Might) Immunity 11 (Aging; Life Support; Starvation/Thirst) [11PP] (Descriptors: Divine Might) Impervious Toughness 11 [11PP] (Descriptors: Divine Might) Protection 6 [6PP] (Descriptors: Divine Might) Super-Strength 3 (Lifting Strength: 50, Heavy Load: 12 tons) [6PP] (Descriptors: Divine Might) DRAWBACKS -11PP Disability (One Eye; Frequency: Common; Intensity: Moderate [-4 Attack with Ranged attacks]) [-3PP] Vulnerability (Deception [Bluff, Illusion, etc.]; Frequency: Very Common; Intensity: Moderate [+50% effect rank]) [-4PP] Vulnerability (Emotion effects; Frequency: Common; Intensity: Major [x2 effect rank]) [-4PP] ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Construct Perception DC21 Reflex Trapped Dropped Ice Construct Perception/Area DC21 Reflex Avoided DC26 Toughness (Staged) Damage (Physical) Lightning Bolt Perception DC21 Reflex Avoided DC21 Fortitude (Staged) Drain Toughness DC26 Toughness (Staged) Damage (Energy) Weapon Strike Touch +5ft DC31 Toughness (Staged) Damage (Energy and/or Physical)* *Variable Descriptor Abilities (48) + Combat (22) + Saving Throws (16) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (11) = 175/178 Power Points
  3. Ms. Britannia Player Name: Tiffany Korta Power Level: 11/12 (182/199 PP) Trade-Offs: none Unspent PP: 17 In Brief: The merger of a young woman and the Spirit of Justice. Alternate Identity: Agnus Stone (real name), Annice Avebury / Annice Stone (stage names), Young Britannia Identity: Secret Birthplace: Glastonbury, Somerset, England, United Kingdom Occupation: Businesswoman, Pop Star Affiliations: Vanguard aka Team UK Family: Geri Stone (Mother), Winston Stone (Father) Description: Age: 24 (DoB: July 24th 1991) Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 6'0" Weight: 165 lbs Eyes: Brown Hair: Brown Agnes is the type of person who tends to stick in the memory whether it's from large hair, her strong North London accent or her general friendly confident demeanour. She also a naturally cheerful person and her face is almost always lit up by one of her smiles Agnes is cursed, as she would put it, with a natural ability to look good in just about anything. When not in stage clothes, or doing business, she tends to dress in comfortable, practical clothes without much make-up. Since the full merging between herself and the Spirit she has also grown dramatically in height (she was originally 5'3") instead of downplaying this fact she tends to over emphasise the fact with large heeled shoes, normal platforms. Ms. Britannia is an extenuation of Agnes's natural charms. Lit up with an inner light she takes on a timeless quality she carries herself with a more regal bearing, whilst her voice is more commanding with a musical sing song tone. This could easy come across as superior and condescending, but Agnus's natural cheery demeanour softens this into a much friendlier attitude. Ms. Britannia's costume is a simple jumpsuit in blue emblazoned with the Union Jack. One bar of the cross runs down the middle whilst the other wraps around her waist. Her face is partially covered by an open mask similar to Britannia's. Power Descriptions: When in her Ms. Britannia form Agnes is bathed in an aura of bright white light, which tends to expand or contract depending on both her moods and the effort required for a task. When she using one of her light based abilities the energies tend to concentrate around that body part, so her hand when she's throwing blast or her around her legs when in flight. History: Unlike most Genius Loci the point when the so called Spirit of Justice came into existence can be pinpointed to a specific moment the 15th of June 1215, the day the Magna Carta was signed. Within this document were the principles of justice for all people regardless of status and social class. Apart from time of countrywide crisis when the she has been subsumed into Britannia, the spirit has empowered women down the ages to ensure that justice is served. Agnes Stone knew none of this; since she was young she'd always wanted to be a singer and she finally got her chance as a contestant on a talent show. At the tender age of eighteen she won the chance to launch a pop career. With a genuine powerful singing voice and a great stage presence she was marked for great things. And with a string of number one hit, in the UK, Annice seemed to be destined for a long and promising career. But the pressure of the career began to get the young star and her behaviour became more and more demanding just as her popularity began to fade. Hearing that she had been dropped by her label rather than just give up Agnes decided to make a direct appeal to the woman who had help discover her the pop guru Simmone Kowal. As she was about to pitch her plans for revitalizing her career another failed star took more direct approach bursting into the office with a loaded gun. Without a concern for her own safety she attempted to protect Simone and wrestle the gun from the assailant. In the struggle the gun went off grievously wounding Agnes. Whilst in a coma fighting for her life she was visited by a Spirit of Justice who gave her another chance at life, but that second chance would come with a price. She would have to serve the Spirit of Justice as her host, and whilst her body healed itself the Spirit would be in control of the body. Already feeling guilty over her actions of the last year, and wanting to make amends, Agnes agreed to the offer. Later that day a remarkably recovered Annice checked herself out of hospital and disappeared. For the next year reports came in from all over the United Kingdom of a strange woman who would turn up out of the blue to help people before disappearing again. Whilst descriptions of the woman and her costume always seemed to vary she always seemed to wear a combination of the colors of the Union Jack. One of the UK tabloids coined the name Young Britannia(s) to describe these women, and title which was rapidly adopted. After this year a much humbler and wiser Agnes returned home to try a rekindle her musical career, whilst beginning her hero career as the newly named Young Britannia. Her career got a boost when a hot young Freedom City producer not only offered her a chance to sing on one of his track but to also buy into his struggling Zenith Studio. Not only did their track do well, opening up new market for her music, she also proved a capable business woman as the studio begun to flourish. Regally commuting from the UK to Freedom City Agnes soon discovered that her transformation wasn't quite complete. The year spent under the Spirits control was conceived by her a ritual that allowed the two to combined in way that had rarely happened before. Not only did it allow her finer control of her power it also transformed her until her regular build was the same as that taken on as Young Britannia. The only downside was that prolonged absence from the United Kingdom seemed to sap her powers. Things look rosy for once with Young Britannia finding her place in both the United Kingdom and Freedom City, whilst Agnes has become a successful business woman on the verge of a new music career. But the shadow of what Annice had become before her fall still hangs over her like a Sword of Damocles. Personality & Motivation: Agnes has a cheerful upbeat personality, but also possesses a quick wit and a wicked sense of humour. She's also fairly laid back; it takes a lot to upset Agnes and she quick to forgive those who do harm against her. Her only true flaw is a tendency to speak her mind even when it would be better to keep her opinion to herself. At heart Agnes is a good person who whilst she can come over as a little condescending, wants to do what she can to help people. Part of her is afraid that if she loses sight of this she tip back into the selfish self-centred self from her worst excessive of her Annice days. Powers & Tactics: Not known as a tactical generous Young Britannia tends to go for simple dependable tactics. If possible she'll first blind an opponent before attacking them with bolt of light. All if possible from a distance. She can however adapt rapidly to differing situation and can at time quite creative with her power pushing them to do things they've never done before. Complications: Almost Famous: Whilst Annice was never a big star in the US there are a few who are aware of her song and could recognize her face. This is especially true in Freedom City where the success of her studio has attracted media attention. For Queen and Country: The Spirit of Justice has strong ties to Britannia and the United Kingdom as a whole. Whilst Agnes can travel freely around the world, if she stays away from the UK for too long her powers begin to fade. In the United States and other Commonwealth counties this is much as six months, whilst in countries hostile to the UK it can be a little as a few days. Secret identity: Despite the drastic change in height Agnes has still managed to keep her two identities separate. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 32/10 (+11/+0) Dexterity: 12 (+1) Constitution: 32/10 (+11/+0) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base, +11 Burst of Light, +11 Unarmed (Past Lives) Grapple: +18 up to +22 with Dynamic Super-Strength Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10/-0 Saving Throws: 0 + 6 + 5 = 11PP Toughness: +11/+0 (+10 Con) Fortitude: +11 (+11 Con, +0) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 29R = 8PP Bluff 3 (+6) Diplomacy 3 (+6) Notice 8 (+10) Perform, (Dance) 3 (+6) Perform (Singing) 10 (+13) Sense Motive 4 (+6) Feats: 8PP Benefit 1 (Wealth 1) Fearless Interpose Leadership Luck 2 Quick Change Takedown Attack 1 Powers: 13+ 22 + 22 + 7 + 2 + 10 + 10 + 29 + 7 = 122PP Aura of Light Array 5 (10PP; Feats: Alternate Power, Dynamic Power 2) [13PP] Base Power (Dynamic): Flight 5 (Rank 6 Total, 500MPH / 4,400' per Move Action) [12PP] Alternate Power (Dynamic): Super-Strength 5 (Lifting STR 55 [Heavy Load: 30 tons]) [12PP] Enhanced Constitution 22 [22PP] Enhanced Strength 22 [22PP] Enhanced Feats 7 (Beginner's Luck, Dodge Focus 6) [7PP] Flight 1 (10MPH / 100' per Move Action) [2PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 10 [10PP] Light Control Array 12.5 (25PP, Feats: Alternate Power 4) [29PP] Base Power: Blast 11 (110 ft Range; Feats: Accurate 3) [25PP] (Burst of Light) Alternate Power: Dazzle 6 (Visual Senses, 60 ft Range, 60 ft Burst Radius; Extra: Area [General, Burst], Selective, Feats: Progression [Area] 1) [25PP] (Blinding Light) Alternate Power: Healing 12 (Feats: Regrowth) [25PP] Alternate Power: Light Control 11 (110 ft Range; Feat: Slow Fade 2 (5 minutes)) [24PP] Alternate Power: Teleport 10 (200,000 miles as full action, up to 1,000 lbs; Extra: Accurate, Feats: Change Direction, Change Velocity, Progression Mass 3 Flaw: Long-Range) [25PP] Past Lives Array 3 (6PP Array, Feats: Alternate Power) [7PP] Base Power: Comprehend 3 (Languages 3 [speak, Understand and Read All]) [6PP] Alternate Power: Enhanced Feats 6 (Attack Specialization [unarmed] 3, Eidetic Memory, Jack of all Trades, Well Informed) [6PP] DC Block: ATTACK ATT RANGE SAVE EFFECT Unarmed +11 Touch DC 26 Toughness Damage (Physical) Burst of Light +11 Ranged DC 26 Toughness Damage (Light) Blinding Light -- Area DC 16 Ref/Fort Blinding Dazzle (Light) Totals: Abilities (12) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (8) + Powers (122) - Drawbacks (0) = 182/199 Power Points
  4. Player Name: SpicyWaffle Character Name: The Bee-Keeper III Power Level: 11/12 (175/178PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 26/30 In Brief: An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice. Alternate Identity: Baxter Bowles Identity: Secret Birthplace: Bayview, Freedom City Occupation: High School Student, Superhero Affiliations: Franklin D. Roosevelt High School Family: Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother) Description: Age: 18 (DoB: May 15th, 1995) Apparent Age: 18 Gender: Male Ethnicity: African American Height: 5'10" Weight: 154 Lbs. Eyes: Hazel Hair: Black Appearance: Once a wiry sort of teenager, Baxter has since made the transition from tindertwig into that of a young man in the prime of his life, boasting a toned physique brought on through a combination of earnest exercise and his heroic hobby, though he still manages to come off as rather plain, making him capable of blending in with a crowd easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders. In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else. Power Descriptions: Descriptors: Bees, Technology With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen. The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like. History: Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure. Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter. Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City. Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero. Personality & Motivation: Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good. On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process! Powers & Tactics: Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly. Complications: Bee Amazzzzing! (Obsession): While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him. Homeroom by Nine O'Clock (Responsibility): While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon. Who is that Masked Apian Weirdo? (Secret): As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side. Abilities: 6 + 6 + 6 + 4 + 0 + 8 = 30PP Strength: 34/16 (+12/+3) Dexterity: 16 (+3) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks Grapple: +27/+8 [w/o Beesuit] Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit] Saving Throws: 5 + 7 + 8 = 20PP Toughness: +11/+11 [w/o Protection]/+7 [w/o Defensive Roll] (+8/+3 Con, +4 Defensive Roll, +3 Protection) Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 72R = 18PP Bluff 6 (+10) Craft [Electronic] 8 (+10) SM Craft [Mechanical] 8 (+10) SM Diplomacy 8 (+12) SM Knowledge [Life Sciences] 8 (+10) Knowledge [Pop Culture] 6 (+8) Knowledge [Technology] 8 (+10) Notice 10 (+10) Perform [Dance] 8 (+12) SM Feats: 26PP All-Out Attack Attack Specialization [unarmed] 1 Defensive Roll 2 Dodge Focus 6 Fast Overrun Grappling Finesse Improved Grab Improved Initiative 1 Improved Overrun Improved Throw Improved Trip Interpose Luck 3 Move-By Action Power Attack Precise Shot 2 Skill Mastery 1 (Craft [Electronics], Craft [Mechanical], Diplomacy, Perform [Dance]) Powers: 65PP Device 16 (Bee-Keeper Armor 1.6e; 80PP Container, Flaw: Hard to Lose; Power Feat: Subtle) [65PP] Communication 4 (Radio) {4DP} Comprehend 2 (Speak & Understand Animals; Flaw: Limited [bees]) {1DP} Enhanced Constitution 10 {10DP} Enhanced Feat 3 (Blind-Fight, Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {3DP} BE: Enhanced Strength 18 + Super-Strength 10 (Effective Carrying STR 84; Power Feats: Alternate Power 4, Groundstrike) {43DP} - The Proportionate Strength of a Bee! AP: Blast 11 (Extra: Autofire, Power Feats: Accurate 3, Improved Crititcal 2, Richochet) [39PP] - The Sting of Justice! AP: Nauseate 11 (Extra: Ranged; Power Feats: Accurate 3, Reversible) [37PP] - Toxic Stingers! AP: Snare 11 (Power Feats: Accurate 3, Tether) [26PP] - A Sticky Situation! AP: Strike 11 (Extras: Autofire, Penetrating; Power Feats: Accurate 2, Improved Critical 2, Mighty) [38PP] - A Mighty Beeting! Flight 5 (250 MPH/2,500') {10DP} - Flight of the Bumblebee! Immunity 1 (Bees) {1DP} Protection 3 {3DP} Super-Senses 5 (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP} 4 + 1 + 10 + 3 + 43 + 10 + 1 + 3 + 5 = 80DP Drawbacks: -4PP Normal Identity (Full-Round Action) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Unarmed in Suit Touch DC26 Toughness (Staged) Damage (Physical) Strike Touch DC26 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Nauseate Ranged DC21 Fortitude (Staged) Sickened/Nauseated/Helpless Snare Ranged DC21 Reflex (Staged) Entangled/Helpless Totals: Abilities (30) + Combat (20) + Saving Throws (20) + Skills (18) + Feats (26) + Powers (65) - Drawbacks (4) = 175/178 Power Points
