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Found 34 results

  1. The Poet Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: -2ATK/+2DC (Telekinetic Theme Song - Thrown Objects), +4ATK/-4DC (Reharmonize) In Brief: Hero with a magic guitar, rocking out against Eldritch forces threatening reality. Catchphrase: "Let's rock!" Theme: Jukebox Hero - Foreigner Alternate Identity: Mikkel 'Mickey' Holm Larsen (Secret?) Birthplace: Copenhagen, Denmark Residence: Mobile Occupation: Master Mastro, Rock Star Affiliations: The Master Maestro Order Family: Thomas Larsen (Father, born 1962, Professor of Social Studies at Copenhagen University), Anne Holm Larsen (Mother, born 1964, Professor of Mathematics at Copenhagen University), Tove Holm Larsen (Sister, born 1990, Former student, deceased 2012, now Einherjar and Mikkel's Conductor) Description: Age: DoB: 1994 [August 1st] Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 170 lbs. Eyes: Blue Hair: Dark brown Mickey is a young man in relatively good shape, with dark brown hair and blue eyes. He is usually seen wearing jeans and t-shirts, along with his beloved denim jacket, though its age is starting to show. He has no set heroic outfit and will usually wear whatever he is wearing at the time when performing heroics, often with a black brace worn on his right hand. When the Mantle of the Master Maestro manifests around Mickey to protect him, it does so as a black cape with white trim, and ever changing white and grey patterns, which seem to react to the music that Mickey plays. Mickey is almost always carrying his guitar, a Gibson 1968 Flying V Worn Cherry Guitar. History: When Mikkel 'Mickey' Holm Larsen was 4 years old, his father took him to a concert with Kim Larsen. It wasn't Thomas' favored choice of music, but even he enjoyed the music. Mickey heard that one guitar, and it just blew him away. He had stars in his eyes, and the very next day he begged his parents to buy him a guitar. Thomas and Anne never thought Mickey would amount to much. Both professors at the Copenhagen University, they had little patience for the fact that their son's lack of interest in academics, instead focusing on his 4 years older sister, Tove. While Tove excelled in academics, Mickey love for music grew, and he was rarely seen without an instrument of some kind. Mickey would claim that it really didn't matter that much. Sure, it would've been nice to get some encouragement for them, and to not always feeling like he was a distant second best to his sister, but contrary to his difficult relationship with his parents, Mickey didn't just get along well with his older sister, she positively doted on him and encouraged him to follow his own dreams of becoming a rock star. Mickey could sing, he had a voice like an angel, and he seemed like a natural with almost any instrument he picked up, even as he drifted towards stringed instruments, with a particular love for guitars. Still, no matter what guitar he picked up, no matter how well he played, it just felt off. He couldn't put it into words, he couldn't explain why or how, but no instrument felt right in his hands, and his music suffered for it. During his teenage years he would start a great number of bands, few lasting longer than a few months, as Mickey's frustration with not just his music, but his parents as well, grew. Still, his sister's encouragement kept him going. In 2012, tragedy struck. While studying abroad in Germany, Tove was killed, as she rushed to defend a man from a drunken beat down. One of the attackers wielded a piece of plywood, and he managed to hit Tove in just the wrong way, and she was killed on the spot, defending a man she had never met. The entire family was hit hard by the news. Mickey fell into a depression, lost all passion for life, all passion for music. Without his sister to see and listen, then what did it all matter? Years passed. Mickey's distance to his parents grew even greater. Before, he at least had his music. Now he was just drifting through life, working dead end jobs, never carrying about educating himself or doing something else. With the help of therapists, he was slowly getting better. It was a long hard road, but at least he was making progress, and on the outside, it seemed like everything was fine. He started going out with friends again, started partying, playing music, but his heart wasn't quite in it. One evening, as he was walking home through the streets of Copenhagen after another failed audition for his latest band, Mickey's life changed forever, as he saw a sight unlike anything he had ever seen before. The Little Mermaid, one of Denmark's few heroes, were fighting some kind of distorted monster in the streets of Copenhagen. It was difficult to explain what the creature looked like. It had elongated, irregular and distorted ever-shifting features. One arm longer than the other. Three legs. Hard, stone-like skin in some places, fur in others. A single metallic wing growing over its short arm. Irregular fangs. It towered high above Mickey, glaring with its unblinking yellow eye, the only constant in its form. The Little Mermaid pushed him out of the way from a blow and told him to run, even as it seemed clear she had little chance on her own. Mickey ran. What else could he do? As the distorted beast rampaged behind him, something caught his eye. A little shop on the street, one that he had never seen before, even as followed this street day after day. Records in racks outside, the sign plastered above the door in rune-like letters read "BRAGENDE GOD MUSIK". The door was open. He duck inside, quickly locking the door behind himself while offering an apology to whoever was inside. The small bell at the top of the door jingled as the door closed, and the noise from the outside fell silent. It seemed like a regular little music store. Loads of CDs, racks with LPs, some instruments on the wall. And Mickey was alone. Maybe the owner had already run. For reasons he couldn't understand, Mickey could scarcely remember why he had entered the shop. There was a feeling, a shiver running down his back. He had goosebumps. There was just something about this store. Slowly, he began moving around, looking through the music, continuing deeper and deeper into the store. He would reach out to instruments as he passed them, then pull his hand back. It still didn't feel right. It felt like he moved through the shop forever. It had been a small shop from the outside, he had no idea how it could fit so much inside. And then, he saw it. A Gibson 1968 Flying V Worn Cherry Guitar, with the handle and top of the guitar sticking out of a large stone. He felt it again. The same sensation when he was child at the concert. He had stars in his eyes. It was like a trip to the past as he stared at it. This was it. This was his guitar. The noise from the outside finally reached him once more, as the entire building shook. Mickey closed his hand around the guitar, and with one swift move, he pulled it from the stone. He fished a guitar pick out of his pocket. Of course he was carrying one. He raised his hand and was about to play a tone when a hand closed around his shoulder. It was an older man with curly blonde hair and beard. While the battle raged outside, he explained to Mickey that the guitar was not just any instrument, but the tool of a Master Maestro known as the Axe of Bragi. By being able to pull the guitar from the stone, Mickey had been chosen as one of five Master Maestros that were to harmonize the Universal Song and protect the world from Discordants, like the beast that the Little Mermaid was fighting outside. There was much more to it, of course, but there was little time, if he wanted to save the hero. Of course, it was Mickey's choice. Use the guitar that was meant for him, help protect the world, or give it up, and hope that another would be chosen. The shopkeeper knew Mickey's choice, of course. Mickey stepped outside to see the Little Mermaid on the ground, the laughing beast towering over her. She was struggling to rise, as he stepped forward and gripped the guitar. And that one guitar, felt good in his hands. It didn't take long, to understand. The beast laughed, its unblinking eye watching. What difference could Mickey make? After all, it was just one guitar, slung way down low, but little did the beast know that it was a one way ticket, with only one way to go. So Mickey started rocking like he wasn't never gonna stop. Like he had to keep on rocking, if someday he' was gonna make it to the top. In an instant, the battle was over. As the Discordant beast realized its mistake, Mickey played and sang, putting his every soul into the song. Before the beast even reached him, it was gone, changed to a statue. When the Little Mermaid rose to her feet, Mickey was gone. The shopkeeper had taken him back into the little shop, which was no longer there. He got to work explaining the situation to Mickey in full, what he had agreed to do, what he would now be bound to do until his dying day. Mickey would be one of five Master Maestros to protect the world from the Discordants, to keep the world in harmony. The first to use a modern instrument, the first in untold ages to be chosen without having been trained by another Maestro. It was a break with traditions, one that the shopkeeper felt was necessary, but the other Master Maestros would most likely resist. It would be a long, hard road, but it would not be a lonely one: Each Master Maestro were bound to a Conductor: Their assistant, protector and friend. Mickey would have to choose the one person that he trusted the most for the role. Mickey choose Tove, his dead sister. The shopkeeper stared at him, then laughed at the young man's nerve. Never before had someone chosen a dead person to be their Conductor. Per tradition, the Conductor would be raised alongside the Master Maestro, until they were ready to accept the titles from the previous Master Maestro and Conductor, but despite the shopkeeper's laughter, he complied, and Tove appeared before Mickey on a rainbow bridge. Finally reunited, Mickey hugged his sister and in tears, he explained everything he could. Riding a beat up old van, Mickey and Tove set out into the world. No longer just drifting through life, Mickey had two goals ahead of him: To keep the harmony of the Universal Song, and to become the world's greatest rock star. Personality & Motivation: Mickey has aspirations of being a rock star and acts the part. He can be loud, brash, cocky and at times obnoxious, but he has a heart of gold, and is protective of friends, fans and those otherwise in his care. Mickey is almost never seen without his guitar, and will often play it during downtime, even if just simple notes and not actual songs. Mickey would honestly rather play his guitar than go out and fight bad guys, but he still tries to live up to his responsibilities. Even though Mickey takes pride in his abilities as a singer and guitarist, part of him wonders just how much of his rising fame and skills are his own, and how much is due to the Axe of Bragi. His encounters with other Master Maestros has caused him to feel at least some doubt about his role in keeping the Discordants in check: Where he the right one chosen to wield the guitar, or is he breaking centuries old traditions without need? Until recently, Mickey was suffering from depression caused directly by his sister's death. He struggled hard to work his way out of the depression, but while it seems to have fully lifted with his appointment as a Master Maestro and Tove's return as his Conductor, there is no telling if it might one day return. Powers & Tactics: Mickey is one of five Master Maestros, tasked with defending the Universal Song and keeping the universe in harmony, in part by hunting down abberant creatures known as Discordants. The Master Maestros are empowered by a collection of five musical gods, who have worked together to create magical instruments that give the Master Maestros their power. Mickey wields the Axe of Bragi, which has taken the form of a Gibson 1968 Flying V Worn Cherry Guitar. Simply wielding the Axe of Bragi gives Mickey the gift of flight, the ability to summon any music or song needed to back up anything he is playing, and the ability to inspire those around him. By playing music and singing, he is able to create a great number of effects, formed more by his intention than the actual song being played. He wears the Mantle of the Master Maestro, a dark cape that is by default invisible, but becomes visible at his command. The indestructible garment offers protection, moving to intercept attacks before they can reach Mickey. Finally, he has been gifted with incredibly accurate hearing and the ability to be understood by all as long as he sings. While the power offered by the Axe of Bragi and Mickey's music is spectacular, they all require that he actually play music, and as such, he usually tries to avoid close combat, preferably staying behind others to give him time to work his magic. Despite his protests to the contrary, his powers are at their best when he works in a team, rather than on his own. Owing to his somewhat cocky personality, Mickey will rarely use his magic music at its most effective, prefering to put on a show. He is opposed to using lethal force in any way, unless dealing with a Discordant, another limit to his abilities, which other Master Maestros rarely show. Power Descriptions: Mickey's ability to be understood by anyone while singing is entirely magic in nature, with people usually not realizing that he is not singing in their language at first, while his greatly enhanced hearing allows him to recognize close to any sound. The Mantle of the Master Maestro is usually invisible, only becoming visible when Mickey wills it to. When visible, the cape appears black with white trim, secured at his chest with a black gem with white edges. The black parts of the cape seem to be filled with ever changing white and grey patterns that seem to react to music being played, shifting depending on the music. The magically empowered Mantle automatically moves to intercept attacks that reach Mickey, blocking them completely if possible, or otherwise trying to soften the blow as well as it can. The mantle does confer a single ability directly to Mickey, allowing him to quickstep, instantly moving up to 100 feet away from his current position with a single step. By playing music on the Axe of Bragi, Mickey is able to invoke magic. The actual song or note that he plays doesn't matter as much as his intent behind the music, and as such, he is not bound by any one specific song for any of his effects. All of his music, and the effect they have, is magic. If he plays a Moving Melody, he can affect the emotions of anyone that hears his song, making them feel what he wants them to feel while slowly breaking down their mental defenses. Through a Weakening War Song, he can weaken those that hear his music, making them more likely to fall to follow up attacks, while playing Restoration Rock lets him heal all allies that surround him. A Disabling Dance can temporarily paralyze any targets as a sound wave washes over them, while playing a Telekinetic Theme Song lets him move everything around him. By playing Mind Blowing Metal, Mickey can create various magical effects, such as magical lightning, fire or direct blasts that targets the mind of those that it hit to damage their bodies. A Portal Parade creates whirling portals, a rainbow ring that one can enter to arrive at another location, letting him travel across the world, or just move himself and allies rapidly across a battle field. Songs of Creation lets Mickey bring forth life-like creatures and objects from his imagination, to both attack and defend him and his allies. Plenty of other songs exist, some specific to handling Discordants, some for dealing with more mundane situations. Only the true masters of guitars can wield the Axe of Bragi, and even if it is knocked from Mickey's grip, he can call it forth with the movement of a hand, causing it to fly to him, even if far away. Complications: All Star: Mickey is a rock star on the rise, and he doesn't exactly keep a low profile. While he's hardly a household name yet, his name is spreading, and he has a harder time hiding his identity. If Poet's rising fame causes him trouble or complicates a situation, the GM can award him a Hero Point. Cocky: Even with his various doubts, Mickey is cocky and confident in himself and his powers, even to the point of going up against stronger foes. The GM can make Poet's overconfidence cause problems of many kinds, awarding him a Hero Point in the proces. Good Vibrations: All use of magic from Mickey's Magic Guitar requires that he plays it. A single note can be enough for smaller effects, while greater effects requires actual music. If Mickey is somehow unable to play the guitar, only the Smash The Set power can be used, and that requires actually moving to hit something with the guitar. If the GM deems that Mickey cannot play his instrument for whatever reason, he can award Poet a Hero Point. Hit Me With Your Best Shot: Mickey's primary enemies are the Discordants, which he, as all Master Maestros, have a responsibility to find and destroy. They come in a great variety and can appear in just about any situation, like to complicate another battle or scene that Mickey finds himself in. He has also earned the ire of the older villain known as the Maestro, simply for daring to use rock to fight crime. If a GM brings in the Discordants, the Maestro or other enemies, or otherwise have them complicate a situation for Mickey, they can award Poet a Hero Point. Hurt: While he seems alright now, Mickey dealt with several years of depression, and events can conspire to bring those feelings to the front again. If a situation or mental attack triggers Mickey's depression, he will grow quiet and despondent, losing the creative streak that lets him use a great deal of his powers to their full extent. If Poet fails to play the music necessary for one of his powers due to a situation related to his depression, the GM can award him a Hero Point. It's My Life: Mickey wants to play music, to be a star. But how much of his music is his own work, and how much is the power of the magic guitar? Unfortunately, Mickey's magic guitar needs confidence to work: If Mickey doubts himself, his magic can fail. If the GM uses an effect to temporarily make Mickey lose faith in himself and cause his powers to fail, he can award Poet a Hero Point. Living the Legacy: Mickey was a controversial choice as the newest Master Maestro, in part due to being chosen despite never having followed the usual Master-Student chain of Master Maestros, and in part due to his instrument and that he plays rock and metal music, compared to the more classical fare of most other Master Maestros. He will be at a social disadvantage when dealing with other Master Maestros, or those related to the order, and the GM can award Poet a Hero Point if this complicates the situation for him. Sister: Through fortune or fate, Mickey's sister Tove has been returned to him. Despite her being supposed to protect him, he is very protective of her and reacts strongly to anyone that might be out to harm her, or even manage to harm her. If Poet's reaction to his sister being hurt or threatened complicates a situation, the GM can award him a Hero Point. Abilities: 0 + 8 + 4 + 2 + 6 + 10 = 30PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +6 Ranged, See individual Power Bonus in DC Block Defense: +12 (+6 Base, +6 Shield), +3 Flat-Footed Grapple: +6 (+6 Base Attack), +32 (+6 Base Attack, +22 Move Object, +4 Accurate) Knockback: -1 (Base TOU/2) / -6 (w. Protection [Mantle of the Master Maestro}) Saving Throws: 6 + 6 + 7 = 19PP Toughness: +12 (+2 Con, +10 Protection [Mantle of the Master Maestro]) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 60R = 15PP Knowledge [Arcane Lore] 4 (+5) Knowledge [Popular Culture] 4 (+5)Skill Mastery Knowledge [Streetwise] 4 (+5) Language 2 [Danish [Native], English, German] Perform [Singing] 15 (+20)Skill Mastery Perform [Stringed Instruments] 15 (+20)Skill Mastery Notice 8 (+11)Skill Mastery Sense Motive 8 (+11) Feats: 11PP Equipment 2 Inspire 1 Leadership Luck 4 Quick Draw Skill Mastery (Knowledge [Popular Culture], Notice, Perform [Singing], Perform [Stringed Instruments]) Uncanny Dodge [Audiotory] Enhanced Feats Inspire 1 -> Inspire 5 Equipment: 2PP = 10EP The Van [10EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 [0EP] Toughness: 11 [2EP] Features: [0EP] Powers [5EP] Speed 5 (250 mph, 2200 ft/rnd) [5EP] Powers: 2 + 55 + 18 + 6 = 81PP Comprehend 2 ("Universal Language of Song"; Languages [Anyone able to hear can understand]; Flaws: Limited [Only when singing]) [2PP] (Magic, Sonic) Device 13("Axe of Bragi" 65PP Container; Flaws: Hard-To-Lose; Feats: Indestructible, Restricted 2 [Must have Perform [Stringed Instruments] 15+ to lift and use]) [55PP] (Divine, Magic, Guitar) Enhanced Traits 4 (Inspire 4) [4PP] (Magic, Prowess) Feature 1 ("Face of the Band"; Any kind of backup music and singing needed for a song will be heard) [1PP] (Magic, Sonic) Luck Control 1 ("Change the Song"; Force Re-roll; Feats: Luck 2) [5PP] (Magic) Magic Music Array 24 (48PP Array; Feats: Alternate Power 7) [55PP] (Magic, additional descriptors on individual powers) BP: Emotion Control 12 ("Moving Melody"; Extras: Area [General Perception (Auditory)], Linked to Drain Will (+0), Secondary Effect, Selective Attack; Flaws: Action [Full], Range [Touch] (-2)) [24PP] + Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [General Perception (Auditory), Linked to Emotion Control (+0), Selective Attack; Flaws: Action [Full]) [24PP] {48/48} (Music, Psionic, Sonic) AP: Blast 12 ("Mind Blowing Metal"; Extras: Alternate Save [Will], Feats: Accurate 3, Improved Critical 2, Indirect 3, Precise 2, Variable Descriptor 2 [Any Magical]) {40/48} (Psionic, Music, Any magical descriptor) AP: Create Object 13 ("Songs of Creation"; Extras: Duration [Continuous], Movable; Flaws: Action [Full]; Feats: Precise, Progression [Object Size] 4, Selective, Stationary, Subtle [Just like real]) {48/48} (Creation, Music) (Size: Up to 13x125 foot cubes, Str 65 Load, Heavy load 100 tons) AP: Drain Saves 12 ("Weakening War Song"; Drains One Save; Extras: Alternate Save [Will] (+0), Area [General Perception [Auditory], Selective Attack, Total Fade; Flaws: Action [Full]) {48/48} (Music, Sonic) AP: Healing 9 ("Restoration Rock"; Extras: Area [General Burst], Selective Attack, Total; Feats: Persistent, Regrowth, Stabilize) {48/48} (Music, Sonic) (Area: 45 ft. radius) AP: Move Object 22 ("Telekinetic Theme Song"; Feats: Accurate 2, Precise, Subtle) {48/48} (Music, Telekinesis) AP: Paralyze 12 ("Disabling Dance"; Extras: Area [General Burst], Selective Attack) {48/48} (Music, Psionic, Sonic) AP: Teleport 10 ("Portal Parade"; Extras: Accurate, Portal (+2); Flaws: Distracting; Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5) {48/48} (Music, Portals) (Range: 200,000 miles. Portal size: Up to 250x250 ft.) Device 4 ("Mantle of the Master Maestro"; 20PP Container; Flaws: Hard-to-lose; Feats: Indestructible, Subtle 1) [18PP] (Divine, Magic, Cape) Immunity 2 (Critical Hits) [2PP] Protection 10 ("Protective Mantle") [10PP] Shield 6 ("Shielding Mantle") [6PP] Teleport 1 ("Quickstep"; Flaws: Short-Range; Feats: Change Direction) [2PP] (Range: 100 feet) Super-Senses 6 ("Musician's Ears"; Accurate Analytical Rapid 2 [x100] Normal Hearing; Ultra-Hearing) [6PP] (Magic, Prowess) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 Moving Melody Area, Auditory Perception DC22 Ref No effect from Emotion Control and Drain Will effects Selective General Area DC22 Will (staged) Fail: Emotion Control <10: No hostile action Secondary Effect, linked to Will Save Drain Effect DC22 Will (staged) Will Save Drain Linked to Emotion Control effect Mind Blowing Metal 120 ft. DC27 Will (staged) Damage +12, Improved Critical 2 (18-20), Indirect 3, Precise 2, Any Magical Descriptor Weakening War Song Area, Auditory Perception DC22 Ref No effect from Drain Save effect Selective General Area DC22 Will (staged) Drain One Save Total Fade Telekinetic Theme Song – Thrown Object 220 ft. DC29 Tou (Staged) Damage +10 Disabling Dance Area, Auditory Perception DC22 Ref No effect from Paralyze effect Selective General Area DC22 Will (staged) Fail: Slowed >5: Paralyzed N/A Totals: Abilities (30) + Combat (24) + Saving Throws (19) + Skills (15) + Feats (11) + Powers (81) - Drawbacks (0) = 180/180
  2. Ahkhenateph Power Level: PL12 (180/180pp) Unspent Power Points: 0 Trade-Offs: +2 Toughness/-2 Defense; +2 Damage/-2 Accuracy In Brief: Ancient alien tech Cyborg looking to redeem sins of the past. Catchphrase: Theme: Alternate Identity: Nephi (Secret) Birthplace: Thebes Residence: Freedom City; Central area. Base of Operations: The Earth Affiliations: None at the moment Family: Distant descendants of family, immediate family long since dead. Description: Age: 5000+ (DoB: Year: 3000 BCE) Apparent Age: Middle aged Gender: Male Ethnicity: Egyptian Height: 6'2" Weight: 210 lbs Eyes: Black Sclera with White Irises Hair: Bald History Born into poverty during the reign of Egypt's first dynasty the boy who would come to call himself Ahkhenateph grew up knowing hunger all to well even as his loved ones slaved away making pottery, tending to fields and even raising monolithic stone monuments for the glory of Gods and kings that seemed content to let them suffer in the desert heat until they crumbled or shattered like clay left in a kiln. it was this seed of resentment that rooted itself in his heart as a child, growing with him into adulthood that drove him to become a grave robber, sneaking into the tombs of nobility and though he retained enough respect for the gods and souls of the dead to not tamper or desecrate their resting forms he saw no harm in taking the odd golden bejeweled trinket from among the piles and piles of riches they insisted on taking with them as far as they could to deaths doors. Just enough to see that he and those he loved who were too young, too old or just too worn down to do the labor demanded of them to feed themselves and survive. That these sins would weigh down his heart in the hall of judgement and see it forfeited to Amit was a price he was willing to pay. But fate it seemed had other plans. One night whilst he wandered amidst the dunes of the frigid desert the winds revealed a secret from beneath the sands, though at the time he thought it some abandoned decadent chariot of a god he would much later come to learn it was a fallen ship of alien origins. Stepping through a massive gap in the glittering golden hull he found himself in almost total darkness, only the dull pale light of the night sky that poured in through the gash behind him narrowly illuminated the room in which he found himself. though some small part of his soul screamed to turn back and leave the fallen chariot undisturbed whilst he had done little more than tresspass he forced himself forward, one foot at a time through the darkned hallways before him till suddenly the walls surged to life around him, strange glyphs glowed in dull blue tones, frozen in fear by the sudden surge of activity he was powerless to flee, a strange light poured from the ceiling, sweeping over his emancipated form, strange words span from unseen mouths and with a dull hiss filling his ears his world began to spin and darken as he fell to the ground. When he next awoke he found himself laying atop a metal altar with all manner of nightmarish metal apendages and blades surrounded him, still wet from their work, though he felt the beginings of panic rise in his chest he found it fell short of his throat and receeded back into his stomach, his hands rose to investigate himself, first they came to his face and found cold smooth flesh though the sudden cold on his cheeks turned his gaze to his hands. they were no longer warm flesh and blood but icy cold metal that glinted in the low blue light, as his gaze travled down over himself he found that it was not just his arms that had been clad in thick armour but almost his entire body was now incased in an armour of lapis blue armour and fabric stretched over his now lumbering form. again he felt the beginings of a powerful disgust build in his abdomen and again it fell back on itself before it could overwhelm him, it was then that the severety of the transformation hit him, the metal went to the very core of his being and with that realization the floodgates broke and he was brought into a full panic, his dulled mechanical screams filled the darkend ship as he flung himself from the slab he'd awoken on and flung himself desperately at the walls of the room. they buckled, metal plates parting and sparks flying around him he tore himself free of the fallen chariot and fled into the desert as fast as his legs could carry him. Since that faithful night he has wandered the corners of the earth from end to end, sometimes as a silent observer of events but more often than not motivated to act by the plights of the people he walks amongst as a guardian against threats too potent for them to stand alone against. Personality and motivations Ahkhenateph is and always has been motivated by love, it was for the sake of loved ones he willingly and knowingly condemned himself in the eyes of the gods for his trespassing into sacred tombs to steal from the dead, though he carefully avoided interfering with the spells of protection and guidance and diligently avoided disturbing the resting forms of the those whoms tombs he invaded he is still burdened with a great guilt over his actions and has made it one of his long lifes goals to see that all treasures so plundered from the dead are returned to them. Though he can come across as quite a dour and sternly silent figure its more a case of a resting grimace brought about by his invasive cybernetic augmentation and a habit of pondering in quiet moments than any true attempt at being intimidating or distant. Posessed of a love for the beauty inherent in the world around him he would describe himself as a romantic, feminist and enviromentalist individual with an appreciation for fine art, plays and literature of all stripes, including comic books which are one of his reasons for becoming an active participant in this new age of heroes. Powers and tactics Ahkhenaten is blessed with incredibly advanced cybernetic augmentations from his involuntary surgery at the synthetic hands of the downed saucer's AI, granting him an innate ability to interface with machines mentally as well as a fearsome implanted arsenal of weapons and devices but perhaps the most impressive if subtle of the gifts foisted upon him that day is the control over the molecular machinery that now makes up the majority of his body, in combat ahkhenaten will take pains to ensure that any bystanders are not caught in the cross fire, often by simply rendering himself an easier target to his foes, trusting in his extremely resilient dermal armour to withstand the worst of what they throw at him long enough for the bystanders in an area to escape. then depending on the manners of foes he faces he will either attempt to reduce their overall numbes by going after the weaker amongst them, or if facing particularly troublesome foes probe them for weaknesses with his vast array of high tech devices. Complications Guilt: Ahkhenateph is truely haunted by the guilt of his grave robbing, death and the dead being sacred in his personal beliefs he was motivated by sheer desperation in the face of the suffering around him to do what he did, be that as it may and whatever the gods of heliopolis may say or think he finds himself unable to let go of that regret and can be diven into deepest melancholy by it; A GM might award ahkhenateph a hero point if he is subjected to an appropriate power for automatically succumbing to its effect, or suddenly rendering him catatonic with remorse. Hatred: Despite his past dealings in grave robbery or mayhaps because of them Ahkhenateph has a deep burning hatred for those that defile the dead, be they necromancers, grave robbers or even particularly immoral archaeologists primarily concerning himself with those who defile the bodies of the dead or disturb them from their eternal repose, he will go to extreme lengths to see such individuals brought low by whatever means are available to him regardless of the risks involved; a GM might rewad ahktenateph with a heropoint if doing so causes him harm, humiliation or financial ruin that affects his abilities to function in a thread. Fear: Due to the extremely stressful and invasive proceedures used in granting him his cybernetic enhancements ahkhenateph is afraid of surgical tools and confined spaces when confronted with these the gm might award ahkhenateph a heropoint for making him flee, attack, refuse to approach or otherwise impede his actions regarding and around such items and confined spaces. Isolation: though he has no direct descendants there are others of his family who did, these descendants of his brothers and sisters are a sacred memento of the family Ahkhenateph sacrificed so much for and are the closest thing ahkhenateph has to a familial group as such he is unwilling to endanger them nor ignore any potential threat against them Though he chooses to keep their relationships to him a secret most of the time more than a few have either figured it out or been informed by other sources; The GM might award ahkhenateph a hero point if these connections are exploited to manipulate him into specific courses of a action or behave in ways that are counter productive to his aims or goals or otherwise force him to abandon prudent actions to protect or rescue them from peril. Bloodfeuds: Ahkhenateph's has gained the enmity of several