  5. Raven Power Level: 15 (built as PL 11; 205/250 PP) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 45PP In Brief: The newest holder of the mantle of the Raven, the third hero to bear this name has large shoes to fill as he steps into this role. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: College Student (Freedom City College); Crimefighter Affiliations: Raven "family"; Claremont Academy (Alumnus); Blood Dragon Society (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 20 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 6'1" Weight: 200 lbs. Eyes: Grey Hair: Black Aleksander is an athletic young man, whose frame balances speed, agility, and power. Thanks to his "rigorous" upbringing and years of training under Callie Summers, he moves with an instinctive sense of balance and poise. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His face bears notable angles, but avoids the severity many might think such features would lend to him; his smooth, clean-shaven skin lessens the impact of his bone structure a fair bit. He almost seems to have trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Raven's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized raven, wings outstretched and beak pointed straight up, feet outstretched below), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. The suit bears a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a man of 20, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. He consistently displays athletic prowess at the upper end of the human spectrum. Raven's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Raven. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geo-positioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Raven's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Raven has had practice figuring out the best pieces to use in any given situation, but it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Alek has full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven, located underneath the Summers mansion. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. The most (comparatively) subtle vehicle out of his current arsenal is The Talon, a high-performance motorcycle which is one of Raven's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly over-sized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Raven rarely pushes it to that speed. A more recent addition to the garage of the Rookery is the latest iteration of the Unkindness, the full-sized automobile of the Raven. The latest in a long line of vehicles, this version of the Unkindness is some great and terrible fusion of a race car, an APC, and a fighter jet. The dark vehicle is plated with enough armor to shrug off massive amounts of fire; the outer skin can be configured to either somehow hide the enormous automobile, or make it capable of completely ignoring anything up to the heaviest guns or explosives. As well, the wheels can be kept close to the body for greater transit speed, or spread out on variable-geometry "arms" that give the Unkindness unparalleled stability on even the worst terrain. With its advanced suite of sensors, communication, and life-support gear, it's practically a headquarters on the move. It's also armed with enough less-than-lethal weaponry to take out an entire company of soldiers and vehicles. The sonic disrupter cannon stores away behind the driver compartment of the Unkindness, and can be configured to either fire single "shots" at specific targets, or blast out a cone of dizzying sound accompanied by a multitude of bright, flashing lights. Strapped on either side of the "barrel" of the sonic cannon are the prongs for the Targeted EMP Cannon, a device that allows the Raven to disable most any modern electronics with just a few button presses. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and give Aleksander some independence on occasion, he was sent into the field as Nevermore (as he has dubbed himself) and transferred to Claremont, starting in the Spring 2014 semester. It was hoped that he would learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. These hopes were well-founded, though Alek did not have quite the meteoric high school career that some alumni of Calremont did. Nevermore made the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He was given fuller access to the Rookery on his own (instead of only on mission prep or training). All these things helped him prepare himself. After The Incident, Callie sat down with Aleksander and explained that he was ready. He tried to deny it, but she told him, honestly, that not only was he ready, but that she was tired. Years of fighting the good fight had started to take their toll, and with her new duties as Headmistress, and her father's slowly-declining health, she felt it was time to step aside. He'd been far better prepared than she had been, really, and the Incident had proven his mettle, even if it wasn't a situation she found ideal to have tested him with. As part of the process of Alek officially becoming the Raven, he and his adoptive parents actually moved to the Summers estate. Loren became the designated manager of the estate itself, overseeing what regular staff there was, as well as organizing on-site social events or the like. Melissa, meanwhile, took to handling the financial aspects of the estate, investing and re-investing resources to ensure that both Duncan and Callie wouldn't have to worry about personal finances or most of the base financial costs of Claremont, with room to ensure Raven's mission is well funded built right into the budget. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Raven comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Raven will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Raven. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Raven is something known only to a few (though fortunately or unfortunately, at least some fellow alumni from Claremont know). The risk is not only to himself, but to both the Summers, to his adoptive family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as the new bearer mantle of the Raven is rather obvious to any who observe the hero. The general public (law-abiding and otherwise) lack a lot of the information about why the change happened, but by now they know it has. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name (even with Callie's official blessing). Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool for a time. Abilities: 10 + 10 + 8 + 8 + 6 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +13 Melee, +6 Ranged Grapple: +18 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 5 + 4 + 6 = 15PP Toughness: +9 (+4 Con, +5 [Protection]) Fortitude: +9 (+4 Con, +5) Reflex: +9 (+5 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 140R = 35PP Acrobatics 10 (+15) Computers 11 (+15) Drive 10 (+15) Escape Artist 10 (+15) Gather Information 10 (+12) Intimidate 10 (+12) Investigate 11 (+15) Knowledge (History) 4 (+8) Knowledge (Theology and Philosophy) 4 (+8) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 10 (+13) Search 11 (+15) Sense Motive 10 (+13) Stealth 10 (+15) Survival 11 (+14) Feats: 40PP Acrobatic Bluff Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Wealthy) Challenge (Fast Acrobatic Feint) Chokehold Defensive Attack Dodge Focus 7 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 24 + 14 = 45PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 6 (30PP Container, Flaws: Hard-To-Lose) [24PP] (Technological; "Raven Costume") City Movement 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] Linked to Speed 2 [Total of Speed 3/50mph] [2PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Enhanced Feats 3 ( Second Chance 3 [Toughness Save vs Ballistics, Piercing, and Slashing] ) [3PP] ("Nano Weaving") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness") Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC20 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC24 Toughness (Staged) Damage (Physical) Totals: Abilities (46) + Combat (24) + Saving Throws (15) + Skills (35) + Feats (40) + Powers (45) = 205/250 Power Points
  6. Pitch Power Level: 11 (250/250) Unspent Power Points: 0 Trade-Offs: -1 Attack / +1 DC, -1 Defence / +1 Tough In Brief: Infernal Biker with a Demon in her belly. Catchphrase: “Fire me up!” Theme: Alternate Identity: Carmen Cantos (Secret) Birthplace: Mexico City Residence: Freedom City Base of Operations: Freedom City Occupation: Journalist, Rock Report Magazine Affiliations: Blacksmoker Motorcycle Club Family: None (Known) Description: Age: 31 (6/6/86) Apparent Age: 25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6” Weight: 55Kgs Eyes: Brown Hair: Dirty Blonde (Dyed) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire her up”, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang (The Blacksmokers), not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic: in particular, dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. His luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter, leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. When she became a rock music journalist, she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ˜Grease” Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned black magic. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon the “infernal forge”, the ways of hammer, steel, smoke and fire. Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionat”, in good and bad ways, able to love and hate quickly. She has an anarchic streak and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Tazel, the demon residing in her belly can be expelled and commanded, but usually is used to fire up Pitch, giving her exceptional strength and resilience. She will use this power in conjunction with her own sorcery, commanding fire, steel and smoke, usually in a blistering full on attack. Pitch has no particular martial art expertise but is what might be called an experienced brawler. She is also a reasonably skilled writer and reporter, and will often try to work out what is going on via subterfuge. Pitch drives a customised bike that is pumped full of infernal oil. It can become smoky, concealing its appearance (which she activates when she drives a pitch), and is faster than most normal bikes, as well as being able to drive up walls and even through the air. As Carmen, she often keeps a set of kunckledusters in her jacket, as befits her biker girl image. On her bike, she has a length of chain concealed in the body of the bike, that she will use when Pitch. Power Descriptions: Commanding the infernal forge dimension via her black magic, Pitch’s powers are all about smoke, fire, and metal, often in combination. For instance, she hurls smouldering blackened shards of metal or chains at her opponents. Pitch can “Forge walk”, moving from one hot metal to another (as all hot metals have some connection to the infernal forge). She will appear to get sucked into one piece of metal (an engine is a good example), in a flurry of oily smoke, and then pop out in a cough of smoke at the other one. Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable, such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. Greased: Pitch’s “Headquarters” are not really hers, but her friend Axel “Grease” Robinson’s. It’s a working garage, and clubhouse of the Blacksmokers MC (Motorcycle club), or at least, what little remains of them. Whilst Pitch has technically bought an HQ and minions, and is on good terms with the Blacksmokers (hanging out with them), there agenda’s could clash. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24 Strength 12/24 (+1/+7) With Rage, up to 30 (+10) Dexterity: 14 (+2) Constitution: 14/24 (+1/+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11/+17 (Additional +3 with Rage active) Knockback: -6 Saving Throws: 5 + 5 + 10 Toughness: +7/+12 Fortitude: +7/+12 (+2/+7 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +12 (+2 Wis, +10) Skills: 88 Ranks = 22 PP Bluff 8 (+12) Concentration 8 (+10) Craft (Artistic) 4 (+5) Craft (Mechanical) 4 (+5) Diplomacy 4 (+8) Drive 4 (+6) Gather Information 6 (+10) Intimidate 8 (+12) Knowledge (Arcane) 4 (+5) Knowledge (Pop Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform [Singing] 2 (+6) Perform [Stringed Instruments] 2 (+6) Profession [Writer] 8 (+10) Sense Motive 8 (+10) Feats: 25 PP All-Out Attack Attractive Critical Strike Equipment 8 Favoured Opponent (Infernal) Improved Initiative 1 Jack of All Trades Minions 5, Progression [5 minions] 2 Power Attack Rage 2, Increased Duration [10 Rounds] 1 Equipment: 8 PP = 40 EP Multi Tool [1 EP] Camera [0 EP] Brass Knuckles (Strike 1, Mighty) [2 EP] Chain (Strike 2, Mighty, Extended Reach 1 [10’], Improved Trip, Improved Disarm) [6 EP] Headquarters: “Greased Gears” Chop Shop [9 EP] Size: Medium [1], Toughness 10 [1], Features: Fire Prevention System, Garage, Gym, Living Space, Security System 2 [DC 25], Workshop [7 EP] Vehicle: “Infernally powered Motorcycle” 22 EP STR 25 [3 EP], Toughness 10 [5 EP], Size: Medium, Features: Concealed appearance [Smoky], Hidden Compartments 1 [DC 20], Smokescreen, Oil Slick [4], Powers: Speed 6, Super Movement 2 [Wall Crawling 2] [9] Powers: 58 + 1 + 9 + 47 + 4 = 119 Tazel Array (57PP Array, Feats: Alt Power 1) [58 PP] BP: Summon 12 (Tazel, Extras: Continuous, Heroic, Feats: Mental Link, Drawbacks: Full round to expel [3], Disorientated 1 round after expelling [1]) [57 PP] “Tazel Expelled” AP: Alt Form 8 (Extras: Continuous) [48 PP] Immunity 13 (All heat effects, Cold environment, Suffocation [Smoke], Disease) [13PP] Super Senses 5 (Counters Visual Obscure) [5 PP] Enhanced Trait 22 (+12 STR, +10 CON) [22 PP] With Comprehend 5 (Speak, Understand, Read all languages and animals, Flaws: Animal Comprehend limited to animals associated with Dev’lry [e.g. rats, snakes, pigs]) [8 PP] With Feature 1 (Mimicry) [1 PP] Immunity 1 (Aging) Immunity 10 (All Infernal and Celestial Effects, Drawback: Power loss [entire spinal tattoo covered]) [9 PP] Infernal Forge Array (40 PP Array, Feats: Alt Power 7) [47 PP] BP: Snare 12 (Extra: Constricting, Feats: Turn on/off constricting as free action, Tether, Reversible, Chokehold) [40/40 PP] “Chains” AP: Damage 11 (Extras: Area [Cone], Feats: Affects Insubstantial 2, Decrease Area 11, Incurable) “Breathe Hellfire” [36/40 PP] AP: Damage 11 (Extras: Range [Perception] 2, Feats: Affects Insubstantial 2, Incurable) “Hellfire Ignition” [36/40 PP] AP: Blast 12 (Extras: Autofire, Feats: Improved Critical 2, Ricochet, Variable Descriptor [Metal]) “Throw Metal Shards” [40/40 PP] AP: Move Object 11 (Extras: Damaging, Range [Perception], Feats: Precise, Flaws: Limited to Metal) “Command Metal” [34/40 PP] AP: Suffocate 10 (Extras: Range [Perception] 2) “Smoke” [40/40 PP] AP: Transform 10 (Metal object -> Metal Object [Change shape only], Extras: Duration, Flaws: Range [Touch]) (40/40 PP) “Meld Metal” AP: Environmental Control 5 (100’ radius, Distraction DC 5, Extreme Heat Extras: Range [Perception]) linked with Obscure 5 (Visual and Olfactory Senses, 100’ Radius, Extras: Range [Perception]) [20+20=40/40 PP] “Hot Smoke” Protection 5 (Drawbacks: Power loss [Entire spinal tattoo covered]) [4 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/22 Tough* Damage Knuckledusters Touch DC 17/23 Tough* Damage Chain Equipment 10’ DC 18/24 Tough* Damage Chain Power Ranged DC 22 Reflex Snare (Constrict) Metal Shards Ranged DC 27 Tough Damage Hellfire Breath Touch/Cone DC 26 Tough Damage Hellfire Ignition Perception DC 26 Tough Damage Smoke Perception DC 25 Fort Suffocate Totals: Abilities 24 + Combat 40 + Saving Throws 20 + Skills 22 + Feats 25 + Powers 119 = 250/250 Power Points