powerful groups and individuals such as a vampire clan known as the Strigosi after the destruction of a particularly violent band of fledglings rampaging through the isolated villages of eastern Europe during the victorian age, the thule society of nazi Germany and it's later incarnation of OVERSHADOW in its raids on tombs in search of artifacts of arcane significance and occasionally agents if the mysterious Labyrinth organisation. Abilities: 8 + 4 + 8 + 4 + 4 + 0 = 28 STR: +14 (18/38) DEX: +2 (14) CON: +4 (18) INT: +2 (14) WIS: +2 (14) CHA: +0 (10) Combat: 20+12 = 32pp Initiative: +2 (Dex +2) Attack: +10 -Melee: +10 -Ranged:+10 Defense: +10 (+6 Base +4 Dodge Bonus) -Flat Footed: +3 Grapple:+ 14/29 (With Full Power to Servos) (+10 Base attack +4/14 Strength +5 Super strength) Saves: 6+4+10=20pp Toughness: +14 (+4 Con +10 Protection) Fortitude: +10 (+4 Con + 6) Reflex: +6 (+2 Dex + 4) Will: +12 (+2 Wis +10) Skills: 10pp (40 Ranks) Computers 8 (+10) Concentration 8 (+10) Knowledge (history) 4 (+6) Knowledge (technology) 8 (+10) Language 4 (Ancient Egyptian, Arabic, Persian, ,Romanian, English) Notice 4 (+6) Sense Motive 4 (+6) Feats: 10pp All-Out Attack Benefit (Wealth) Dodge Focus 4 Eidetic Memory Luck Move-by Action Power Attack Powers: 7+2+10+3+1+18+35+4= 80pp Ancient Cyborg (Immunity 7) (Technology: enviromental conditions (all), suffocation (all))[7pp] Antigrav Field (Flight 1) (Technology gravity: Speed: 10 mph, 100ft./rnd)[2pp] Armour of Ahkhenateph (Protection 10) (Technology Metal;+10 Toughness) [10pp] Going Forth by Day Protocols (Regeneration 1) (Technology; resurrection 1 (1 week); Persistent, Regrowth) [3pp] Immortal (Immunity 1) (scientific Biological: aging) [1pp] Molecular Machine Matter (Shapeshift 2) (Technological, Programmable matter: 10pp Pool (Any physical traits) Extra: Action (free)) [18pp] Example allocations Technomorphic (Array 15; Technology PFs: Alternate power 5) () [35pp] BE: Full Power to Servos (Linked; Mechanical) Enhanced Strength 20 (Linked; +20 STR) Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 76.8 tons; +5 STR to some checks)[30/30pp] AE: Kinetic beam projection (Move Object 14) (Kinetic Energy; Strength: 70, Carry: 68.1 tons / 136.2 tons / 204.8 tons / 409.6 tons, DC 29; Damaging; Flaws Duration (concentration); PFs: Precise, Subtle (subtle))[30/30pp] AE: Projected Energy Weapons (Blast 14) (PFs: Precise, Variable Descriptor (Narrow group - Electromagnetic))[30/30pp] AE: Electrostunner (Stun 14) (Electricity PFs: Precise, Sedation)[30/30pp] AE: Capture Coils (Snare 14) (Metal PFs: Precise, Tether (1400 ft.))[30/30pp] AE:Stasis Scarab (Paralyze 14) (Neuro kinetic Inhibition PFs: Precise, Reversible)[30/30pp] Technopathic Influence (Datalink 3) (Technological, Neurokinetic; sense type: mental; 1000ft range PFs: Machine Control)[4pp] DC Block Attack Range Effect To Hit DC Unarmed Touch Damage (Bludgeoning) +10 DC29/19 Tou Save (Staged) Kinetic Beams 140ft Increments Move Obj (Damaging) +10 DC29 Tou Save (Staged) P.E.W. 140ft Increments Damage (Electromagnetic) +10 DC29 Tou Save (Staged) Capture Coils 140ft Increments Snare (Metal) +10 DC24 Reflex Save Electrostunner Touch Stun (Electric) +10 DC 24 Fortitude save (staged) Stasis Scarab Touch Paralysis (Neurokinetic Inhibition) +10 DC24 Will (Staged) Totals: Abilities 28 + Skills 10 (40 ranks) + Feats 10 + Powers 80 + Combat 32 + Saves 20 + Drawbacks 0 = 180
  3. The Unbreakable Kronk Power Level: 10 or 12 (with gear) (180/181PP) Unspent Power Points: 1 Trade-Offs: ±0 Attack / ±0 Damage, -5 Defense / +5 Toughness In Brief: Lobo by way of Battletoads, He fights Crime! Catchphrase: Let's Rumble! Theme: Steppenwolf - Born to Be Wild, Allman Brothers - Midnight Rider, Amon Amarth - The Berserker At Stamford Bridge, The Hu - Wolf Totem Alternate Identity: Krunk Kronos, Birthplace: Lost to Terminus Residence: Freedom City Base of Operations: Occupation: Biker Affiliations: None Family: None Description: Age: ??? (DoB: ??? ) Apparent Age: ??? Gender: Male Ethnicity: Rhinellian Height: 8'4" Weight: 524 lbs Eyes: Black Gold Iris Hair: None Kronk is a large amphibious humanoid. His body plan follows the common two legs, two arms, upright stance and gait found among a surprising majority of the species of the multiverse. His heavily muscled form is covered in a thick leathery hide, dark olive at the spine wrapping to a dusty tan at his sides to a light yellow on the belly and face. As a non-mammalian species he's hairless and his head grows directly from his shoulders with no discernable neck. His eyes are sunken beneath heavy boney brow ridges with black sclera but dominated by thick gold iris slit vertically. He usually wears a battered leather duster and where custom demands shorts or a loincloth not having a cultural attachment to modesty nor vulnerable external genitalia this is for the comfort of others. He's never without the Wyld band that stabilizes his psyche the heavy black ring usually on one broad finger. When girded for battle he once more fastens his shackles to his wrists and utilizes the dangling chains in combat. History: Kronk was born on a steamy tropical world where the advanced lifeforms had evolved from amphibians. A technologically advanced civilization developed extending both into the depths of hte seas and swamps and the heights above, and with it a highly ordered caste structure and bureaucracy. Given the fecundity of the species social mobility was high, particularly for those with exceptional powers. Like most of his kind Kronk was born in an enormous public creche and grew to adulthood in a hardscrabble life earning his keep. He was however one of the lucky ones and clawed his way to the top. As one of the elites Kronk was expected to look after the lower castes as well as reap the rewards of his status and serve as an example to strive toward. The other elites were bound together by the bureaucrats taking on protectorates and roles for the betterment of society. Kronk did not fit into this pristine system of noblesse oblige and was by any reckoning a criminal and mobster. A rebel more interested in his own hedonistic pursuits than societies loftier goals he quickly found himself at odds with the Premier, the de-facto ruler and protector of his world. When Omega came and the Premier bent knee to save some remnant Kronk found himself in the unique position of being the expected leader of the rag tag rebellion. He failed. While personally mighty and inspiring in his own way he lacked the leadership and really allies to turn the tide. A fact perhaps the Premier had seen sooner. When his world was fed to the Terminus Kronk lived on to challenge the newly risen Annihilist, his regenerative capacity exceptional even among the hardy Rhinellians. When he was eventually captured he watched as his world was rent asunder by the doom coil and for his impertinence in standing against Omega and the Premier a fitting punishment was chosen. Unbreakable chains forged on Nihilor bound him to a ragged fragment of his shattered world and left to drift for eternity in the warpwold. And there he stayed as time lost meaning and the twisting influence of the warp and his solitude eroded his mind. When Hard Momma and the Outriders found him he was hale and healthy but his mind was all but gone. The Outriders freed him and gave him a new name, and a new purpose, a new family. They used what skills and tech they had and their own mastery of the warp to nurse his mind back to health. Eventually he even pieced together bits and pieces of his life before. He rode with them evading the Omegadrones and Anihilists and taking what they needed. Not quite heroes but less villains than their greater foes at least. In time as his mind recovered Kronk grew reflective and began to grow apart from the Outriders. They were free but only so long as they ran and they had all served Omega once unlike Kronk, now called Kronk for the oversized wyldride they gave him. Eventually their predations became too much for him. They parted on friendly terms, if only because the Outriders of anyone understood that sometimes one had to go their own way. He has however learned that one can not stand alone against the Terminus and having escaped Omega and Premiers clutches once he's not eager to try his hand alone again. After some time wandering he finds his way to earth prime which really if trying to evade the forces of entropy is probably one of hte better places to do it. Personality & Motivation: Kronk has a bit of a problem with authority, which tends to get him in trouble, or chained the the wreckage of a shattered world drifting in the warpwold. He has learned from these experiences enough to value others freedoms as much as his own at least though he can come off as gruff and impatient with more by the book heroes. He's seen first hand the price of putting too much faith in institutions but knows there are foes that require more than individuals to stop. His approach to interventions and crime tends to fall in line with his beliefs in personal liberty. Crime is not wrong because the government says so but because it strips others of their freedoms. this can put him at odds with authorities when it comes at some property crimes and particularly when liberties are infringed by through legal means. While rough around the edges he is trying to be more of a people person. His long view is that ultimately we are all in this together and our only chance is not turning on one another. Some days he even acts on his philosophy. Powers & Tactics: Kronk fights with the ferocity of the last of his kind. It helps that as far as he can tell he can't die. He will wade into the forefront of the battle heedless of his own safety to engage the biggest threat first and fights with reckless ferocity. He's not without strategy, but his strategy tends to focus on eliminating the enemy as quickly as possible with whatever means are available. He takes full advantage of his size and reach to dominate his area in combat. He's accustomed to single combat, his time in the warpwold having left him unused to the need to battle several lesser foes. Too much exposure to the energies of the Terminus or the warpwold erode his focus regress much of the progress he's made in rebuilding his psyche after his imprisonment. Normally he's just slower to act and uncertain, sometimes more given to surrendering to baser urges. A potent enough jolt may leave him lost to reality for a time, catatonic or worse interacting with a world not as it is. Power Descriptions: Most of Kronks powers draw from his alien physiology, particularly his regenerative capabilities and powerful physique. His Tongue can be launched a great distance and the sticky pad can retrieve objects or disarm. When he inflates his vocal sac he's able to project infrasonic messages a great distance around him as warning or to call attention to a situation. The Wyld band that protects and bolsters his mind after his long time in the warp is a simple onyx band with hidden circuitry that engages both a universal translator and means to stabilize his psyche. His Duster is sturdy if oft patched, each stitch with a story behind it. While not particularly advanced he's had it a very long time and is quite attached. He has turned the shackles that once bound him to his shattered world