  7. Bonfire Power Level: 11/15 (160/250PP) [256] Trade-Offs: -2 Attack/+2 Damage Unspent Power Points: 90 In Brief: Smoke and Flames moveset, can control fire but not always create it, uses his social skills when possible. Residence: Apartment in the Fens Base of Operations: Apartment in the Fens Catchphrase: "Freedom's HOTTEST Newcomer" Alternate Identity: Cassidy Bauer Identity: Secret Birthplace: Orange County, Vermont Occupation: Freelance Photographer, Blogger Affiliations: The Freedom City Fire Department, No others so far Family: Morris (Father, 54), Kimberlee (Mother, 50), Charlie (Older Sister, 23). A few more distant relatives, but no close ties to any of them. Description: Age: 19 (13th of June, 1997) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 150 lbs Eyes: Red Hair: Deep Red Bonfire truly lives up to his self-given title of "Freedom's HOTTEST newcomer". The handsome young man is of average stature, his body looks rather generic, and he would probably blend into a crowd if it wasn't for his deep red hair. His face is what your average beauty magazine would refer to as "Generally Attractive", and even a few small burn scars don't change that. He currently does not use any kind of uniform, instead just patrolling in his street clothes. This does mean that if he transforms he has to go back and search them, but since he hasn't really been focusing on heroics so far, he's never felt the need to get a costume. Well, apart from power-proof underwear, which he recently bought a few pairs of. Sure he looks good, but that's not gonna stop people from reporting him for public indecency! While not directly a uniform, he hides his identity by turning his head into smoke when actually working as a hero. While in his Smoke and Flames forms, he has no real humanoid body, instead just being made up of however the smoke/fire is currently reacting to the environment. He could shape his forms, but it's a fair bit of extra effort for little effect, while in combat. He does have the ability to get a subtler form by controlling the smoke and making it manipulate light, but since he cannot fly in this form it's primarily for more civilian activities. Power Descriptions: Most of Bonfire's Attacks come from his ability to control smoke. He can turn himself into smoke, create smoke, and use smoke to conceal people. Both by just getting smoke everywhere, and by manipulating light using smoke. He also recently learned he can turn into pure fire, but is yet unsure on how to actually activate this. All he knows is that in that form he can actually create fire, leading to some interesting ways of dealing damage. (And lots of collateral damage, so he's fine if he doesn't use it.) While not directly a power, when his powers appeared Bonfire's looks also changed, and he started to have more of an "aura of charisma". He's not really sure whether or not this has any connection to his powers, but just assumes it's got something to do with them. Closer Descriptions: History: March 2016: "Well, it's pretty simple. I moved here three years ago to study photography, at 16. Now, living in a city's never been a problem for me, but after the fourth time I almost had a car thrown at me due to a bunch of supers fighting, I did consider moving back home. Either way, I stayed, got my degree, and then did nothing for a while. I couldn't find a job, but had enough money not to worry immediately. Well, one morning, or afternoon really, I woke up, and felt a lot hotter than before. Now, I always looked pretty good, but I'm talking heat here. I wasn't really burning, but everything was warmer. Turns out I somehow got superpowers. How? Wish I knew. I don't even know whether or not I was asleep a single day or longer due to me loosing track of time. So all I know I just woke up with superpowers one day. Might've had something to do with my mostly estranged Uncle Ted who had died around this time as I learned recently. I actually became hotter in the looks way too! Either way, I decided to figure out what my powers actually do. So I went to a back alley, and started doing weird things to see what activates what. I swear, I did not mean to almost burn down those houses! Well, I learned I could interact with heat and fire, so that was cool. I also learned I am, in fact, not immune to my own powers. I only got minor burns, but dang, even those leave scars. A few days later I got involved in a robbery - in broad daylight no less! Well, I realized I'm actually not all that great at fighting. Controlling Fire is cool and all, but if there's no fire it's not that useful. And turning the Place into an extreme Sauna isn't the best idea when there's people you don't want to hurt around. I managed to bluff my way around the robbers thankfully, created some smoke and they thought I could actually fight them. Over the next months I started doing more superhero-ing but kept it casual, and realized that if I'm not that great at fighting, I just have to do stuff a different way. I started stockpiling contacts, using whatever I can do to stay connected. It came in useful a few times. I also learned I could turn into smoke myself. It's pretty useful if you're stuck between the police and a bunch of gang thugs. I mainly did firefighting, with crime fighting only when it was in the area. I met quite a few people working together with the firefighters and get alerted whenever there's a fire so I can intervene if I have to. They actually pay me to do it, so it's a pretty good motivation. One day I started writing a blog about my heroics, since I was super bored and not a whole lot was going on. When I brought up being able to control fire but not create it, somebody suggested using Molotov Cocktails. I've been using them ever since. Now, 2 weeks ago I got stuck in something way over my head. Being taken as a hostage isn't fun. I wasn't the only one, so there was no way I could've attacked the hostage taker without somebody getting hurt. And then I suddenly was on fire. I guess it's part of my power too, being on fire. Well, I managed to take down the hostage taker before he was able to hurt anybody, since in that form I can actually create fire! Hooray! After all that happened I decided that my casual hero-work wasn't enough. I do have powers and connections, so why not go out and get things done? (I'm totally not doing it now since my last non-hero contract got terminated and I'm unemployed again.) " May 2016: After just over a month of full-time hero work, Bonfire had already gotten National Attention. It hadn’t come how he’d expected, or hoped, but here he was. Bonfire, Superpowered Terrorist. It all had gone down quickly, one day he was a small fish in a big pond, the next day he was quite a big deal, his smoky face found all across the media. As it had turned out, causing the entire East Coast to have power problems, by shutting off all the nuclear reactors, was frowned upon. He had enough public support to avoid a lengthy trip to Blackstone, but it was pretty clear his reputation was stained now. And for now, he would have to invest in getting back some public favour. Not the most difficult task, but in between working together with AEGIS to keep them on his good side, and chasing some criminals, he had become quite the busy man. At least all the attention had also meant more donations. Thanks to some global happenings involving the Biblical Plagues, he had fallen out of the spotlight a bit, but people would still remember the man making the headlines for a few days. Personality & Motivation: Bonfire is a rather extroverted person. He likes interacting with people, and can often be found out on the street talking with strangers. He doesn't have a proper secret identity and does not use a mask, he just uses the anonymity of the city as his cover, and turns his head into smoke for extra secrecy. He tries to stay casual while working as a hero, but has freaked out before, especially when he gets attacked by somebody using blades. He isn't quite sure why, but they really freak him out, even if they can't really hurt him. In his spare time, he runs his Blog "Freedom's HOTTEST Newcomer”, where he talks about his experiences, what he is doing with his powers, and interacts with his readers. His main motivation for continuing to be a hero are the fact he is currently unemployed and has nothing to do, his love of interacting with people, and the fact he feels like he has to use his powers. Up until recently he only fought crime casually, when he was bored, but after almost getting killed in a hostage taking recently, he's decided to take everything more serious. Among other things he is now looking for contacts and friends with heroic powers, so he has some backup. He's probably going to continue blogging however; he has readers after all! Besides crime-fighting he also engages in Firefighting a lot, and has a few connections within the Fire Department to always be aware of where fires are. After recently getting into Conflict with a corrupt company, and in the end causing a fair bit of destruction all around the country, he is seen as somewhat of a threat, both by the public and by various government institutions, among them AEGIS. He has started to work together with the latter, and doing some public work, to counteract all this bad reputation. The entire experience has also made him a lot more wary of Corporate Culture as a whole. Powers & Tactics: Bonfire tries to avoid combat when possible, he's not much of a fighter and prefers to talk it out. Should combat happen, he relies on his Smoke-Form to not get hit, and uses his skillset to influence the battlefield or single out opponents. In case he’s alone, he will also work on directly damaging enemies. If he gets into serious enough danger for his Fire-Form to be active, he turns away from manipulation and to direct damage. Power Descriptions Complications: Ouch, that burns: Bonfire isn't fully immune to his own powers, and considering he throws fire around when in danger that's not always that fun. "Freedom's HOTTEST Newcomer”: Bonfire blogs about everything he does as a hero, so if anybody would start to follow his blog they could probably learn quite a lot about him, how he fights, his habits and his preferences. (Yes, this does include taking selfies with whoever he just beat up) "Freedom's HOTTEST Newcomer", literally: Bonfire is pretty much constantly putting out Heat, making him stand out like a flare should somebody use Heat-Vision. I just really don't like them! Afraid of Blades, all shapes and sizes. Yes, he's aware they cannot hurt him, but it still freaks him out. More so then getting shot, which he's gotten pretty used to by now. It's Fire, it doesn't care who you are: Most of Bonfire's attacks can cause quite a bit of Property- and Collateral Damage, making him uncomfortable when having to use them inside the city, especially if there's other people around. I have no idea how I got this : Bonfire just woke up one day and had his powers. He has no idea where they come from, or how they work. Are they magical? Are they some mad scientist's work? Are they something his body just decided to do? (I do have some ideas for this, but I'm willing to throw them out if a GM feels like they have one) Well, I need the cash: Bonfire's unemployed, so he's not really getting any money in his civilian identity. So he has to rely on donations, payments and other to sustain his lifestyle. This primarily means he's always out doing heroics, hoping to maybe get a donation or two, and posts about it on his blog, where he has a monthly fundraiser too. He prioritizes whatever could end up getting him paid, primarily working together with the Fire Department, over jobs unlikely to pay anything, quite often causing him to be unhappy about what he's doing since the ones paying well tend to be less fun. No way I'm going out in that weather: Bonfire absolutely despises rain and storms, and getting him to leave the house when the weather's bad is something that requires quite a lot of effort. This comes primarily from the fact he cannot properly use his powers in that weather, making him at best a glorified diplomat and at worst a liability, since he can't really protect himself when there's a lot of wind or rain. Hey, this is fun! A fair bit of the reason Bonfire does what he does is the thrill. He generally looks for the most fun way to deal with a problem, even if it's more complicated. This makes him clash with himself quite often, when he has to choose on what to focus, and how much fun he can really have while not endangering himself or others. He's also quite a show-off if there's a lot of people around. Like a bonfire: In order to always stay warm enough for all the smoke and fire he produces, Bonfire has to "consume" various burnable materials. Ranging from newspapers, to wood, to petroleum, and even just fire itself, whatever he can find at the moment that burns. He's not quite sure how long he could have his powers fully activated before running out of energy, and he's not that eager to figure it out. Hey, my Name's Ca- Bonfire actually.: Bonfire doesn't really try to keep his identity too secret. He isn't going to go out and tell everyone who he is, but he's not that bothered should a few people learn. This could probably backfire at some point. The Fire, it burns: The various complications involved with using the Fire Form, primarily the amount of energy it uses and the fact it stays around for a while, makes Bonfire incredibly hesitant of actually using it outside of extreme danger situations. Isn’t that that Terrorist guy?: After his run-in with a nuclear science company, and him in turn causing every nuclear reactor along the east coast to go offline, Bonfire does no longer have the best reputation out there. He is doing what he can to get back into a more positive light, but for now there’s certainly people out there that will not like him for what he did, and probably even see him as a threat. Especially those with a corporate background. Abilities: 0 + 2 + 4 + 0 + 8 + 10 = 24PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +9 Attack: +4 Melee, +5 Ranged, +8 Array Attacks, +9 Ranged Array Attacks Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +6 Flat-Footed Knockback: -0 |-4/-2 when ForceField is active Saving Throws: 6 + 5 + 2 = 13PP Toughness: +2/+11 (+2 Con, +9 ForceField) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+1 Dex, +5) Will: +6 (+4 Wis, +2) Skills: 88R = 22PP Bluff 16 (+21) Concentration 4 (+8) Craft Artistic 1 (+1) Diplomacy U 16 (+21) Drive 1 (+2) Gather Information 16 (+21) Investigate 1 (+1) Knowledge Art 1 (+1) Knowledge Current Events 5 (+5) Language 1 (French) Notice 6 (+10) Search 4 (+4) Sense Motive 12 (+16) Stealth 4 (+5) Feats: 19PP Attack Specialization (Affinity to Fire) 2 Attack Focus Ranged 1 Connected Contacts Distract (Bluff) Dodge Focus 4 Fascinate (Bluff) Fascinate (Diplomacy) Improved Initiative 2 Set-Up Taunt Teamwork Ultimate Diplomacy Equipment 1 Equipment: 1PP = 1/5EP Fire Department Radio -> 1 Powers: 9 + 4 + 2 + 3 + 1 + 16 +35 = 70PP Force Field 9 (A coat of smoke and occasionally fire) [9PP] (Fire, Smoke) Regeneration 4 (4 Recovery bonus ) [4PP] (Smoke) Immunity 2 (Smoker Lungs; Suffocation ) [2PP] (Smoke) Immunity 6 ( Heatshield! ...sort of; Fire Damage + Heat Enviroment; Limited (Half Effect) ) [3PP] (Smoke) Feature: Pyrotechnical entrance (gains a +5 situational bonus to some interaction rolls immediately on entrance). [1PP] (Smoke) Forms(Array 14PP, Alternate Power 2 ) [16PP] (Smoke, Fire) Base Power: Insubstantial 2 ( The Amazing SmokeMan!; Drawback: Standart Action,) {9+4=13/14} (Smoke) + Flight 2 (25 mph, 250'/rnd) [4PP] (Smoke) Alternate Power: Insubstantial 3 ( OH GOD IM ON FIRE!; Drawback: Full Action, One-Way Transformation ) {10+3=14/14} (Fire) + Flight 4 ( 100 mph, 1000'/rnd Feat: Slow Fade ; Flaw: Fades , Drawback: Full Power ) (Fire) Alternate Power: Insubstantial 2 ( Feat: Subtle 1, Precise, Selective ) {13/14} (Smoke) Affinity to Fire (EXTRA FIREPOWER; Array 27PP, Alternate Power ? [35PP] (Smoke, Fire) Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat) Alternate Power: Blast 13 (Fireball; Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) Alternate Power: Blast 13 ( VolleyFireballs; Extra: Autofire, Flaw: Full Action Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) Alternate Power: Blast 11 ( Personal Erupting Volcano; Area: Explosion, Flaw: Full Action, Drawback: Power Loss [When not in Fire Form] [-1] ) {21/27} (Fire) Alternate Power: Suffocate 9 ( Smoke in somebody else's lungs; Extra: Ranged ) {27/27} (Smoke) Alternate Power: Illusion 7 ( SmokeMen; Visual Senses , Extra: Sustained ) {21+4=25/27} (Smoke) + Concealment 2 (Visual Senses) {4/27} Alternate Power: Concealment 2 ( Smokescreen; Visual Senses , Extra: Affects Others, Area (Burst), Selective; Feat: Progression 4 (Area), Progression 8 (Subjects) Selective, Close Range ) {24/27} (Smoke) Alternate Power: Element Control (Fire) 13 ( Fighting Fire with Fire; Feat: Precise) {27/27} (Smoke) Alternate Power: Environment Control (Heat [Extreme] ) 8 ( Sauna Spéciale, Linked, Flaw: Full Action ) {8+16=24/27} (Heat) o Obscure 8 ( Lots of smoke ; Vision and Olfactory, Flaw: Partial ) (Smoke) Drawbacks: (-3) + (-3) + (-2) = -8PP Vunerable: Cold, Moderate [-3PP] Vunerable: Water, Moderate [-3PP] Vunerable: Wind, Minor [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Personal Volcano Area DC 19 Reflex Damage Fireball Ranged DC 28 Tough Damage VolleyFireballs Ranged DC 28 Tough Damage PEV Area DC 21 Reflex Damage SiSeL Ranged DC 19 Fort Suffocate Totals: Abilities (24) + Combat (20) + Saving Throws (13) + Skills (22) + Feats (19) + Powers (70) - Drawbacks (8) = 160/250 Power Points
  8. Frostbyte Player Name: Tiffany Korta Power Level: 11/12 (162/196PP) Trade-Offs: None Unspent Power Points: 34 In Brief: A big hero in her tiny community she suddenly finds herself a little fish in a very big pond. Residence: Claremont's Dorms Catchphrase: "Is it me or is it cold in here?" Alternate Identity: Cathy Clouston Identity: Secret Birthplace: Shetland, Scotland, UK Occupation: Student Affiliations: Claremont Academy Family: Lara Clouston (Mother), Mikael Clouston (Father) Description: Age: 16 (DoB: 1999) Gender: Female Ethnicity: Scottish Height: 5'8" Weight: 160 lbs Eyes: Violet Hair: White Even in normal circumstances, Cathy could never pass a completely normal, her skin and hair are of an incredible pale white colour. Only her eyes stand out by being a rather vivid violet colour. To most people, it would appear that she suffers from albinism, though unlike those that suffer from that unfortunate condition she isn't overly harmed by sunlight. She tends to dress rather sensibly with many layers of practical clothing with a dazzling array of chunky knitted jumpers and her signature (fake) fur-lined parka, even during the hottest of days. At will, she can transform her flesh and hair into solid ice that appears to have all the qualities of ice as well as being resistant more resistant to harm. Any clothes she's wearing aren't affected, though they do form a thin layer of frost over them. She doesn't currently have a costume of her own so she wears the standard Claremont colours, she does wear her parka over the top as a lucky charm. Power Descriptions: By drawing moisture from out of the air Cathy can form it into ice with a remarkable degree of control over its shape and form. Whilst it appears to all extent and purposes to be normal ice, though under her control it seems more resilient to both physical assault and temperature. Tests have determined that her ability to form and control ice is some form of natural mutation, though stories from the islands of Ice Maidens that came with the Norse settlers suggest that it's some form of genetic abnormality that's been carried down the generations. History: Cathy had always been a quiet distant girl who happily spent hours all by herself reading or wandering the stark beautiful landscape, a little cold and distant as some people would later joke. But apart from that, she had a happy childhood among the isolated beauty of her island home. All this changed one bitterly cold winter day when she was around twelve. One of the younger children of the village had gone missing and after not showing up for a couple of hours the entire village went out to search for him. With the sunlight failing and the temperature rapidly dropping the search was called off until first light, with everyone assuming the worse. One person hadn't given up the search however and against the odds, Cathy had managed to find the young child and get him to a temporary shelter against the cold, but there wasn't enough room for Cathy or enough time to get back to the village. Cathy had no choice to wait out the night and hope to survive the bitter cold. It was then that her powers kicked in that allowed to survive the night, searchers were surprised in the morning when the apparently frozen girl was not only alive but able to move around without any harm. Despite her now strange appearance, she was heralded as a hero for saving the young boys life. And over time as she learned to control her powers she used them to not only help her home village as much as she could but also help the town and villages around them. Slowly news of her exploits spread across the Shetland islands until they made their way to the mainland of Scotland and far, far beyond. Then one day not long after she'd turned sixteen an exotic looking woman turned up at the families home and offered to take Cathy to the distant, almost mythical sounding, Freedom City to a special school where she could learn to use her power to help many more people. Personality & Motivation: Cathy is a quiet thoughtful young woman that unless prompted tends to fade into the background. It's not that she isn't good with dealing with people, quite the opposite, it's just that she lacks the confidence to put herself out into the wider world. It's would be unlikely that she would be a hero apart from one thing, she deeply cares about doing everything she can to help other people. Powers & Tactics: Cathy hasn't had much training into how to use her powers and instead relies on her own instincts of what will work in any given situation. It just happens that she naturally has very good instincts in these matters. Complications: Bright Lights, Big City: Whilst she not completely unaware about life in a city like Freedom, they do have television and the Internet, she can still be surprised by things that would seem completely normal to everyone else. Too Cold: Whilst she can't feel the cold Cathy can't feel the heat either. Even on the warmest day, she tends to wrap herself up in multiple layers of clothing to stay warm. Cold in here: Without realising it Cathy instinctively lowers the temperature around here by a few degree's, whilst that may be fine in warm climes it can get very chilly in less warm environments. And even when it's pointed out she can't seem to turn this chilling effect off. To Dry: Much of the ice she creates is done by drawing moisture from the surrounding environment. In an incredibly dry and arid environment, she might be unable to produce as much ice or normal, or in extreme circumstances none at all. Local Hero: Whilst Cathy is unknown in many parts of the world she fairly well known in her own local area, and never had the need to protect her identity. It wouldn't take much effort to find out all about her and her family. Abilities: 6 + 8 + 10 + 0 + 4 + 6 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +8 Attack: Base +7, +7 Melee, +11 Ranged Grapple: +10 Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 2 + 3 + 5 = 10PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+4 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 56R = 14PP Bluff 7 (+10) Climb 7 (+10) Concentration 8 (+10) Diplomacy 7 (+10) Notice 8 (+10) Sense Motive 6 (+8) Survival 8 (+10) Swim 5 (+8) Feats: 19PP All-Out Attack Attack Focus (Ranged) 4 Dodge Focus 6 Improved Initiative 1 Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Uncanny Dodge (Auditory) Powers: 12 + 38 + 5 + 5 + 1 = 61PP Flight 6 (500 mph, 4,400 ft/rnd Extra: Affects Others, Flaw: Platform) [12PP] Ice Control 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] Base Power: Blast 11 (Ice Shards 100ft Range Extras: Autofire 1) [33PP] Alternative Power: Blast 11 (Brain Freeze 100ft Range Extras: Alternative Save (Fortitude) [33PP] Alernative Power: Create Object 11 (Ice Sculptures 100ft Range, 10x5' cubes Feat: Independent; Extra: Selective) [23PP] Alternative Power: Environmental Control 11 (Cold (Extreme), Visibility, 110ft Range 10,000ft Radius) [33PP] Alternative Power: Snare 11 (Icy Bonds Feats: Tether, Reversible) [24PP] Alternative Power: Trip 11 (Icy Patches Extras: Area (General Burst), Selective Attack) [33PP] Immunity 5 (Cold Damage) [5PP] Protection 5 [5PP] Super-Senses 1 (Infravision) [1PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed +7 Touch DC 18 Toughness Damage (Physical) Brain Freeze +11 Ranged DC 26 Fort Damage (Ice) Icy Bond +11 Ranged DC 21 Ref Snare (Ice) Ice Shards +11 Ranged DC 26 Toughness Damage (Ice) Icy Patches Area DC 21 Ref Trip (Ice) Totals: Abilities (34) + Combat (24) + Saving Throws (10) + Skills (14) + Feats (19) + Powers (61) - Drawbacks (0) = 162/196 Power Points
  9. Echo Power Level: 11 (160/175 PP) Trade-Offs: +3 Attack/-3 Damage, +3 Defense/-3 Toughness Unspent Power Points: 15 In Brief: A wisecracking, reality-warping heroine with ties to the multiverse, determined to stop her evil alternate-self. Residence: Southside, Freedom City Alternate Identity: Elizabeth “Buffy” Stein Identity: Secret Birthplace: Freedom City, New Jersey Occupation: Barista/student Affiliations: The Interceptors Family: Mother (Marian Stein, 55), father (Thomas Stein, 53), older sister (Rachel Stein, 30), older brother (Thomas Stein Jr., 28), younger brother (Joseph Stein, 18), numerous other relatives Description: Age: 25 (DoB: January 3rd, 1991) Gender: Female Ethnicity: Jewish Height: 5’ 5” Weight: 125 lb Eyes: Hazel Hair: Black (wears a white wig when in costume) Buffy Stein is a young, cheerful woman with a pale, heart-shaped face, hazel eyes, and black hair she keeps cropped short. She usually wears casual, comfortable clothes and no makeup, not being overly concerned with her appearance. As Echo, she wears a blue-and-silver bodysuit with white lines around the forearms and shins, which is designed to afford her maximum mobility. Her features are concealed behind a full face mask with large, opaque eye slits. She wears a long white wig to make the disguise complete, which does a remarkable job of staying on despite her constant acrobatics. Power Descriptions: Most of Echo’s powers appear to be extremely heightened natural traits, such as her inhuman agility and strength. She isn’t particularly subtle with them, either, constantly flipping and leaping around like a circus performer. She possesses what looks like super-speed, but is actually limited temporal manipulation. She does have a few tricks that are obviously “impossible” even for someone with her enhanced physiology, such as altering gravity so that she can walk on walls or freezing someone in place with a touch. When she teleports, she vanishes instantly with an audible whumph of displaced air, and the space around her seems to ripple and distort slightly, as though being viewed through water. History: Lisa Stein was born to a middle-class Jewish family, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for. Until one day, in 2001, they found themselves suffering the main disadvantage of living in Freedom City. When their mother, Sarah Stein, was walking home from work, a grudge match broke out between two groups of so-called “heroes” who had chosen to openly defy the long-standing Moore Act. The battle escalated quickly, until part of a storefront was destroyed by a careless attack, and Sarah was buried underneath rubble. The combatants were too busy with their fight to bother helping her. Eventually, both teams called it a draw and withdrew, and the emergency services deemed it safe to move in. They were too late for Sarah, however – she suffocated to death. The family never recovered. Their father fell into depression, withdrawing, bit by bit, into himself. The siblings drifted apart, separated by childish quarrels. Lisa grew up quiet and deeply resentful, but deep inside she longed for the opportunity to join the rogue heroes of the city, Moore Act or no Moore Act. She knew that her mother was dead because of their failure, and she was certain that she could become a better hero than any of them, and stop this from happening to anyone else. On her eighteenth birthday, everything changed. The moment she woke up, she felt different. The world around her no longer seemed fixed and immutable – everything could be altered. Excited experimentation followed, and she discovered that she seemed to possess an array of minor superabilities. Simply by thinking about it, she could become a little stronger, a little faster, a little less hampered by the laws of physics. Her powers were fairly weak, but she was undeterred – she continued to push herself, intent on discovering exactly what she was capable of. She got her wish. After one particularly intense “training” session, she vanished from the face of the Earth. In her entire life, Eliza Stein never wanted for anything. Born to rich, high-class parents, she spent her entire childhood being pampered, spoiled, and told how special she was. Things like money were almost meaningless to her – she had so much, she could do whatever she wanted without the tiniest consequence. She and her siblings lived a life of such opulence and excess, she grew bored. She wished for something unexpected, something that would throw off the dull monotony of luxury she lived every day. She got her wish when a young woman identical to her in every respect arrived at her doorstep, babbling excitedly about “powers.” This was certainly unexpected. Intrigued, she invited her in, and the woman introduced herself as Lisa Stein. She insisted that she had just arrived from another world, and that they were two versions of the same person. None of the other rich kids had an alternate-universe clone! The next few weeks were an incredible game for the two young women. They switched places, pranked relatives, compared life stories. Lisa began to feel as if she had finally found her true soulmate, in herself. Until, as always happened, Eliza grew bored once more. Once the novelty of the situation wore off, she began to wish that this crude, low-class girl would go back to where she came from and leave her alone. When she told Lisa as much, Lisa panicked, terrified of going back to her old life of frustration and mundanity. Why couldn’t they just stay together, forever? Couldn’t she see this was how it was supposed to be? Desperate to make Eliza see reason, she seized her by the shoulders and shook her, screaming into her face. She had forgotten about her enhanced strength. She accidentally broke Eliza’s neck. But her initial horror lasted only a moment – suddenly an incredible thing happened. Eliza’s body seemed to dissolve slowly away into glowing threads of energy, which Lisa’s body immediately absorbed. As this happened, Lisa’s understanding of the universe seemed to deepen. It was a feeling of indescribable euphoria, realizing how easy it was to shape the world, make it bend to your will. Lisa’s power nearly doubled. Eliza was gone, nothing more than a heap of empty clothes. Lisa mourned her not, instead taking her place and living her life for several months, until one day the feeling of unease came again. The surety that she was intended for more than this. She had been given this power for a reason, she just needed to figure out what it was. Maybe if she did that again, just once more, then she would understand… Maybe there was always something broken inside the young woman. Maybe the act of inadvertently murdering herself pushed her over the brink of sanity. Maybe when