into his weapon of choice. Though he's able to release them at any time now. The dusky black metal of Nihilors forges is near indestructible and serves as both a physical and psychological weapon. Finally he has retained his customize 'WyldeRide" from his time with the Outriders. While not as swift as some of the others bikes it is larger and heavier than the others a real beast capable of moving his bulky form without strain and remains exceptional by any earthly standards. The Black and chrome of the bike he keeps polished and detailed most times as a matter of pride instilled by his former companions. He hangs trophies from past enemies, bits of armor, patches, not biological trophies, from the long handlebars and has carefully marked the omega drones he's bested on the fuel tank. He's managed to have the Particle Cannon from a derelict Khanate cruiser attached to/as a sidecar and have a targeting computer added on. It's easiest to fire by anyone in the sidecar but he can fire it with a switch on the handlebars when solo. Complications: Hunted: At least one Annihilist would like to see him chained back to his rock. When facing foes in service to the Terminus there is a chance he'll be recognized and targeted for capture. Broken: Sudden exposure to large amounts of Terminus or Warp energies can leave him briefly catatonic or detached from reality, this can act as a stun or confuse effect. Monstrous: While the residents of Freedom may be familiar enough with alien and monstrous physiologies his form is not one that spurs trust, Authorities may suspect him and civilians fear him. Additionally he's not really going anywhere unnoticed. Outside the cosmopolitan world of Freedom or similar areas this is more pronounced. Abilities: 12 + 6 + 16 + 0 + 0 + 0 = 34PP Strength: 22/30 (+6/+10) Dexterity: 16 (+3) Constitution: 26/30 (+8/+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +3 Attack: +4 base; +10 Melee, +4 Ranged, +12 Chains Defense: +5/+7 (+3 Base, +3/+5 Dodge Focus, -1 size), +1 Flat-Footed Grapple: +26 (+10 att +10 Str +4 size +2 SS) Knockback: -7/-8 Saving Throws: 2 + 4 + 0 = 6PP Toughness: +15/+17 (+15 Con, +0/+2 ) Fortitude: +12 (+10 Con, +2) Reflex: +7 (+3 Dex, +4) Will: +7 (+0 Wis, +0/+7) Skills: 36R = 9PP Intimidate 8 (+8/+10 growth) Knowledge: Cosmology 3 (+3) Pilot 7 (+10) Notice 10 (+10) Survival 8 (+8/+12 Feeding self) Feats: 26PP All-Out Attack Attack Focus: Melee 6 Attack Specialization: Chains 1 Benefit: Native (Warpwold) Dodge Focus 3 Equipment 13 Power Attack Lucky Jacket Dodge Focus 2 (to 5) Luck 1 Chains of Nihilor Improved Trip Equipment: 13PP = 65EP Kustom Wyldride (Vehicle) 65EP Large; STR 30; Defense 9; Toughness 15; 5,000 MPH Flight Size: Large [1EP] Strength +20 [4EP] Toughness +8 [8EP] Feature: Communications [1EP] Feature: Remote Control [1EP] Power: Flight 9 [18EP] Power: Space Travel 2 [4EP] Power: Damage 12 (Cruiser Cannon; Extras; ranged; Feats: Accurate 4) [28EP] Powers: 76 + 12 + 4 + 4 = 96PP Container 16 (Rhinellian Physiology; 80 PP Container; Feats: Innate) [81PP] (Alien Physiology) Additional Limb 1 (Prehensile Tongue) [1PP] Communication 5 (Infrasonic calls; Extras: Area(5 miles)) [10PP] (Infrasound) Elongation 4 (Extending Tongue; 60' ; Flaws: Limited: Additional limb only) [2PP] Feature 1 (Amphibious; Environmental Adaptation Aquatic) [1PP] Feature 1 (Opportunistic Feeder; Iron Stomach) [1PP] Growth 4 (Large; Reach 10'; Extras: Continuous, Flaws: Permanent) [12PP] Immunity 10 (Life support, Aging) [10PP] (Hardy Physiology, Regeneration) Protection 5 (Instant Regeneration; Drawbacks: Weakpoint -1) [4PP] (Regeneration) Leaping 4 (Powerful Legs; Feats: Alternate Power) [5PP] (alien anatomy) Alternate Power: Swim 4 (Aquatic) {4/4} Regeneration 28 (Healing Factor; Bruised No action(3), Injured no action(6), Staggered standard action (5), Disabled 1 round (6), Ability Damage 1/hour (2), Resurrection 5 minutes (6); Feats: Persistent, regrowth) [30PP] (Regeneration) Super Senses 2 (Rhinellian senses; ultra hearing, acute smell) [2PP] Super Strength 2 (Mighty; lift str 45 6 ton Heavy Load) [2PP] (alien anatomy) Device 3 (Wyld Mind Band; 15 PP Container; Flaws: Hard-To-Lose) [12PP] (Tech, Psychic) Comprehend 4 (Universal Translator; Speak, Understand, Read/write all languages at once) [8PP] Enhanced Will 7 (Mind Shield;) 7PP] Device 1 (Lucky Jacket; 5 PP Container; Flaws: Hard-To-Lose) [4PP] (Tech, Fate) Enhanced Feats 3 (Lucky; Dodge Focus 2, Luck 1) [2PP] Protection 2 (Armored; ) [2PP] Device 1 (Chains of Nihilor; 5 PP Container; Flaws: Hard-To-Lose) [4PP] (Metal, Terminus) Damage 2 (Beatdown; Feats: Extended Reach 1 (15'), Improved Trip, Mighty) [5PP] (Bludgeoning) Drawbacks: (-5) = -5PP Weakness (Terminus/Warpwold Sickness; Frequency: Uncommon; Intensity: Moderate -1 checks/attacks/defense per minute exposure )[-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed 10'/50' DC 25 Toughness Damage Chains of Nihilor 15' DC 27 Toughness Damage Totals: Abilities (34) + Combat (14) + Saving Throws (6) + Skills (9) + Feats (26) + Powers (96) - Drawbacks (-5) = 180/181 Power Points
  4. Valkyrja Valkyrie III Power Level: 12 (180/185PP) Unspent Power Points: 5 Trade-Offs: -1 Attack / +1 Damage / -1 Defense / +1 Toughness In Brief: Ancient Valkyrie returns to the modern world. Catchphrase: Af Ásgarðr skínandi gestgjafi! Theme: Immigrant Song Alternate Identity: Bobbi Takhi Foster (Secret) / Sanngriðr "Very Violent" Birthplace: Yarmouth, Nova Scotia, Canada Residence: Norumbega, Arcadia, Nova Scotia, Canada Base of Operations: East Coast of Canada and America Occupation: Doctor Affiliations: Acadian First Nation Family: Valarie Foster (Mother), Barbera Foster, Sian Foster, Samantha Foster, Anna Foster (Sisters) Description: Age: 26 (DoB: May 8th 1993) / As old as the first battlefield Apparent Age: early 30's as Valkyrha Gender: Female Ethnicity: Indigenous Canadian (Mi'kmaw) / Asgardian Height: 5'7" / 6'3" Weight: 130 lbs / 210 lbs Eyes: Brown Hair: Black When Bobbi becomes to Valkyrja her features shift to become a merger of Sanngriðr and Bobbi features, and at a squint someone in the know might see those of the Umkoomeeskw sprinkled in there. Sanngriðr’s original physical appearance has been lost thanks to her time spent in Valkyrjasvefn, not that she seems to care as she vastly prefers her current form and would keep it even when separated from Bobbi. Whilst her voice is deeper and more bombastic it has a qualities of the local accent, with the occasional slip into to more Nordic tones when she becomes more excitable. Hrímvörður the magical Asgardian armour has also been suitably effected by the imagination of Bobbi rather than the armour worn by at the time it appears as the full plate worn by medieval knights. As befits armor forged by the dwarves of Niðavellir the armor is as light as cloth and allows Valkyrha the full range of movement. More traditionally Norse is the sword she carries, Hrímbíta, in style looking similar to there designs. This is even though traditionally they didn‘t make swords in its size, being as tall as Valkyrja herself. The sword magic means it glows with a faint blue-white light when Valkyrja wills it so. History: A tale know to only a few in Asgards tells of a journey to the New World from Greenland, well before that embarked on by Lief Erikson. The journey was by the storngest of all warrior of the country, as order by The All-father himself to investigate the tales of a place told by the Greenland Inuit to the Norse settlers that they shared there new home with. Amoung the men going Viking there was also Sanngriðr a Valkyrja sent to help defend the Norsemen and explore this new land. Though the journey was short it was harrowing with the ship going far from shore and ending the journey well off course with the little craft landed at the southern point of what would one day be called Newfoundland. Whilst the relieved Norsemen offered prayers to the gods and began to set up a camp, unbeknownst to them they were being watched by the local inhabitants of the land, the Mi'kmaw people. Worried about these strangers they fetched the protector of the land, Umkoomeeskw a woman empowered by the spirits of the land. With her protection the Mi’kmaw went to meet these strange newcomers to this land. Stories differ as to who started what but Sanngriðr and Umkoomeeskw began to bicker and then fight. This was no ordinary moral fight, for both were creatures of magic, they struggled for three days and nights and devastated a vast area of forest around them. Then finally exhausted the two heroes declared the fight a draw and after joyous celebration to two retreated to negotiate a peace. The negotiation took several day, and it rumoured that the two women did more than just talk, but in the end the two swore a pact. There would be a peace among the two groups and to seal the deal Sanngriðr would bind herself to her Great Sword, Hrímbíta, to act as a guardian until a time she was need by a daughter of the frost. The sword was place under a Runestone that told the tale in of the encounter and placed where the battle had taken. Then when the winter was over the Norsemen returned to Iceland and the place was forgotten about for many centuries. Over the intervening centuries others came and settled the land building all across Newfoundland, including the town of Norumbega near where the Norsemen had once been and Hrímbíta now sat beneath a Runestone. And whilst thing weren’t always perfect a fragile peace always seemed to be hold around the town between the local and the newcomers. As Bobbi was born during the first frost of the year was given the her mother gave her the Mi'kmaw middle name of name Tahki, inadvertently fulfilling Sanngriðr’s prophecy that had been lost to the ages. Bobbi Tahki Foster was an intelligent and wilful child who from an early age had decided that she wanted to be a doctor (or an astronaut it was a split decision really), and apart from being forced to go outside with her sister (which she did enjoy) all her time was spent studying to follow her dreams. Bobbi was rewarded for this hard work with a scholarship to a University of Toronto, a place that was a shock for this small town girl. Most of her time in Toronto was spent the time working her butt of to get through the seven years a medical school. Unknown to her toward the end of her studies, when she was finally about to be truly become a Doctor, archaeologist near her town discovered the fallen Norse Runestone. Days before she returned home the archaeologist uncovered the great sword Hrímbíta, still in perfect conditions after all these centuries. The uncovering of the sword however had allowed it magical nature to be obvious to unfriendly magical forces. The Thule Society a mystical group who wished to dominate the Earth invaded the town of Norumbega looking to recover the sword and use the bound Sanngriðr to help then in there plans of conquest. What they didn’t count on was the returning Bobbi, looking to fight the forces who had conquered the town, who snuck into the towns meeting hall and grabbed the sword to defend herself. Being a frost born mortal she finally fulfilled the pact allowing Sanngriðr to return to Midgard by possessing Bobbi’s body. Or not exactly merge, the two became entangled becoming a completely new being