the other woman’s very being was unwillingly absorbed into her own, some critical part of her mind was irreversibly warped by the trauma. But so it was that Lisa Stein became one of the more unusual serial killers in the many worlds. Every few months, she would travel to another reality, divine if there was an Elizabeth Stein there, and if so, kill her. And with every kill, her power grew. Years passed. Beth Stein was raised on one ideal: responsibility. Her father was a police lieutenant – her mother, an assistant district attorney. When she discovered she possessed a suite of minor physics-bending powers, she became a hero without a moment’s hesitation. While she was comparatively weak next to many of the others in the world, the newly-christened Echo made the most of the abilities she had, compensating for lack of raw power with skill and training. Soon, she became a respected figure. Until one day, a woman appeared to her. This woman was her exact physical double in every way. She was polite and soft-spoken, reassuring her that she had nothing to fear, but Beth could see a dark glitter in her eyes. Her fears were not assuaged when the woman politely asked if she would be so good as to let her kill her. She fought. She defended herself with everything she had, but her doppelganger had her hopelessly outmatched. When the smoke cleared, Beth had been beaten so savagely she could hardly move, and her duplicate (who mildly introduced herself as “Lisa”) hadn’t received so much as a scratch, and seemed quite unperturbed. In a final attempt to play for time, Beth begged Lisa for one single favor: to know why. Lisa obliged, explaining apologetically that they were the same person from different realities, and that this was the only way Lisa could realize her true potential. Out of some twisted sense of compassion, she comforted Beth, telling her she wasn’t going to die, far from it. In fact, she was going to become a part of something greater. Something wonderful. With her last ounce of strength, Beth focused on the desire to be anywhere but here. Buffy Stein was born to a middle-class Jewish family in Freedom City, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for. One day, when Buffy was ten, her mother found herself an innocent bystander in a battle between a team of heroes and a team of villains. A building was damaged by a misaimed attack, and she was trapped under rubble. The heroes, who had formed based on their respect for the Centurion’s sacrifice during the Terminus Invasion, immediately leaped to her aid, ignoring their opponents and disregarding their own safety. They rescued her, but she was badly injured, and their fastest member rushed her to Freedom Medical Center. She was determined to be paralyzed from the waist down, but alive. From then on, Buffy worshiped superheroes, who had saved her mother’s life with their selfless action. Unfortunately, she didn’t seem to possess any powers of her own, despite her many attempts at awakening them, and her father put an end to her experimentation by forbidding her to jump off the garage roof anymore. Resigned to the fact that she would never fly, she decided instead to do the next best thing – write about those who did. Being a reporter swiftly became her new dream. However, she had difficulty applying herself in class – there always seemed to be something better (read: more fun) to do. No matter how hard she tried to work on her grades, she was inevitably distracted by the siren song of that one video game she wanted to try, or the latest issue of Freedom League Adventures. By the time she decided to truly buckle down and pursue her ambition, she was in her twenties and working in a coffee shop to pay the rent. She enrolled at Freedom College, but still had trouble concentrating, unable to shake the feeling that she was still intended for something more important (or at least more exciting). The last thing she had been expecting when she returned home from her shift one night was to find a woman perfectly identical to her lying in a bloody heap on the floor, clad in a tattered costume. The strange woman could barely move, but she refused to let Buffy call 911, saying there was no time. With her final breaths, Beth told Buffy everything she knew about Lisa Stein – that she was them from another world, that she grew stronger by killing them, and that she was already terrifyingly powerful. As the last of her strength began to fade, Beth begged Buffy to heed her warning. It was all up to her now, she told her. Lisa Stein was going to come for her too, sooner or later, and she had to stop her, to protect every Elizabeth Stein in every world everywhere. And with that, she died. When Buffy involuntarily absorbed Beth’s essence, she was both shocked and horrified. But because Beth willingly allowed it to happen, the process was smoother than it had been when Lisa murdered Eliza. By combining her own latent power with Beth’s, Buffy was made far stronger than either of them ever could have been alone. She became the second Echo, determined to uphold the ideals the first one died for, and honor her sacrifice (whether it was voluntary or not). And besides, being a superhero sounded like a lot more fun than being a barista. Personality & Motivations: Echo is torn between two conflicting feelings. She is intently disturbed by the knowledge that she is apparently capable of cold-blooded, selfish mass murder, even if it is a different her who lived a different life. On top of that, she watched herself die in her arms, an experience that she still has occasional nightmares about. But on the other hand, she can walk on walls. She is both excited by her new power and troubled by how she came by it. Never much one for self-analysis, she’s decided the best way to deal with it is to beat nine kinds of crap out of bad guys and save people, while doing her best to live up to her own ideals, particularly the name of Echo (despite the fact that no one in this universe knows who the original one was). When in-costume, she has a tendency towards being energetic, almost manic. Heroics are a chance for her to break free of the stifling restraints of her normal life and become a different person, and she likes to make the most of it. She can’t resist making constant wisecracks (of sometimes dubious quality) unless the situation is truly dire, in which case she can become surprisingly serious. Of course, her definition of what constitutes a “truly dire situation” might differ somewhat from that of most people. Ultimately, however, she knows that she has these powers for one reason: to stop Lisa. She has no idea what Lisa’s endgame is, or if she even has one, but she apparently intends to reach it by murdering countless innocent Elizabeth Steins. A source of constant frustration for Echo is that she currently has no way of actually confronting Lisa, having yet to master her own world-traveling powers. Not to mention the fact that Lisa could be literally anywhere in the entire multiverse. Powers & Tactics: Echo has what she might describe as a “unique” relationship with reality. She considers things like time, space, mass, and gravity to be loose guidelines at best. Simply by wanting to, she can accomplish physical feats that would be outright impossible for any ordinary human, becoming far faster, stronger, and more agile. Beyond this, she can bend or even outright break the laws of physics themselves, doing things like redirecting gravity in order to walk on walls, reducing it in order to perform impressive leaps, slowing down time, or teleporting short distances (although when asked, she says she’s actually moving the universe around her, which she insists is far easier). She is unsure if she has the ability to travel between parallel worlds like Beth and Lisa, but if she does (and she does), she hasn’t figured out how to do it deliberately yet. She is well aware of her own physical strengths and weaknesses, and she has tailored her combat style around them. Fighting fair is something she avoids at all costs, using all manner of dirty tricks and unorthodox tactics to seek an edge. She also has a tendency to keep up a steady barrage of taunts and groan-inducing quips during a battle, partly to rile up her opponent, but mainly just for kicks. Complications: Best Game Ever: Despite everything, Buffy loves being a superhero, sometimes a little too much for her own good. She has trouble taking thing completely seriously, having yet to truly appreciate some of the stakes of her new role, or experience the consequences of failure. Family: Buffy has a sizable (and fairly close) family. My Own Worst Enemy: Lisa Stein is still out there, somewhere in the multiverse. And she is extremely displeased that the original Echo escaped her clutches. She has been spending a certain amount of effort attempting to divine which reality she fled to, to settle the score with “the one who got away.” Secret Identity: To date, only a select few know that Buffy Stein is actually Echo, and she does her best to keep it that way. Struggling: She’s not likely to starve, but most of her money goes toward paying bills, leaving her perpetually a little cash shy. Unworthy: Deep inside, she worries that she’s not as much of a hero as Beth Stein, and that Beth’s the one who should be alive, not her. She does her best to not acknowledge these fears, but the nagging self-doubt remains. Her exuberance is partly due to overcompensating for this feeling. Abilities: 0 + 2 + 4 + 4 + 4 + 8 = 22PP Strength: 26/10 (+8/+0) Dexterity: 30/12 (+10/+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +14/+5 (+4 Improved Initiative, +10/+1 Dex) Attack: +14 Unarmed, +12 Melee, +4 Ranged Grapple: +24/+20/+12 (+12 Attack, +8/+0 Str, +4/+0 Super-Strength) Defense: +14 (+4 Base, +10 Dodge Focus), +2 flat-footed Knockback: -4 Saving Throws: 4 + 2 + 6 = 12PP Toughness: +8 (+2 Con, +6 Defensive Roll), +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +12/+3 (+10/+1 Dex, +2) Will: +8 (+2 Wis, +6) Skills: 56R = 14PP Acrobatics 12 (+22/+13) Skill Mastery Bluff 8 (+12) Diplomacy 6 (+10) Gather Information 8 (+12) Skill Mastery Knowledge (current events) 8 (+10) Knowledge (popular culture) 2 (+4) Language 1 (English [Native], Hebrew) Notice 10 (+12) Skill Mastery Sense Motive 8 (+10) Stealth 5 (+15/+6) Skill Mastery Feats: 31PP Acrobatic Bluff Attack Focus (Melee) 8 Attack Specialization (Unarmed) Challenge (Fast Acrobatic Feint) Defensive Roll 3 Dodge Focus 10 Elusive Target Evasion Improved Initiative Skill Mastery (Acrobatics, Gather Information, Notice, Stealth) Takedown Attack 2 Well-Informed Powers: 1 + 10 + 14 + 2 + 4 + 34 = 65PP Feature 1 (Temporal Inertia) [1PP] Go Real Fast 4 (8PP Array, Power Feats: Alternate Power 2) [10PP] Base Power: Speed 8 (2,500 MPH/25,000 feet per move action) (Bend Time) {8/8PP} Alternate Power: Enhanced Skill 12 (Acrobatics +12) + Leaping 4 (x25 [using Skill Mastery Acrobatics: running long jump: 875 feet; standing long jump: 437.5 feet; high jump: 218.75 feet]) (In a Single Bound) {3+4=7/8PP} Alternate Power: Teleport 5 (500 feet; Flaw: Short-range only, Power Feats: Change Direction, Progression 1 [200 lb], Turnabout) (Spatial Hop) {8/8PP} Reality Warping 5 (10PP Array, Power Feats: Alternate Power 4) [14PP] Base Power: Damage 0 (Extra: Autofire [8]; Power Feats: Improved Critical 2 [18-20]) (Superfast Fists) {10/10PP} Alternate Power: Enhanced Speed 1 (to Speed 1 [10 MPH/100 feet per move action] or Speed 9 [5,000 MPH/50,000 feet per move action]) + Quickness 9 (x1,000) (Slow Time) {1+9=10/10PP} Alternate Power: Paralyze 10 (Extra: Alternate Save [Reflex, +0], Flaw: Action/Full) (Temporal Stasis) {10/10PP} Alternate Power: Super-Movement 5 (trackless, wall-crawling 3, water walking) (Gravity Schmavity) {10/10PP} Alternate Power: Super-Strength 4 (effective STR 46; heavy load: 6 tons; Power Feat: Groundstrike) (Ignore Weight) {9/10PP} Super-Movement 2 (dimensional [parallel universes]; Flaw: Uncontrolled) (World Traveler) [2PP] Super-Senses 4 (Danger Sense [Mental], Dimensional Awareness [Mental], Temporal Awareness [Mental], Uncanny Dodge [Mental]) [4PP] There Is No Spoon 6.8 (34PP Container [Passive, Permanent]) [34PP] Enhanced Dexterity 18 [18PP] Enhanced Strength 16 [16PP] DC Block ATTACK RANGE SAVE EFFECT Temporal Stasis Touch DC 20 Reflex (staged) Paralyze Unarmed Touch DC 23 Toughness + Autofire (staged) Damage (physical) Totals: Abilities (22) + Combat (16) + Saving Throws (12) + Skills (14) + Feats (31) + Powers (65) – Drawbacks (0) = 160/17
  10. Hronos Power Level: 11/12 (168/177PP) Trade-Offs: -4 Melee Attack / +4 Melee Damage, -2 Defense / +2 Toughness Unspent Power Points: 8 In Brief: An ancient mechanical being, Hronos has an array of inbuilt, interchangeable armaments that grant him control over time/space. Old Sheet found >here. Alternate Identity: None Identity: Public Birthplace: UNKNOWN Occupation: Wielder of Time Affiliations: Mechanodynames Family: Mechanodynames(Sister: Psihi. Sister: Gnossi. Sister: Zoi. Brother: Thanatos.) Description: Age: UKNOWN, estimated to billions of years (DoB: UKNOWN) Apparent Age: Not Applicable Gender: Male Ethnicity: Mechanodynames Height: 7'5" ft Weight: 230 pounds. Eyes: Light-Purple Hair: Not Applicable Description: Hronos is a Mechanodynamis. He has a human-like structure. His body is composed of techno-mechanical parts. His skin is a Light-Purple, with visible circuits. His hands look like Navy-Blue mechanical armor gauntlets. His upper body looks like a Navy-Blue robotic breastplate covering a white body armor. He appears to wear a Navy-Blue mechanical belt on his waist. The mouth in his Navy Blue helmet-like head is completely covered by a White mouthpiece, he sports White earpeaces and a Light-Purple visor for eyes. His legs look like Light-Blue and White armored boots from the knees down. Finally, his back holds a Blue rocket-pack. Power Descriptions: As a Mechanodynamis, Hronos has a sturdy mechanical body resistant to damage and adverse natural conditions. He is able to quickly process and employ all languages from intelligent living beings, as well as computers. His body is able to accomodate accelerated modes of self-transportation, including flight, thanks to the rocket-pack that protrudes on his back, and his thought processor is normally capable of carrying difficult calculations and executing rapid actions at 5 times the normal pace. He is also the assigned Wielder of the Essence of Time. His techno-mechanical body is capable of processing this internalized essence, and reconfigure his body parts at will, granding him with a versatile arsenal of armaments, and granting him control over time itself. Some of them follow. However, spending the last few millenia in a lethargic sleep, a lot of his capabilities, are malfunctioning, and thus, set offline, until he can recover them. His computational capacity appears to be hampered by fragmentation. Hronos' insulators have severyly degraded, making electricity and magnetism severely affect his techno-mechanical body, and due to being incactive for many milenia, his mental defences are slightly unregulated, afecting his ability to withstand mental attacks. History: Spirit. Life. Time. Death. Knowledge. These are the five key Essences that have been encompassing the world, ever since the beginning of time. When the world was created, there were also created five beings of robotical nature. These beings came to be known as Mechanodynames, and they were each tasked with safeguarding an Essence. Psihi, the Holder of Spirit. Zoi, the Holder of Life. Hronos, the Holder of Time. Thanatos, the Holder of Death. And Gnosi, the Holder of Knowledge. The Essences granted each one of them a unique and diverse assortment of powerful abilities, which further augmented their natural capabilities. Using those powers, the Five Wielders were able to protect the galaxy from various threats, both from within and from without the creation. One of the most powerful of them was