the Valkyrja. Together they easily defeated the Thule Socity freeing the town from them foul influence. Once the trouble Valkyrja discovered what had changed over the centuries, including the Pact that meant she could not walk on the Earth without being bound to this mortal woman. Whilst she could have chosen to return to Asgard she still felt a commitment to help this land, not just this small-town but the entire America’s. Bobbi who still had her own autonomy decided to stay in her home town and help the population by becoming a local doctor, though she was more than happy to become Valkyrja again when needed to help those in trouble. Personality & Motivation: Bobbi is strong willed capable woman, a skilled doctor who won’t take any guff from anyone. She despite her curmudgeon appearance she is however a very caring person, trying her best to help those in need. It helps that despite her gruff exterior she also has not a small amount of wit and charm that offsets this. Valkyrja is in some way an Bobbi turned up to eleven, her manners might be less sarcastic and curmudgeonly, but she’s also a will person who will not take no for an answer when her mind is made up. She’s prone to use violence to solve her problems, though she’s careful not to harm other unless the situation truly demand it to be so. Her time among humanity has taught her to admire there heroism and deeds of bravery, she doesn’t think of Asgardians as greater being. In some ways what she’d discovered has made her think o f them in some ways superiors, or at least some of them. Powers & Tactics: Sanngriðr has been in many battles in her time, and whilst renowned for her ferocity in a fight (her name meaning Very Violent after all), she has also managed to pick up some tactics in her time. If she has any fault it is that she still getting use to the modern world, and more technological technologies and tactics can sometime make her read the fight wrongly. Her armor allows her to often get away with this flaw, but she can easily be felled by a powered modern weapon or even superpowers. After all the wide variety modern superpowers didn’t exists when she was last wandering the Earth. Power Descriptions: Upon grasping the handle of Hrímbíta, the blade normally intangible, and willing it to be so Bobbi transforms in the Asgardian warrior Sanngriðr, also called Valkyrja. As an Asgardian her body is much stronger and more durable than a typical mortal, and whilst she does not have the normal senses of a Valkyrie she still has a vast store of knowledge as a warrior of old. To return to Valkyrja she needs to again grasp the hilt again and will herself to return to the form of Bobbi, even if separated to from the sword she is not adversely affected. In addition to this she has dwarven forged magical armor, Hrímvörður, in addition to the greatsword that enables her to shrug off almost any harm that be caused by human forged weapons. Hrímbíta is also a great weapon even in the modern world and with her skill with the blade she is even able to throw it with enough great force to cause harm. Complications: Kalla á Ásgarðr: Whist long has Sanngriðr been away from her homeland she is still both a Valkyrie and an Asgardian and my be called up to do her duty to protect her kind. Óvinur á Thule: The Thule Society wishes to capture and control Valkyrja for there own ends, and will occasional make her life more difficult. They do not know about the connection between Bobbi and Valkyrja, but if they ever did they could put Bobbi and her family in great danger. Staðbundin Hetja: Norumbega is a small town and it's almost impossible to hide anything from the local gossip, let alone a Valkyrie and her flying horse. Most everyone in the town knows that Bobbi is Valkyrja, though few would say anything to her let alone outsiders.Still there maybe be a few that would like to use this knowledge to profit in some way... Treysta mér at ek sé læknir: Bobbi is a Doctor and as such is bound by her oath to try and help those in medical need. Whilst Valkyrja isn’t a healer in any ways she is influenced by Bobbi’s to help the wounded and sick. Abilities: 4 + 0 + 4 + 8 + 4 + 8 = 28PP Strength: 14/30 (+2/+10) Dexterity: 10 (+0) Constitution: 14/30 (+2/+10) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) Bobbi / Valkyrja Combat: 10 + 10 = 20PP Initiative: +0/4 Attack: +5/+8 Base, +6/+8 Melee, +11 Hrímbíta Defense: +5/11 (+5 Base, +0/6 Dodge Focus), +2 Flat-Footed Grapple: +7/+22 Knockback: -10 Bobbi / Valkyrja Saving Throws: 0 + 6 + 8 = 14PP Toughness: +2/+13 (+2/+10 Con, +3 Hrímvörður [Impervious 7]) Fortitude: +2/+10 (+2/+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +10 (+2 Wis, +8) Bobbi / Valkyrja Skills: 72R = 18PP Bluff 6 (+10) Computers 1 (+10) Diplomacy 6 (+10) Drive 5 (+5) Gather Information 6 (+10) Handle Animal 0/6 (+4/+10) Intimidate 0/11 (+4/+15) Investigation 1 (+5) Knowledge (Arcane Lore) 0/6 (+0/+10) Knowledge (Life Sciences) 11 (+15) Knowledge (Theocracy) 1 (+5) Language 2/4 (English [Native], French, Miꞌkmaq / Old Norse, Danish) Medicine 13 (+15) Notice 8 (+10) Ride 0/10 (+0/+10) Search 6 (+10) Sense Motive 3 (+5) Survival 3/5 (+5/+10) Bobbi / Valkyrja Feats: 5PP Attack Focus (Melee) 1 Contacts Fearless Luck 2 Attack Specialization (Hrímbíta) 1 Benefit (Asgardian) 1 Dodge Focus 7 Improved Initiative 1 Interpose Minions 6 Takedown Attack 1 Bobbi / Valkyrja Powers: 8 + 10 + 80 = 98PP Hrímbíta "Frost Bite" 2 (Asgardian Great Sword, Only usable by Frost Legacy, 10PP Device, Easy to Lose) [8PP] Environmental Control 1 (Light, 5ft radius Extra: Move Action, Continuous Duration, Flaw: Touch Range) [2PP] Strike 3 (Feats: Affects Insubstantial 1, Extended Reach 2, Mighty, Takedown Attack 1) [8PP] Hrímvörður "Frost Guard " 2 (Asgardian Armor, Only usable by Frost Legacy ,10PP Device, Hard to Lose) [10PP] Impervious Toughness 7 [7PP] Protection 3 [3PP] Valkyrja Máttr 32 (Asgardian Alternative Form) [80PP] Asgardian Physiology Enhanced Attack Bonus 3 [6PP] Enhanced Constitution 16 [16PP] Enhanced Strength 16 [16PP] Enhanced Skills 10 (Handle Animal +6, Intimidate +11, Knowledge (Arcane Lore) +6, Language 2 (Old Norse, Danish), Ride +10, Survival +5) [10PP] Enhanced Feats 16 (Attack Specialization (Hrímbíta) 1, Benefit (Asgardian), Dodge Focus 6, Improved Initiative 1, Interpose, Minion 6 (Frárvængr)) [16PP] Immunity 4 (Aging, Disease, Environmental Conditions: Cold, Poison) [4PP] Super Strength 6 (heavy load 50 tns) [12PP] Drawbacks: (-3) = -3PP Normal Identity [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Hrímbíta Touch DC 28 Toughness Damage Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (5) + Powers (98) - Drawbacks (3) = 180/185 Power Points
  5. For this character's background and original statistics, see Freedom's Most Wanted, page 75, and Freedom City 3rd Edition, page 245. Character: Goanna Power Level: 12 Tradeoffs: -4 Attack / +4 Damage (Bite/Claws), -4 Defense / +4 Toughness Power Points: 259 Alternate Identity: Doctor Cooper Seidel Identity: Public Legal Status: USA citizen and fugitive Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Geneticist, Herpetologist; Current: Criminal Affiliations: Doctor Sophia Marks (former fiancée); ASTRO Labs (former employer) DESCRIPTION Gender: Male Height: 9' as Goanna, 5'10" as Seidel Weight: 750 lbs. as Goanna, 155 lbs. as Seidel Hair: None as Goanna, Brown as Seidel Eyes: Red as Goanna, Brown as Seidel UPDATES The immortal Daedalus still holds out hope for a cure to Doctor Cooper Seidel's condition. Doctor Sophia Marks has cancelled her engagement to Doctor Seidel and moved on with her life. The "Cooper Seidel" and "Goanna" personalities have meshed back together. The arrogant, entitled petulance which represented the "dark side" of Doctor Seidel's personality and had metastasized into Goanna are now the dominant forces in his psyche at all times. Goanna, while still prone to violent rage, is no longer controlled by it. The change between Seidel and Goanna is almost completely physical now, with almost no psychological changes. Doctor Seidel no longer sees his condition as something which needs to be cured, only stabilized and enhanced. He has refined his mutagenetic antivenom serum multiple times, which has granted him greater control over his transformations. He can now willingly transform from Seidel into Goanna or vice versa, and Goanna is larger and stronger than before. He retains his human form mostly for utility and convenience; he is no longer repulsed by his reptilian form. He still transforms into Goanna involuntarily sometimes, when angered or hurt. Exposure to the image or voice of Doctor Marks will sometimes still transform him back from Goanna into Seidel. Doctor Seidel refuses to face the reality that Doctor Marks has left him. Instead, he embraces the delusion that she belongs to him and they are fated to reunite. Once he thinks he's perfected his serum, he plans to kidnap and infect her. He thinks that she will love him again when he turns her into a creature like the one he's become. ABILITIES 16PP Strength: 35/10 (+12/+0), 60/10 Lifting (Heavy Load: 50 tons / 100 lbs.) Dexterity: 18/10 (+4/+0) Constitution: 34/10 (+12/+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) COMBAT 36PP Initiative: +4 Attack: +8 (+9 Base, -1 Size), +12 Venom Damage +12 Unarmed/Thrown, +16 Claws, +12 Venom Grapple: +30 (+10 Melee Attack, +12 Strength, +4 Size, +4 Super-Strength) Defense: +8 (+9 Base, -1 Size), +4 Flat-Footed Knockback Resistance: 16 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch +5ft* DC27 Toughness (Staged) Damage (Physical) Bite/Claws Touch +5ft* DC31 Toughness (Staged) Damage (Physical, Lethal) Venom Bite Touch +5ft* DC22 Fortitude (Staged) Slowed/Paralyzed Venom Spit Touch +30ft* DC22 Reflex Dazzle Visual DC22 Fortitude Recover *Touch-range at Size Large is 10ft. SAVING THROWS 14PP Toughness: +16 (Impervious 8, +12 Con, +4 Protection) Fortitude: +12 (+12 Con, +0PP) Reflex: +8 (+4 Dex, +4PP) Will: +12 (+2 Wis, +10PP) SKILLS 132R = 33PP Computers 10 (+15) Craft (Chemical) 15 (+20) Handle Animal 9 (+10) Intimidation 12 (+13, +15 Size) Knowledge (Life Sciences) 15 (+20) Knowledge (Physical Sciences) 15 (+20) Knowledge (Technology) 5 (+10) Medicine 13 (+15) Notice 10 (+12) Search 7 (+12) Survival 13 (+15) Swim 8 (+20)Swimming FEATS 10PP All-Out Attack Animal Empathy Chokehold Environmental Adaptation (Underwater) Grapple Finesse Improved Grapple Improved Pin Improved Trip Power Attack Startle POWERS 161PP Additional Limbs 1 (+1 Limb) [1PP] (Descriptors: Mutation, Tail) Concealment 4 (All Visual-type senses, Flaws: Blending, Passive) [2PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 19 [19PP] (Descriptors: Mutation, Regeneration, Super-Toughness) Enhanced Dexterity 8 [8PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 15 [15PP] (Descriptors: Mutation, Super-Strength) Growth 5 (Size: Large, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [16PP] (Descriptors: Mutation) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Mutation, Regeneration, Scales, Super-Toughness) Leaping 4 (x25, Running Long Jump: 550ft) [4PP] (Descriptors: Mutation, Super-Strength) Protection 4 [4PP] (Descriptors: Mutation, Scales, Super-Toughness) Regeneration 11 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest], Disabled 2 [1 hour], Feats: Regrowth) [12PP] (Descriptors: Mutation) Reptile Power 20 (40PP Array, Feats: Alternate Power 2) [42PP] (Descriptors: Mutation) Base Power: [7PP] Damage 4 (Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [Claws and/or Bite, Piercing and/or Slashing], Drawbacks: Lethal) [7PP] (Descriptors: Bite, Claws, Mutation) Alternate Power: [20PP] Dazzle 12 (Sense Types: Visual, Flaws: Range [Touch], Feats: Accurate 2 [+4 Attack], Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [20PP] (Descriptors: Mutation, Venomous Spit) Alternate Power: [40PP] Paralyze 12 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20]) [40PP] (Descriptors: Mutation, Venomous Bite) Speed 2 (25MPH / 250ft per Move Action) [2PP] (Descriptors: Mutation) Super-Movement 3 (Slithering, Wall-Crawling 2) [6PP] (Descriptors: Mutation) Super-Senses 6 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Infra-Vision, Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation) Super-Strength 4 (Lifting Strength: 60, Heavy Load: 50 tons) [8PP] (Descriptors: Mutation) Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swimming checks) [4PP] (Descriptors: Mutation) DRAWBACKS -11PP Involuntary Transformation (From Cooper Seidel into Goanna, triggered by anger or pain, Frequency: Very Common, Intensity: Moderate [DC10 to resist change]) [-4PP] Involuntary Transformation (From Goanna into Cooper Seidel, triggered by Doctor Sophia Marks, Frequency: Uncommon, Intensity: Minor [DC5 to resist change]) [-1PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-6PP] Abilities (16) + Combat (36) + Saving Throws (14) + Skills (33) + Feats (10) + Powers (161) - Drawbacks (11) = 259 Power Points
  6. Hyperslice Power Level: 12 (180/187PP) Unspent Power Points: 7 Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness In Brief: A serpentine star-soaring aristocrat. Catchphrase: "Have a slice!" Theme: Garbage: When I Grow Up Alternate Identity: Skirris Sandwinder of the Silver Shadow Birthplace: Haasaa Prime, The Nest Residence: Coalition Victory Station Base of Operations: Coalition Victory Station Occupation: Aristocrat, Praetorian, Affiliations: Praetorians, Lor Republic, Queenmother Neshath Family: Nasselth Sandwinder (mother), Ashmet Scourtail (father), several dozen sisters and brothers, Description: Age: 18 ( calendar) Apparent Age: N/A Gender: Female Ethnicity: Northern Dune Height: 7' Weight: 250lbs Eyes: Green Hair: None Resembling the naga from Hindu legend, Skirris is a brawny brown and black reptilian alien with a humanoid upper body and snake's lower body. While her head is blunter and more ape-like than a snake or Lemurian's, she is covered in golden-brown scales patterned with red, lacks ears and hair, and has a mouth full of curving fangs and a forked tongue. Like most adolescents of her species she hasn't fully developed the complex network of facial scales that give the haasaan their identification. On duty she wears a silvery costume from head to tip that doubles as a space-suit and armor, off duty she wears all the frills, bands, bangles and bizarre mixes of galactic fashion she can get her hands on. History: Two thousand years ago, in service of the now-vanished Delaztri Empire, there was an army of specially-gifted citizens called the Praetorians. Among their number was the Silver Shadow, a serpentine ghost who could pass through light-years as easily as millimetres and fell a hundred enemies on a hundred worlds before the first could fall. She was a conduit for that mysterious region known as hyperspace, able to bridge material gulfs through a benign mutation. She is thought to have died in the war against the Communion and was lost to history on all worlds but her home, Haasaa Prime, home of the haasaan, a golden-green jewel of deserts and luscious jungles. On that same world two millenia later was born Skirris Sandwinder, who quickly showed signs of having the same talent for manipulating hyperspace. Unfortunately, growing up in the royal estates, surrounded by the wealth and privilege of her rank and with the power to escape any situation she didn't want to be in, the kind of nobility and courage that marked her predecessor evaded her. Quickly boring of her home, by the age of seven she began wandering off to find trouble. By the age of ten she had graduated to petty mischief and the Queenmother of the haasaan knew that only worse was to come. She ordered the secret construction of a device to restrict Skirris's powers, and call her back to the Nest if she strayed. To the young girl, who all her life had been placated and coaxed with the awesome destiny that was her birthright, it was a sign that all along everyone had been lying and just wanted to control her. No longer able to simply leave her classes, the young aristocrat sullenly got back into studies and attending court lessons like all her noble siblings. It was in her thirteenth year that she figured out how to channel hyperspacial energy to empower her strikes, forcing a hasty refit of the Dam. By seventeen however, Skirris had seemed to calm and mellow, showing real interest in the wider world, especially the exotic cultures of other species. The Dam was relaxed, on the condition that she not do anything that had necessitated its existence. The rule proved depressingly easy to break, as every other month the teenaged noblewoman would systematically empty every bar on Haasaa Prime of its liquor and any local alpha female who figured they stood a chance in a fight with her. There was never death or permanent injury, but the constant reports of their misbehaving super-being and the seeming impossibility of correcting Skirris's behaviour outside of force made up for that. Even her parents were at a loss of how to deal with her. The outbreak of the Incursion War, and the desperate struggle for survival in the early days of the Communion attack, proved to be the solution. Despite her lack of experience Skirris was packed off to help haasaan colonies evacuate and get valuables and artifacts out of the growing warspace. Torn from the stifling confines of one planet, one people, and flung into a myriad others, the novice Silver Shadow saw for the first time how small and petty her lifelong-tantrum had been, the wonders and adventure that lay beyond her familiar star. Rushing through the shifting silence of hyperspace, saving innocent lives and priceless treasures from destruction, Skirris found her true calling. However, the war ended, she was recalled to Haasaa Prime, and though the Queenmother formally deactivated the Dam in light of her efforts and unexpected valour, she was forbidden from wandering outside the system until a Republic scientific study could be done on her unusual genetics and she had selected suitable mates. Realizing the years that now stood between her and any chance of getting to live like she had during the war, Skirris sank back into her old ways of boozing and barfights, enlivened wih the occasional scandalous dalliance with some obviously unsuitable male. At last, her parents and the Queenmother had had enough. With the opening of the ranks of the reestablished Praetorians, Skirris was promptly offered as a potential member, nobody more surprised than her when she was accepted. Presented with a specially-crafted Silver Shadow suit she was quickly packed off to the Praetorian base at CoVic Station, cut off from her family, her parents' wealth and prestige, everything she had known since childhood, out into the wild black yonder of infinite terrors and evils. Her life had begun at last. Personality & Motivation: Skirris is an unsophisticated party girl, a thuggish and loud-mouthed extract of a rigidly hierarchal and class-based society. While her name has no weight outside the Haas system, she's never short of confidence or expectation of obedience, especially from men, who she still has trouble taking seriously as leaders or fighters. Her naive ignorance about the world is compounded by an overweening self-regard for herself and her abilities, to the point where she all but reflexively challenges the decisions of anyone she sees as a rival. Lacking in social skills besides a well-honed ability to lie with a straight face, Skirris is largely concerned with getting what she wants when she wants it. Having lacked true peers for most of her life, she has trouble emphathizing with others' problems, though she does have a fierce sense of loyalty to anyone who treats her even a little like she sees as her due. Preferring bars to battlefields and roaming to reconnaissance, as Hyperslice she nontheless puts herself aside, plunging into battles and contests of power she has no chance of winning, both to avoid the nagging doubt of "Could I?" and to make herself into what she knows she was born to be: the greatest hero in all space. Powers & Tactics: Able to dart in and out of battlefields on multiple planets, when fighting alone Skirris prefers to rush in, get her punches into the enemy, and rush out before they can retaliate. When with allies, she constantly looks for ways to tilt the odds in their favour, though her inexperience limits what she can really do even with all her power. Power Descriptions: Hyperslice channels the forces underlying hyperspace, the intersitial dimension commonly used for travel by space-faring species. With it she can hurl herself across the cosmos by opening gaps or lanes to her destination, redirect energy and impacts directed at her into hyperspace, or just turn herself into a cosmically-fast brawler. Whenever she uses her powers, her body is suffused with a shifting silver aura, and in flight she leaves a trail of exotic particles that in some atmospheres create dazzling auroras. Complications: Amazing Traffic Hazard: Sending dangerous things into the most-used transit dimension in the known omniverse is hardly an infallible or safe strategy. Bar Boa: Local watering holes are good places for information and fun, but also good places to get into needless trouble or attract unwanted attention. Skirris doesn't care about that last, yet. Blowing through life: If it even kind of sounds like a good time, Skirris is there. Challenger: Hyperslice must prove equal or superior in all challenges or contests, no matter how improbable. Got Dam: The device created to nullify her powers and transport her back to Haasaa Prime is currently deactivated and partially disassembled. With the right know-how, that can easily change. Easy Mark: Skirris is horrifyingly easy to mislead. Got Something Ancient On My Scales: In the course of ferrying prehistoric artifacts and heirlooms, Skirris could have exposed herself to any number of things, from Preserver nanites to Hierarchy biomoulds, Delaztri energy reformers or the mystic crystal Siphons of Sirrion. Motivation: Living up to her and others' expectations of herself. Responsibility: Helping other Praetorians. Rivals with her boss: Hyperslice has an irrational and utterly pointless combatative relationship with Paradigm, leader of the Praetorians. Rivals with ANY boss: That extends to almost anyone in authority, no matter how earned it is or how good the authority figure. The Replacement: There's more going on with the first Silver Shadow's disappearance than anyone knows. Sucker for a good tail: Surrounded by exotic, fascinating aliens, Skirris is