Catastrophe, the Bringer of Annihilation, who invaded the world and waged a terrible war with the Mechanodynames. During the war, the Five Wielders, assisted by the first civilizations, managed to stave off Catastrophe's forces, and in a final climactic battle, they repelled Catastrophe into the Entropy Zone. Doing so, however, required a huge energy release, that damaged and scattered the Mechanodynames towards the five corners of the universe. The blast had rendered Hronos offline, as he drifted through space, until he finally arrived at the solar system, during the accretion of the planet that was to become known as Earth. The next 4 billion years, Hronos remained close to the core of the planet, and his slumber seemed that it would last for eternity. That eventually changed, though, when the various disturbances caused from the constant battles between superpowered beings that were waged on Earth, shook Hronos' systems to turn back on. After crawling his way out of the ground and into the surface, Hronos came face to face with the civilization that had started to thrive in this planet. He soon realised that many of his systems were malfunctioning, and that he couldn't escape the gravity of Earth. Deciding that he must have arrived there for a reason, Hronos set forth to travel and protect the Earth and it's inhabitants from all threats, his journey eventually leading him to Freedom City. In the intervening time, Hronos became aqcuaintanced with the super heroine Velocity of the Freedom League, and he became involved with a powerful Time-controlling entity known as Collapse, Velocity's son Lawrence from an alternate timeline, who after gainning immense powers of an interdimensional nature, embarked on a mission accross the timestream to ensure that all of his alternate selves will become Collapse as well, each instance serving to increase his powers. The two heroes joined powers to stop the mad Collapse from influencing his past self, by seeking refuge in Null Zone, a dimension where time does not exist. Though its climate was extremely hostile to Hronos, as he was the Wielder of Time, the Mechanodynamis braved the pain of Null Space's rejecting nature, in order to help Velocity fight off Collapse's manifested avatar. After successfully fending him off, Hronos remained for 6 years in the Null Zone along with Velocity, her partner Robert, and their son Lawrence, in order to help them raise their son safely and in an enviroment where no outside distractions would impede them. When Hronos returned from the Null-Zone, virtually no time had passed in the real world. After 2 years of (real time) activity, a lot of his essential functions have been steadily recovered, and he is now able to fully traverse the cosmos, without being bound to Earth. However, as the little blue planet showed him hospitality in his time of need, Hronos has grown fond of it, and the planet's high propensity for getting into trouble ensures that he will always keep an eye out for it. Personality & Motivation: Hronos is a very calm, and at times, deliberate individual. He speaks in a very polite and formal manner, when conversing with others. His sense of duty has been instilled in him ever since his creation, and drives him to protect those in need from danger. Powers & Tactics: Hronos values subdoing his opponents as efficiently as possible. That is why he prefers opening up a battle by employing the Deccelerator Blaster if faced with one foe, or the Time Stopper if faced with multiple foes, and then pick them appart with long ranged artillery. When the fight becomes close and personal, he switches gears into employing the Support Motor, which greatly enhances his combat capabilities, and uses his nigh-unescapable grip to render his enemies helpless. Finally, when a foe proves especially stubborn, he attacks them with a vicious barrage of unarmed blows, taking advantage of the fact that his Interdimensional Arms can come from all angles, ignoring tempo-spatial restrictions, and taking opponents by surprise. Complications: Caretaker: Prototype Stopwatch Fragment(A peculiar gem-like item that has time manipulation abilities that Hronos procured from an encounter with John Smith) Duty: Is bound to protect the integrity of the time/space continuum, as Holder of the Essence of Time. Enemy: Catastrophe Godparent: Hronos is the Godfather of Velocity's son, Lawrence. Rival: John Smith(Hronos prevented the man from changing the past and being together with his wife. He may hold a grudge) Out of Touch: Has been inactive for years, and has little to no grasp of current events Sub-Optimal: A lot of his capabilities are malfunctioning and are offline Whims of Time: Hronos is as much the Master of Time as he is its Servant. Time oftenly has plans of its own, and isn't necessarily forthcoming with its chosen guardian Abilities: (-2) + 8 + (-10) + 8 + 8 + (-4) = 8PP Strength: 8/20/40 (-1/+5/+15) Dexterity: 18 (+4) Constitution: --- Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 6 (-2) Combat: 10 + 8 = 18PP Initiative: +8 Attack: +5 Melee, +5 Ranged, +11 Chronal Blaster/Deccelerator Blaster A/Inter-Dimensional Arms B, +7 Inter-Dimensional Arms A/Support Motor Grapple: +4/+12/+29 Support Motor, +22 Dimensional Arms B Defense: +9 (+4/+8 Base, +5/+1 Dodge Focus), +2/+4 Flat-Footed Knockback: -8/-10 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +13 (+0 Con, +8/+0 Protection, +2/+10 Defensive Roll, +3 Density, +8/+3 Impervious) Fortitude: --- Reflex: +6 (+4 Dex, +2) Will: +6 (+4 Wis, +2) Skills: 40R = 10PP Computers 6 (+10)Skill Mastery Disable Device 6 (+10)Skill Mastery Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 10 (+14)Skill Mastery Sense Motive 6 (+10)Skill Mastery Feats: 9PP Defensive Roll Dodge Focus Eidetic Memory Fearless Improved Grab Improved Initiative 1 Improved Pin Move-By Action Skill Mastery 1 (Computers, Disable Device, Notice, Sense Motive) Powers: 45 + 81 = 126PP Container 9 (45PP Container) [45PP] (Essense of Time) Chrono-Dimensional Configuration 16 (32PP Array; Feats: Alternate Powers 8) [40PP] Base Power:Quickness 1(x2, up to x25)[1PP] (Enhanced Computational Process) + Super Senses 17 (Time/Temporal Awareness[Mental Awareness], Accurate 2, Acute, Analytical, Counters Concealment 2, Counters Illusion 2, Extended 5[1'000'000ft/189 miles], Tracking 3; Feats: Dimensional 3) [20PP] (Chronal Awareness) + Super Senses 11 (Direction Sense, Distance Sense, Postcognition 4, Precognition 4, Time Sense) [11PP] (Spatial Awareness) Alternate Power: Blast 11 (1'100ft; Feats: Accurate 3, Improved Range 3) [28PP] (Chronal Blaster) Alternate Power: Damage 10 (10ft reach; Extras: Autofire 15, Feats: Accurate, Extended Reach 2, Indirect 3, Mighty) [32PP] (Inter-Dimensional Arms Α) Alternate Power: Enhanced Strength 20(Feats: Enhanced Attack Focus[Melee] 2) [22PP] (Strength Motor) + Super-Strength 5 (Effective Strength 75, Heavy Load 400 tons) [10PP] (Support Motor) Alternate Power: Healing 6 (300ft; Extras: Affects Objects(+1), Area[burst], Total, Flaws: Distracting, Feats: Stabilize, Persistant, Progression[Area] 3, Regrowth)[30PP] (Time Reset) Alternate Power: Move Object 11 (Effective Strength 65, Heavy Load 100 tons, 1100ft radius, Extras: Area[burst, Targeted], Damaging, Selective, Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 3, Progression[Area] 4, Precise) [30PP] (Inter-Dimensional Arms Β) Alternate Power: Drain Reflex 11 (1'100ft; Extras: Alternate Save [Reflex], Ranged, Flaws: Action[Full Round Action], Feats: Accurate 3, Affects Insubstantial, Improved Range 3, Reversible, Slow Fade 2[1 point per 5 Minutes]) + Paralyze 11 (Extras: Alternate Save [Reflex], Ranged, Flaws: Slow, Unreliable) [21 + 11 = 32PP] (Deccelerator Blaster A) Alternate Power: Space Travel 3 (Intergalactic) [6PP] (Space Warp) + Enhanced Movement System 10 (Up to Momevement System 14) [20PP] (Speed Overclock) + Super Movement 3 (Temporal Movement) [6PP] (Time Warp) Alternate Power: Stun 11 (1'100ft radius; Extras: Alternate Save [Reflex], Area [burst] Selective, Flaws: Action[Full Round Action], Distracting, Feats: Progression[Area] 4, Reversible, Sedation) [28PP] (Time Stopper) Immunity 5 (Time/Temporal Effects) [5PP] (Time Shield) Container (81PP Container) [4 + 18 + 20 + 30 + 9 = 81PP] (Mechanodynamical Body) Comprehend 2 (Languages 2[speak Any, Understand Any]) [4PP] (Speech Pattern Recognition Module) Defense System 8.5 (17PP Array; Feats: Alternate Power) [18PP] Base Power: + Enhanced Dodge Focus 4 [4PP] (Reinforced Reaction Module) + Protection 8 (Extras: Impervious 5) [13PP] (Reinforced Plating Module) Alternate Power: Enhanced Defensive Roll 4 [4PP](Accelerated Plating Module) + Enhanced Defense 4 [8PP] (Accelerated Reaction Module) + Enhanced Evasion 2 [2PP] (Autoreactive Reflex) + Quickness 3(x10) [3PP] (Computational Process) Density 6 (+12 Strength, +3 Impervious Toughness, +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration[Continuous], Flaws: Permanent, Feats: Buoyant, Innate) [20PP] (Reinforced Structure) Immunity 30 (Fortitude) [30PP] (Robotical Structure) Movement System 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power:Flight 4 (100mph/1'000ft per Move Action) [8PP] (Jet Turbines) Alternate Power: Speed 6 (500mph/5'000ft per Move Action) [6PP] (Rocket Rollerblades) + Super Movement 1 (Wall Crawling[Half Ground Speed]) [2PP] (Gravity Nodes) Drawbacks: (-2) + (-3) + (-2) = -7PP Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Unarmed(Reinforced Structure) Touch DC20 Toughness (Staged) Damage (Physical) Unarmed(Support Motor) Touch DC30 Toughness (Staged) Damage (Physical) Inter-Dimensional Arms A(Damage) Touch DC30 Toughness (Staged) Autofire Damage (Physical) Inter-Dimensional Arms B(Move Object) Area+Grapple DC26 Toughness (Staged) Damage (Physical) Chronal Blaster(Blast) Ranged DC26 Toughness (Staged) Damage (Temporal) Deccelerator Blaster A(Drain+Paralyze) Ranged DC26 Reflex (Staged) Drain Reflex (Temporal) Slow (Temporal) Time Stop(Stun) Area DC20 Reflex (Staged) Stun (Temporal) Totals: Abilities (8) + Combat (18) + Saving Throws (4) + Skills (10) + Feats (9) + Powers (126) - Drawbacks (7) = 168/177 Power Points
  11. Starlight Power Level: 11 [12] 164/183 PPTrade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 ToughnessUnspent Power Points: 19 In Brief: A former heroin addict and neglectful mother, now trying to use her newfound powers to make up for her past. Residence: Greenbank, Freedom City Alternate Identity: Samantha Lawrence Identity: Secret Birthplace: Freedom City Occupation: Employee at Silberman’s Books Affiliations: Grimalkin, Miras, Narcotics Anonymous Family: Seven-year-old son (Arthur), younger sister (Rebecca), brother-in-law (Omid), all estranged Description: Age: 26 (DoB: November 2nd, 1988) Gender: Female Ethnicity: Caucasian Height: 5' 8" Weight: 120 lb Eyes: Grey Hair: Blonde Samantha Lawrence is a thin, lean woman of medium height, with short blonde hair and a faraway look in her silver-grey eyes. When in her civilian identity, she typically wears jeans, a T-shirt, and a leather jacket, along with studded metal earrings. She almost always has a toothpick dangling casually in her mouth, a habit she picked after she stopped smoking (or, rather, became physically incapable of smoking). As Starlight, her ensemble consists of a utilitarian black bodysuit, a pale grey jacket, a utility belt, and a lightly reinforced mask that covers the lower half of her face. Power Descriptions: Starlight’s light-based powers manifest as brilliant white radiance, which she can form into powerful laser-like blasts of light. She can also imbue herself with protective energy, which causes her skin to shimmer and glow softly, which it also does when she’s flying. Her invisibility is a tad more subtle: when she activates it, she simply seems to fade away in an instant. Her eyes glow brightly whenever she uses any of these abilities. Conversely, using her darkness-controlling powers makes her eyes darken into twin orbs of featureless blackness, a rather unnerving effect. The shadows in the area animate and assume whatever shape she wills, whether it be grasping tentacles or protective shields. History: Growing up wasn't easy for Samantha and Rebecca Lawrence. When Sam was 8 and Becky was 5, their father stormed out in the middle of the night and never came back, leaving them to be raised by their alcoholic mother. Sam was forced to grow up, quickly, in order to protect her younger sibling - every stinging slap she took was one Becky didn't have to. Throughout their early years, the sisters relied on each other for strength and companionship, escaping the reality of their lives by devising elaborate fantasies in which the two of them were super-powered crimefighters, joining the ranks of the shining heroes they saw in the news every day. As they grew older, however, the two gradually began to drift apart. When she entered high school, Sam lost interest in what she now saw as childish games, instead filling her days with parties and drinking, most of it with people she hardly even knew. Becky, however, was determined not to take the path of their mother, and studied hard, quickly excelling in all of her classes. In this way, the two became the classic "good girl and bad girl," and their relationship suffered for it. In her last years at high school, Sam's life began to spiral out of control. A "friend" introduced her to the wonders of drugs. It started innocently enough - a quick joint behind the school after class, but soon one thing led to another and she was taking Oxy, and, finally, cocaine. Then, at age 19, she got pregnant. To this day, she isn't sure who the father is. All she cared about at the moment was that suddenly she had a red-faced, squalling bundle of terror to contend with, making her life even more complicated as she tried to keep him quiet while also feeding her ever-growing drug habit. By the time she was in her mid-twenties, she was living in a hole-in-the-wall apartment in the Fens, hadn't spoken to her sister in years, and was incapable of holding down a job for more than a few months. And what little money she did earn, she quickly snorted. Her son Arthur was terrified of her; all he ever got from her was a cold shoulder, or, if she hadn't used in a while, the back of her hand. At long last, Child Welfare got wind of the situation, and Sam found herself serving a short prison term for child abuse and neglect, while Arthur was adopted by his aunt Becky (now a medical student) and her new husband, Omid. And still, Sam didn't care. Because prison introduced her to something she couldn't believe she'd been missing until now: heroin. All the other drugs she'd used previously seemed to pale in comparison, and was assured by her fellow inmates that this was nothing compared to the undiluted stuff available on the outside. As soon as she was released, she scraped up all the money she could, bought, and prepared for the high of her life. Her overdose should have killed her. Instead, the trauma awakened something that had been lying dormant inside of her for her entire life. When next she opened her eyes, her entire body was blazing with light, and she felt better than she had in years. Her body's addiction to chemicals was just...gone. First came shock, then fear, then excitement. And then, she looked back and realized what she'd been doing with her life. She had alienated the only person who had ever actually loved her, and worse, she had utterly destroyed the formative years of her own child's life. It didn't take long for her despair to drive her back to the needle, only to face an unexpected surprise - she couldn't get high anymore. Whatever her new body was, it couldn't be affected by any sort of chemicals, leaving her in junkie's hell - dying for a fix, but unable to get one. With no choice but to face reality, Sam finally, at long last, realized what she had let herself become. Through a haze of shame and regret, she made herself a promise: she would make this right. While she knew her son was better off without her, she could still find other ways to try to atone for her past. She abandoned the name Samantha Lawrence, becoming instead Starlight. She vowed to make the world a better place for her son to live in, and never once look back. Personality & Motivations: The purpose that drives every moment of Starlight’s day is a burning need to prove to herself that she can do better. She needs to know that she isn’t just another screwup junkie mom, that she can actually do something good with her life, maybe even make a difference. She looks back on her previous life with a mixture of disgust and shame. She will never forgive herself for how she treated Arthur, and still feels humiliated at how far she let herself fall. Her primary goal now is to ensure no one else can screw up their life like she did, which she is trying to accomplish by doing everything she can to disrupt Freedom City’s drug trade. She destroys shipments, scares off buyers, and is not above leaving the occasional pile of unconscious dealers for the police to find. However, she also promised herself she would never kill an opponent, for fear of starting down an even darker road. Personality-wise, she seems at first remote and withdrawn. She seldom smiles and almost never laughs. The most that can usually be extracted from her is a wry observation or snort of amusement. Beneath her aloof veneer, however, she feels emotions keenly - she’s simply terrible at expressing them. She feels out of place and overly self-conscious whenever she finds herself in a purely social environment, resulting in moments of almost childlike awkwardness. Powers & Tactics: Starlight can channel and manipulate light. She can fire destructive blasts of radiance from her hands, or trigger quick, blinding flashes to blind her opponents, or simply illuminate an area. She can also make light pass through her instead of hitting her, rendering her invisible (although she cannot attack while concealed). Her abilities aren’t limited to controlling light, however - she can also generate and manipulate darkness, shaping it into solid objects made of pure shadow. She is no longer made of flesh and blood – her body is comprised of solid light, allowing her to imbue herself with a shimmering field of protective energy, fly, or even transform herself into a beam of light for nigh-instantaneous transportation. As an energy being, she has no need for food, water, rest, or oxygen. Extreme cold and heat (or even vacuum) don’t bother her in the slightest (which she found out the hard way when she accidentally teleported herself into space while experimenting with her powers). The best - and worst - part of her new state of being is that she is completely immune to all diseases, poisons, and toxins - including the drugs that she relied on her entire adult life to get her through the day. She could snort a five-pound sack of cocaine without feeling a thing. While it also rid her of her body’s physical addiction, nothing can satiate her constant psychological craving for the old highs. Which certainly doesn’t help her mood. Complications: Enemy: Unbeknownst to her, a ruthless and highly intelligent drug lord is getting a little tired of her harassing his business. He's begun carefully trying to connect the dots and figure out her true identity, in hopes of finding some weapon to be used against her. Overconfidence: Starlight's comparative lack of experience means she is sometimes a little too sure of herself when it comes to a fight. If she continues on like this, life might still have a few more hard lessons to teach her. Secret: While she never uses it anymore, she still keeps her previous identity a closely-guarded secret, for fear of what might happen to her family. Abilities: 0 + 4 + 4 + 2 + 6 + 2 = 18PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +5 Melee, +10 Ranged Grapple: +5 (+5 Attack) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -11 Saving Throws: 4 + 6 + 7 = 17 Toughness: +12 (+2 Con, +10 Force Field) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 68R = 17PP Bluff 8 (+9) Concentration 9 (+12) Intimidate 13 (+14) Knowledge (streetwise) 13 (+14) Notice 9 (+12) Sense Motive 8 (+11) Stealth 8 (+10) Feats: 13PP Attack Focus 5 (ranged) Dodge Focus 5 Improved Initiative Luck Power Attack Powers: 2 + 4 + 2 + 20 + 11 + 5 + 33 + 2 = 79PP All of Starlight's powers have the Mutant descriptor. Concealment 2 (visual; Flaws: Passive) (Bend Light) [2PP] Environmental Control 3 (bright light; Flaw: Range [Touch], Power Feat: Alternate Power 1) (Create Light) [4PP] Alternate Power: Obscure 3 (visual; Flaw: Range [Touch]) (Banish Light) {3/3PP} Flight 1 (10 MPH/100 feet per move action) [2PP] Force Field 10 (Extras: Impervious) (Photon Shield) [20PP] Immunity 11 (life support, need for sleep, starvation and thirst) [11PP] Immunity 10 (light effects; Flaw: Limited to 50% effectiveness) [5PP] Light and Shadow 12.5 (25 PP Array; Feats: Alternate Power 8) [33PP] Base Power: Enhanced Environmental Control 11 + Feature 3 (Buys off Range flaw on Environmental Control) {25/25PP} Alternate Power: Blast 12 (Power Feat: Precise) (Photon Blast) {25/25PP} Alternate Power: Blast 8 (Extras: Area [Targeted, Shapeable], Power Feat: Progression [16 5-ft cubes]) (Laser Beam) {25/25PP} Alternate Power: Create Object 12 (Extra: Moveable, Flaw: Distracting, Power Feat: Stationary) (Shadow Shapes) {25/25PP} Alternate Power: Dazzle 12 (visual) (Photon Flash) {24/25PP} Alternate Power: Enhanced Flight 12 (to Flight 13 [100,000 MPH/1,000,000 feet per move action]) {24/25PP} Alternate Power: Move Object 12 (heavy load: 50 tons; Power Feat: Precise) (Shadow Tentacles) {25/25PP} Alternate Power: Snare 12 (Power Feat: Obscures Sense [sight]) (Shadow Bind) {25/25PP} Alternate Power: Teleport 10 (1,000 ft or 200,000 miles; Feats: Change Direction, Change Velocity, Progression 2 [500 lb], Turnabout) {25/25PP} Super-Senses 2 (darkvision) [2PP] DC Block ATTACK RANGE SAVE EFFECT Photon blast Ranged DC 27 Toughness (staged) Damage (energy) Laser beam 8 5-ft cubes (targeted) DC 23 Toughness (staged) Damage (energy) Photon flash Ranged DC 27 Reflex/Fortitude Dazzle (visual) Totals: Abilities (18) + Combat (20) + Saving Throws (17) + Skills (17) + Feats (13) + Powers (79) - Drawbacks (0) = 164/183PP
  12. The Traveller Power Level: 11 [15] (200/250PP) Trade-Offs: None Unspent Power Points: 50 In Brief: A warrior-scholar who has spent millennia wandering the galaxy helping people. Residence: A citizen of the Universe Base of Operations: Space Catchphrase: "In all mine time wandering the Universe.." Alternate Identity: Sitara Shashikala Identity: Public Birthplace: Indus Valley, Earth Occupation: Soldier, Scholar and Explorer Affiliations: Praetorians Family: Long dead Description: Age: 5,000 Apparent Age: 30 Gender: Female Ethnicity: South Asian. Height: 5'8" Weight: 119 lbs. Eyes: Brown Hair: Black Though her biology has been massively altered by her masters on the outside she appears much as she did when she left Earth all those Millennia ago. She tend to go for simple comfortable clothing normally the jump suit she wears inside her armour. The armour itself if a thing of beauty appearing to be ceramic of some kind. It's a sparkling white with fine intricate engraving on its surface in Aztec or even Celtic style abstract forms, only the faceplate is unformatted just appearing as a black surface, which Sitara can cause to become opaque as needed. Underneath the armoured plates there seems to be a number of fine interlocking cog-like meshes that seems to move and shift as the armour moves about. The power pike that she carries is similarly designed with the intricate patterning on it's surface. The weapon is designed to be split into two parts but the join is so fine that it's almost impossible to tell. Power Descriptions: Sitara has had her biochemistry radically altered to such an extent that she's not technically human any more. Thanks to these alteration she is effectively immortal and can fight off any infections in the environment. Her biorhythmic field has also been altered, which synchs up with the armour and pike's own power systems, meaning that only she can use the equipment. History: Over four thousand years ago there existed a peaceful race of aliens, the mArttik Avata, who gave their time to peaceful pursuits to expand there knowledge of the universe. Unfortunately in their travels they came across another race, the Amitra, as advanced as themselves but with an interest in only violence and conquest. Unable to even consider committing violence against another creature the mArttik Avata could not bring themselves to fight the Amitra directly, but they knew that if they did not challenge the Amitra they would conquer and enslave, if not destroy, all the other fledgling races that inhabited the galaxy. So they decided that they would form a army from some of the more primitive races who would fight this vital battle for the future of the galaxy for them. One of the planets they choose was Earth. Sitara who lived among the flowering Indus valley civilization had always been curious, travelling many miles from her home city to see what was beyond the next hill. When the strangers from the stars came it was not long before she had travelled to visit these strange creatures from beyond. When they asked for volunteers to journey with them to fight among the stars she didn't hesitate, even though she had never raised even her voice in anger; she would do almost anything to explore the stars above her. They must have seen something in the young woman for she was one of the few chosen to serve these aliens. The mArttik Avata took her, along with many others, to their home planet where they radically altered the volunteers' biochemistry and began to teach them all that they knew. Not only did they train them to fight effectively with all the weapons available to them they also taught them about the sciences and the universe around them. Then they were set loose to fight in one of the most brutal wars of that era which took a massive toll on their forces, but they knew that they needed to fight on or all would be lost. Sitara doesn't know how the war was final ended, gravely injured in a battle she was placed in a healing pod. When she awoke thousands of years had passed and there was no sign of either the mArttik Avata her or the Amitra that they fought. After awaking she wandered the universe helping those in trouble where she could learning what she could about the galaxy she was now in, trying to find out what had happened to those she fought alongside. Eventually she fell into another group that was trying to protect the universe from threats and once again she was placed on suspension, from which she has only recently awoken. Personality & Motivation: Even after the millennia of wandering the universe Sitara's curiosity hasn't been sated, she still has a strong desire to explore and discover new things. There is always the next planet where something new can be found. Seeing the worst that the universe can offer has left Sitara a little jaded and slow to full trust others but she had also seen the best of the universe and has a guarded optimism about how things will pan out. She tend to hide her true feeling behind a confident bluster with a thick veil of humour, she lives her life hard as if all those centuries of travel could come to an end tomorrow. Powers & Tactics: Sitara was trained as a soldier and tend to try and break things down into an military encounter always looking for the best tactical advantage before striking. That said she can in the heat of battle become a little gun-ho. Complications: It was here last time... : Sitara has gained vast knowledge about the people and places of the universe. Unfortunately some of her information can be centuries, if not millennia out of date. We have plenty of time : After millennia of existence, plus a push towards perfection, means that Sitara finds difficult to rush things. Even if she has only seconds to disarm a bomb she will stay until the very last second. Distracted by the shiny: Sitara was taught by the raise that recruited her to find the beauty in the universe around her, sometimes she can get carried away and focus on the beauty, be it a sunrise or an intricate device, to the detriment of more important things going on around her. I am Legend: Those that Sitara fought for, both four thousand and a thousand years ago, have become legends among modern races. In some they are revered as heros, lifted up to god like presence, other however remember them as cruel conquerors or even evil destroying demons. Abilities: 4 + 4 + 6 + 10 + 6 + 2 = 32PP Strength: 14/20 (+2/+5) Dexterity: 14 (+2) Constitution: 16/24 (+3/+7) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +6 Attack: +6 Base, +10 Combat Pike Grapple: +8/+11 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 1 + 8 + 7 = 16PP Toughness: +7/+10 (+3/+7 Con, +3 Protection [impervious 4]) Fortitude: +4/+8 (+3/+7 Con, +1) Reflex: +10 (+2 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 136R = 34PP Bluff 9 (+10) Computers 10 (+15) Craft (Electronic) 10 (+15) Skill Mastery Craft (Mechnaical) 10 (+15) Skill Mastery Diplomacy 9 (+10) Gather Information 14 (+15) Intimidate 9 (+10) Knowledge (Galactic Lore) 10 (+15) Knowledge (Tactics) 10 (+15) Skill Mastery Knowledge (Technology) 10 (+15) Skill Mastery Language 4 (Delaztri, English, Sanskrit [Native], Galstandard, Lor) Medicine 2 (+5) Notice 7 (+10) Pilot 13 (+15) Sense Motive 7 (+10) Survival 2 (+5) Feats: 17PP Ambidexterity Attack Specialization (Combat Pike) 2 Dodge Focus 5 Equipment 2 (10 EP to Praetorian spaceships and HQ) Improved Initiative 1 Improvised Tools Inventor Jack-of-all-Trades Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Tactics], Knowledge [Technology]) Uncanny Dodge (Auditory) Well-Informed Powers: 2 + 54 + 23 = 79PP Immunity 2 (Aging, Disease) [2PP] Power Armour 13 (65 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [54PP] Communication 2 (Radio 100 ft Extra: Area) [4PP] Comprehend 3 ( Read All, Speak All [One at a time], Understand All ) [6PP] Enhanced Constitution 10 [10PP] Enhanced Strength 6 [6PP] Flight 6 ( 500 mph, 5000 ft/rnd) [12PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 5 [5PP] Protection 3 [3PP] Space Travel 1 (Interplanetary) [2PP] Super-Senses 3 (Darkvision, Direction Sense) [3PP] Super-Strength 2 (Effective Strength 30, Heavy Load: 1,600lbs) [4PP] Power Pike 7 (35PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [23PP] Weapon Modes 12 (27PP Array, Alternative Power 8 ) [35PP] Base Power: Blast 12 (160ft increments; Feats: Improved Critical; Improved Range; Precise)) [27PP] Alternate Power: Blast 8 (160ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [26PP] Alternate Power: Blast 8 (160ft increments; 40ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [25PP] Alternate Power: Dazzle 9 (Visual Senses, 90ft range, 45ft Burst Area; Extra: Area - General (Burst)) [27PP] Alternate Power: Drain Toughness 8 (80ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [26PP] Alternate Power: Paralyze 8 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [26PP] Alternate Power: Stun 12 [24PP] Alternate Power: Stun 6 (Extras: Autofire, Ranged [60ft increments]) [24PP] Alternate Power: Stun 6 (Extra: Area - General (Burst), Ranged [60ft increments]) [20PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Blast 11 Ranged DC 26 Toughness (Staged) Damage (Physical) Blast 6 Ranged DC 21 Toughness (Staged) Damage (Physical) Blast 7 Ranged DC 22 Toughness (Staged) Damage (Physical) Dazzle 7 Ranged DC 17 Fort Dazzle Drain Toughness Ranged DC 16 Fort (Staged) Drained Toughness Paralyze+Stun Touch DC 16 Fort (Staged) Paralyze DC 22 Toughness (Staged) Damage (Physical) Stun Touch DC 21 Fort (Staged) Stun Stun Touch DC 15 Fort (Staged) Stun Stun Ranged DC 15 Fort (Staged) Stun Totals: Abilities (32) + Combat (22) + Saving Throws (16) + Skills (34) + Feats (17) + Powers (79) - Drawbacks (0) = 200/250 Power Points
  13. Player Name: Trollthumper Character Name: Cannonade Power Level: 11/15 (169/249PP) Trade-Offs: -2 Defense / +2 Toughness Unspent PP: 80 Progress To Impervium Status: 138/150 (Platinum Status earned with Nick Cimitiere) In Brief: Would-be working class hero/anti-racist skinhead trying to live up to his WWII hero grandfather's legacy. Alternate Identities: Joe Macayle Identity: Secret Birthplace: Freedom City Occupation: Steelworker Affiliations: None Family: Greg Macayle (father, construction worker); Sandra Macayle (mother, hairdresser); Andy Macayle (brother, high school student) Age: 21 (DoB: Nov 11, 1988) Apparent Age: 21 Gender: Male Ethnicity: "British Isles Mutt" Height: 6'2" Weight: 220 lbs. Eyes: Brown Hair: Black, usually worn close-shaved Description: On the job, Joe doesn't dress that different from the other guys -- work boots, work shirt, jeans. When he goes to shows or is hanging out with his friends, he usually wears his gear -- jeans, Doc Martens, band T-shirt/polo shirt, braces, and a black flight jacket with a circular SHARP patch on the arm. As Cannonade, his style doesn't change much -- he trades his blue jeans for black, his black flight jacket for a red one, and his band T-shirts for a white T with a cannon firing a ball into the air as a logo. The only true adornment he wears is a project made from some of the leftover cast-offs at work -- a steel Trojan helmet, meant more to cover his identity and pay homage to his grandfather than to protect. History: "Always be proud of what you are." That was Greg Macayle's constant advice to his oldest son, Joe. Greg and his wife Sandra managed to eke out a pretty good living for their kids in Southside -- sure, money was tight sometimes, but they always managed to get by. Greg taught Joe the value of hard work, accepting others, and not letting the world grind you down. Most importantly, he taught Joe that it's important to stand up for what you believe in. Sometimes, Greg wondered if he taught Joe this a bit too well. The first real indicator was when he fell in with the punk scene in high school; from there, it was a short jump to the local SHARPs. Very few parents are especially thrilled that their son's become a skinhead. It took Joe a long series of explanations about the history of skins and how not all of them had white power sympathies -- hell, the ones he ran with positively loathed Nazis. While the issue was dropped, his folks always kept hoping he would grow out of it. The second indicator was when Joe decided to get a job at the steelworking plant right out of high school. Greg and Sandra had hoped he would think about college, but Joe pointed out that his grades weren't good enough to qualify for a scholarship, and Andy had a better chance of getting into a quality school. He'd just put aside what he could at work to pay for night school while studying in his free time. Joe quickly adapted to life at the plant -- getting along with the other guys, learning the ins and outs of the union, and always keeping his eye on the ball. One day three years into the job, however, there was a spill-over at the plant. Safety procedures went into effect, but Joe's hand got splashed by a stray glob of molten iron. The pain was immense... and then it mysteriously stopped. Joe looked down at his hand to find that it was burned, but not as badly as it could've been. In the days after the accident, Joe found that things could change. When a pen rolled under the couch, he went to retrieve it -- and ended up lifting it single-handed. Desperate to talk to someone about what he was going through, Joe went back to his parents and told them about the changes in his life. That was when Greg revealed to Joe a series of medical records dating back to when he was born, stamped with the AEGIS logo. Greg told Joe the truth about his grandfather, Paul Macayle. Paul had been a labor organizer with socialist tendencies during the Great Depression. He'd managed to get the auto plant he worked at unionized, but some of the guys at work questioned his patriotism. Paul loved America, but thought that it could lend a better hand to its poor. When Pearl Harbor was bombed, Paul signed up for service -- not to prove his patriotism, but to aid his country. Word of his sympathies caused a few hang-ups with officers left over from the post-WWI Red Scare, however, and the question of whether he was fit for service was bounced around the local brass. One officer, however, not only stood up for Paul, but submitted his name for a top secret program. Using knowledge of genetics retrieved from a German defector, Paul was altered to become an ideal fighting machine, a field operator who could break up heavy artillery and soften up enemy battalions for the other soldiers. The program had failed to take on many soldiers, and the number crunchers at the Pentagon were beginning to wonder if it was worth it. Paul, however, not only pulled through the regimen, but emerged with greater strength and resilience than any other soldier. He was the Legionnaire. Paul fought in the German theater from 1941-1944. During his time overseas, he met Laura, a composer working with the USO shows. The two fell in love, and got married in August of 1944. But as Legionnaire's unit approached convened on the Ardennes Mountains, they were assaulted by a strike group led by Superior. Legionnaire managed to get his men to safety, but at the cost of his own life. He was buried a hero, leaving behind Laura... and their son. Greg had been tested when he was born, and while Legionnaire's genetic profile had been passed on, it was latent. The chances were it would trigger if he was exposed to mortal peril, but Laura refused to let such a thing happen, even in a controlled setting. Greg himself didn't learn about the chance of trigger until Laura had died, and by that time, with Joe learning to talk and Andy on the way, he felt he couldn't take the risk. Joe was the first to inherit the mantle of his grandfather, the Legionnaire. After spending a few nights debating with himself on what to do next, he went with what he's always done -- stand up for what he believed in. Power Descriptors: Mutation (Legacy derived; the DCU term would be "metahuman") Personality & Motivation: Out of costume, Joe is warm, open, and friendly. He tends to lose himself in passion, whether it be joy or anger, and if challenged, will try to resolve things peacefully -- though if someone's being a jerk to him, he'll likely bring his anger to bear verbally. In costume, Cannonade tries to be stoic, calm and stalwart, the kind of man Joe thinks his grandfather was on the field. This works out better in theory than as practice as of now, as sometimes he manages to lose himself in the flow of battle -- especially when dealing with a foe he really, really hates. Complications: ...And The American Dream: Joe wants to represent the beliefs his grandfather stood for -- the idea that America is a land of ideals, a place where those who fall can expect a hand to guide them back up, a place where a person can take pride in what they do. He'll proudly stand up for these beliefs when challenged, and may let anger or despair take hold when he sees the flouting or failure of these ideals. Lurking In The SHADOWs: As far as Joe knows, most of the agents of Nazi Germany his grandfather fought against have been neutralized. Nacht-Krieger is missing, Superior is imprisoned, and Overshadow is dead. But a lot happened during the War, and a lot is still unknown. Who knows who may be still bearing a grudge over the failure of the Third Reich? Especially if they wish to take out that grudge on someone taking up the mantle of one of the very Allies who dogged their heels... "New Jersey Nazis...I Hate New Jersey Nazis": In addition to the bone-deep hatred for Nazis that most SHARPs bear, Joe's dislike for fanboys of the Third Reich is deepened by the knowledge of his grandfather's death at the hands of one of Hitler's supermen. This is a problem, as Joe knows he needs to live up to Legionnaire's legacy, and his old approach to dealing with Nazis usually contravened First Amendment regulations -- and assault laws. No, Not That Kind Of...: From his manner of dress to his declarations, Joe's still pretty clear about the fact that he's a skin. Of course, he'll usually follow this up with an explanation about the various subsets of the skinhead subculture and the general antipathy for white power "boneheads" in various street scenes, but, well, still doesn't change the fact that once you've introduced yourself as a skinhead, it may not win you any favors. A Working Class Hero Is Something To Be: Joe still works a 9-to-5 job that isn't exactly big on breaks, which means if there's danger afoot, it might not be easy for him to get out. And there's only so long his union rep is gonna cover for him... Abilities: 9 + 2 + 10 + 2 + 4 + 6 = 33PP Strength: 32/19 (+11/+4) Dexterity: 12 (+1) Constitution: 36/20 (+13/+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Ranged, +11 Melee Grapple: +24, +14 w/out powers Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -10/-2 Saving Throws: 0 + 5 + 6 = 11PP Toughness: +13 [imp 11]/+5 (+13/+5 Con) Fortitude: +13/+5 (+13/+5 Con, +0) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 80R = 20PP Acrobatics 8 (+9) SM Craft (Structural) 4 (+5) Diplomacy 8 (+11) SM Gather Info 8 (+11) Intimidate 8 (+11) SM Knowledge (Current Events) 8 (+9) Knowledge (History) 4 (+5) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 8 (+10) SM Profession (Steelworker) 4 (+6) Sense Motive 8 (+10) Feats: 26PP All-Out Attack Attack Focus (Melee) 5 Challenge [Fast Startle] Dodge Focus 3 Improved Grab Improved Initiative Inspire 5 Leadership Luck 2 Power Attack Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice) Startle Takedown Attack 2 Well-Informed Powers: 16 + 13 + 11 + 2 + 2 + 11 = 55PP Enhanced Constitution 16 (to 36/+13) [16PP] Enhanced Strength 13 (to 32/+11) [13PP] Impervious Toughness 11 [11PP] Speed 2 (25mph / 250ft per Move Action) [2PP] Super-Movement 1 (Slow Fall) [2PP] Super-Strength Array 5 (10 points; Feat: Alternate Power) [11PP] Base Power: Super-Strength 4 (effective STR 50 [Heavy Load: 12 tons]; Feats: Shockwave [100-ft Cone], Super-Breath [100-ft Cone]) {10/10} Alternate Power: Leaping 10 (x2,500; Running Long Jump 50,000 ft., Standing Long Jump 25,000 ft., High Jump 12,500 feet at rank 10 [6 rounds]; Running Long Jump 500 ft., Standing Long Jump 250 feet, High Jump 125 feet at rank 4 [move action]) {10/10} Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 26 Toughness (Staged) Damage (Physical) Shockwave Touch/Area DC 21 Reflex 1/2 Effect DC 26 Toughness (Staged) Damage (Physical) Super-Breath Touch/Area DC 21 Reflex 1/2 Effect Contested STR/DEX vs +11 Prone Abilities (33) + Combat (24) + Saving Throws (11) + Skills (20) + Feats (26) + Powers (55) - Drawbacks (0) = 169/249 Power Points
  14. Equinox Power Level: 11/15 (185/232 PP) Trade-Offs: None Unspent PP: 47 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identity: Siobhan Drake (Shiv-awn, not See-oban) Identity: Public Birthplace: Freedom City, NJ, USA Occupation: Theology lecturer at FCU, Campaigner for the occult community Family: General Jonathan Drake (Father, 51), Jessica Drake (Mother, 46), Francis "Frank" Smith (Uncle, 39) Age: 28 (born 21st March 1983) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 130 lbs. Eyes: Grey (White when using powers) Hair: Brown (Black as Equinox) http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg Description: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr]http://freedomplaybypost.com/wiki/images/a/a0/EquinoxGlow.jpeg[/floatr] Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. Complications: Addiction (Cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' It Harm None, Do As You Will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. Prejudice (Openly Practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. Public Identity: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. Responsibility (Eldritch): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (Family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (Magical Threats): Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (Job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ...She hasn't much money, spending a lot of what she does earn on mystic supplies. Abilities: 0 + 2 + 2 + 6 + 8 + 4 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis + Wand Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 8 = 18PP Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 76R = 19PP Concentration 12 (+16) Craft (Artistic) 12 (+15)Skill Mastery Diplomacy 9 (+11) Intimidate 4 (+5) Knowledge (Arcane Lore) 12 (+15)Skill Mastery Knowledge (Theology and Philosophy) 7 (+10)Skill Mastery Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10)Skill Mastery Feats: 22PP Artificer Attack Specialization (Magic) 2 Equipment 2 (10EP) Luck 3 Ritualist Sidekick 11 (Hayley the Raccoon) Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Pentagram of Warding) Force Field 4 (Feats: Subtle) [5PP] (Magic Spells of Warding) Device 2 (10PP Container, Flaws: Easy-To-Lose, Feats: Restricted 2 [Equinox]) [8PP] (Wand of Spell Focus) Features 1 (Special Effect [turns into steel sword as free action]) [1PP] Magic 3 (Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], Feats: Affects Insubstantial 2, Alternate Power 1 [8]) [9PP] Alternate Power: Nullify 11 (All Magic Effects, Extras: Effortless, Linked , Flaws: Range [Touch]) [22PP] + Strike 10 (Extras: Linked [Nullify], Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword]) [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing) Magic 14.5 (29PP Array, Feats: Alternate Power 7) [36PP] (Elemental Magic) Base Power: Blast 9 (Extra: Penetrating, Feats: Variable Descriptor 2 [Any Natural]) [29PP] (Summon The Elements) Alternate Power: Blast 9 (Extras: Area [General, Burst, 45ft radius], Selective, Flaw: Action [Full], Feats: Variable Descriptor [Any Natural]) [29PP] (Wreak Havoc) Alternate Power: Healing 7 (Extras: Energizing, Total, Feats: Regrowth, Drawbacks: Action 2 [5 minutes]) [27PP] (Seal Wounds) Alternate Power: Obscure 9 (Visual Senses, 500ft radius [5,000ft with Wand], Extras: Independent, Feats: Variable Descriptor 2 [Any Natural]) [20PP] (Natural Barriers) Alternate Power: Snare 9 (Extras: Backlash, Feats: Reversible, Variable Descriptor [ice, Wood]) [29PP] (Binding) Alternate Power: Telekinesis 14 (STR 70, 85 with Wand [Heavy Load: 200 tons, 1,600 tons with Wand], Feats: Precise) [29PP] (Move The Elements) Alternate Power: Teleport 7 (200 miles per Full Action, Extras: Affects Others, Flaws: Limited [Long-Range], Feats: Progression [subjects] 2 [5 Passengers]) [16PP] (Mystic Teleport) Alternate Power: Weather Control 5 (100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], Extras: Independent, Total Fade) [25PP] (Call Down The Sky)Features 2 (Quick Change 2) [2PP] (Magic) Minor Magical Effects 3 (6PP Array, Feats: Alternate Power 2) [8PP] Base Power: Flight 3 (50mph / 500ft per Move Action) [6PP] (Air Magic, "Riding The Wind") Alternate Power: Impervious Toughness 11 (Extras: Force Field, Flaws: Duration [Concentration]) [6PP] (Armor of Earthen Will) Alternate Power: Sensory Link 5 (5 miles, Extras: No Save, Simultaneous, Flaws: Limited 3 [Hayley], Feats: Subtle) [6PP] Force Field 6 + Shield 5 (Extras: Linked) [11PP] (Magic Spells of Warding) Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [8PP] (Magic) Super-Senses 1 (Communication Link [Mental, Hayley]) [1PP] (Magic) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (22) + Combat (26) + Saves (18) + Skills (19) + Feats (22) + Powers (78) - Drawbacks (0) = 185/232 Power Points :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. Hayley the Raccoon
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