willing to overlook a LOT in someone if she thinks he's pretty. Abilities: 8 + 10 + 10 + 0 - 2 + 0 = 26PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +10 Melee, +6 Ranged Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +15 Knockback: -4/-2 Saving Throws: 3 + 7 + 8 = 18PP Toughness: +7 (+5 Con, +2 Protection, +5/+0 Impervious) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +7) Will: +7 (-1 Wis, +8) Skills: 44R = 11PP Bluff 12 (+12) Escape Artist 5 (+10) Knowledge(Current Events) 10 (+10) Knowledge(Galactic Lore) 5 (+5) Knowledge(Pop Culture) 10 (+10) Languages 2(Galactic Standard, Haasri(Native), Jerreid) Feats: 22PP Attack Focus 4 (Melee) Dodge Bonus 11 Grappling Finesse Improved Initiative 2 Improved Trip Interpose Luck Move-by-Action Equipment 0 = 0EP Praetorian Personal Communicator(Communication: Flaw: to/from other PPCs only)[0EP] Powers: 17 + 6 + 32 + 27 + 2 = 84PP Device 4(20PP Device; Hard to Lose; Feats: Restricted 1(haasaan)[17PP] hypersuit Technology Immunity 9(Life Support) Impervious TOU 5 Protection 2 Super-Senses 4(Direction Sense(oriented towards Haasaa Prime), Distance Sense, Time Sense, Tracking(Infravision)) Haasaan Physiology(5PP Passive Container; Feats: Innate)[6PP] Elongation 1(5'; tail)[1PP] Super-Movement 1(Slithering)[2PP] Super-Senses 2(Acute Normal Olfactory; Infravision)[2PP] Hyper Array 15(30PP array; Feats: Alternate Power 2)[32PP] Mutant/Cosmic Base Power: Flight 12(50,000MPH, 500,000FPR)[24] + Super-Movement 3(Space-Travel 3)[6PP] = 30PP AP: Immunity 20(All Lethal Physical Damage; Extras: Linked(Immunity(Lethal Energy Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 20(Lethal Energy Damage; Extras: Linked(Lethal Physical Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 10(Heat/Radiation Effects; Extras: Linked(Lethal Energy/Physical Damage))[10PP] = 30PP AP: Teleport 15(anywhere in same solar system.; Extras: Accurate; Flaws: Long-Range Only)[30PP] Slice Array 12.5(25PP; Feats: Alternate power 2)[27PP] Mutant/training Base Power: Damage 10(Extras: Penetration 7; Feats: Mighty[DMG 14], Knockback 7[DMG 21])[25PP] AP: Damage 10(Extras: Area(Burst, 100ft), Selective Attack; Flaws: Action(Full-Round); Feats: Mighty[DMG 14], Progression 4(Area Radius))[25PP] AP: Damage 10(Extras: Autofire [DMG 14]; Feats: Mighty)[25PP] Super-Movement 1(Dimensional Movement 1 (to/from Hyperspace))[2PP] Mutant Drawbacks: (-3) + (-2 = -5PP Vulnerability(Cold Effects; Moderate(x1.5 DC), Common)[-3] Vulnerability(Gravity Effects; Moderate(x1.5 DC), Uncommon[-2] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) Damage Touch DC 29 Toughness Damage(Physical) Damage(Area) Area(100') DC 29 Toughness Damage(Physical) Totals: Abilities (26) + Combat (24) + Saving Throws (18) + Skills (11) + Feats (22) + Powers (84) - Drawbacks (5) = 180/187 Power Points
  7. Oz Power Level: 12 (180/193PP) Trade-Offs: Attack/Damage Varies; -2 Defense +2 Toughness Unspent Power Points: 13 In Brief: A Wandering Wizard Washed up on the dimensional Shores by a Transdimensional Tornado Residence: Small Cottage on the Outskirts of emerald city Base of Operations: Earth Prime Theme: The Anomaly Catchphrase: Various Wizard Swears Alternate Identity: Oswald Zappelius Identity: O.Z. Birthplace: The Emerald City (Earth A-Eldrich-1 “Oz”) Occupation: "Retired" Affiliations: Wood clan Cryptids Family: Astra (Pet Cloud Sheep) Description: Age: 52 Apparent Age: 52 Gender: Male Ethnicity: Caucasian Height: 5’8” Weight: 384 lbs Eyes: Green Hair: Black Power Descriptions: making use of powerful osmian magic Oswald’s spells are spectacular to behold, kaleidoscopic in nature to the point of near garishness as he chants mystically and makes arcane gestures to direct the energies at his disposal with the practised hand of a master History: If one were to ask Oswald about his life back home he would claim to be a simple wizard who rose to greatness and after leaving his work to his apprentice left to travel the worlds of the cosmic coil, this is not entirely true; He is indeed a wizard from the dimension known as Oz (almost identical to the world depicted by L. Frank Baum) he is infact that worlds former master mage and after being defeated in a succession duel by his former apprentice was exiled from his home reality to prevent an imbalance of power between the Cardinal Archmages of the Arcanocracy (his objection to that method of government was also a factor in his banishment) Allowed just enough time to gather his personal belongings and to prepare his pet cloud sheep (Astra) for travel his aethernautic balloon was torn from its course by a cosmic Eddie (unbeknownst to him by the fairly recent terminus invasion) crash landing in what appeared to be a tornado veined with kaleidoscopic lightning. He has since found his feet and using his extreme proficiency with transmutation magic purchased himself an idyllic Cottage and enough land for Astra to quite happily wander around He has since come into contact with and arranged to work with the wood clan of cryptids around the emerald cities in exchange for small favours and the use of a dwelling within the city proper. Personality & Motivation: Though he has accepted that he is no longer the master mage of his home dimension and has never been one for earth prime he still feels that it is his responsibility as an Wizard to intervene on behalf of the everyman with the more malignant or mystic forces of the universe. Nothing rouses his ire so much as evil mystics and his usually pleasant demenour vanishes like rain from a forge when confronted by them. Powers & Tactics: An experienced and powerful caster, Oswald is a master of several schools of magic, though he has little talent and little intrest for Necromantic or mindbending spells he bears a tremendous natural talent for transformative spells. Quite an old and out of shape man, Oswald is aware that he can quickly exhaust himself and so carefully assesses wether it is more prudent to try and overwhelm a foe or carefully conserve his stamina, he will prefer to see to any bystanders before engaging in combat Complications: Outta shape: Oswald is quite out of shape and overweight, a mix of his advancing age and dependence on magic for day to day tasks, it is only chasing his escape artist pet that has allowed him to maintain his rather robust constitution, though he can quickly tire if over exerting himself and is prone to mistakes when strained so. Wandering Lonely as a Cloud: Astra Is a Magical creature from Oswalds Home dimension, she much like a cloud desires to wander anywhere the wind blows and has a frustrating proclivity for escaping her pens and finding trouble The circle is complete: Oswalds former apprentice was not of his own choosing but rather provided him by the cardinal council, a young and powerhungry magiocratic noble whom Oswald spent the better part of his tenure reigning in, it deeply troubles him that they now hold such an important position in Oz’s hierarchy and the dimensional landscape, for her part, Edraphine Dispises her old teacher and is most certainly not above using her powers and position to attack and spite him Wibbly wobbly Mumbo Jumbo: Ozmian Magic is a school that requires gestures and incantations to function properly, if bound and gagged or otherwise deprived of the freedom to move his hands and speak freely Oswald can be denied the use of his powers, less total means my alter the intended effects of his spellcasting Smoked Out: Oswald has a unique reaction to skin contact with smoke, in that he begins to turn into smoke himself, though this is not instantaneous and removing himself from the area allows him to reconstitute himself it is still an extremely traumatic experience and as such though he is practically fearless he still possesses and instinctual aversion to smoke and fire. Abilities: 22pp =-2 + 4 + 8 + 8 + 4 + 0 STR: -1 (8) DEX: +2 (14) CON: +4 (18) INT: +4 (18) WIS: +2 (14) CHA: +0 (10) Combat: 16pp= 8+8 Attack: +4 Melee:+4 Ranged +4 Wizard of Oz Array:+10 Defense: +10 (+4 base +6 Dodge focus) Flatfooted: +2 Grapple:+3 (+4 base attack -1 strength) Initiative: +12 (+4 Int +8 improved initiative Saves: 18pp = 4+4+10 Toughness: +4/+14 (+4 Con +10 Forcefield) Fortitude: +8 (+4 Con +4) Reflex: +6 (+2 Dex +4) Will: +12 (+2 Wis +10) Skills: 16pp (64 ranks) Concentration 8 (+10) Craft (artistic) 4 (+8) Knowledge (arcane Lore) 16 (+20) Language 4 (Native:English, Auran, Aquan, Ignan, Terran) Navigate 8 (+12) Notice 8 (+10) Pilot 8 (+10) Sense Motive 8 (+10) Feats: 18pp Attack Specialization 3 (Wizard of Oz (Array 30)) Dodge Focus 6 Eidetic Memory Evasion Fearless Improved Initiative 2 Ritualist Speed of Thought Ultimate Effort (Knowledge: Arcane Lore) Uncanny Dodge (Hearing) Powers: 8+ 10 + 72 = 90pp All powers have the Magic Descriptor Emerald lensed Pince-Nez Glasses (Device 2) (Hard to lose; 10pp Pool)[8pp] Enchanted Lenses (Super-Senses 10) (counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, detect: Hidden)[10/10pp] Mystic Barrier (Force Field 10) (+10 Toughness)[10pp] Wizard of Oz (Array 30) (default power: environmental control; 60pp array, Pfs: Alternate Power 12)[72pp] BE: Environmental Control 20 ("master aethermancer"; Thaumaturgic ; mix-and-match 3, Radius: 12500000 ft.; Extras: Independent, Selective Attack; Flaws: Range (touch))[60/60pp] AE: Blast 14 ("Arcane blast Type 1" DC 29; Extras; Autofire (interval 2, max +5); Pfs: Affects Insubstantial 2 (full power), Homing 4 (10 attempts), Incurable, Indirect 3 (any point, any direction), Precise, Ricochet 4 (4 bounces), Split Attack (2 targets), Variable Descriptor 2 (Broad group - Magic)) [60/60pp] AE: Blast 12 ("Arcane Blast Type 2"; DC 27; Extras: Burst Area (45-600 ft. radius - General), Selective Attack; Pfs: Affects Insubstantial 2 (full power), Incurable, Precise, Progression, Decrease Area 3 (-3 ranks), Progression, Increase Area 3 (area x10), Variable Descriptor 2 (Broad group - magic))[60/60pp] AE: Damage 14 ("Arcane Blast Type 3"; DC 29; Extras: Cone Area (140 ft. cone - Targeted), Autofire (interval 2, max +5), Selective Attack; Pfs: Incurable, Precise, Variable Descriptor 2 (Broad group - Magic))[60/60pp] AE: Create Object 12 ("Conjure Objects"; Thaumaton Constructs Max Size: 12x 1000' cubes, DC 22; Extras: Duration (continuous), Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Pfs: Innate, Precise, Progression, Object Size 7, Subtle (subtle))[60/60pp] AE: Create Object 12 ("Emerald Force fields"; Force Max Size: 12x 1000' cubes, DC 22; Extras: Duration (continuous), Impervious; Pfs: Affects Insubstantial 2 (full power), Precise, Progression, Object Size 7, Selective, Stationary)[60/60pp] AE: Nullify 12 ("Magic Suppression Wave"; thaumaton suppression counters: all powers of (type) - magic, DC 22; Extras: Burst Area (60 ft. radius - General), Effortless, Selective Attack)[60/60pp] AE: Illusion 12 ("Mirage Arcana"; Illusion affects: all sense types, DC 22; Pfs:Precise, Progression, Area 10 (10000 ft. radius), Subtle (subtle))[60/60pp] AE: Teleport 9 ("Portal Generation" planar 900 ft. as move action, 20000 miles as full action, DC 19; Extras: Accurate, Portal, Range (ranged);Pfs: Easy, Progression 5 (250ft by 250ft portal))[60/60pp] AE: Move Object 12("Tornado Summoning"; Aerothurgic Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons, DC 27; Extras: Cylinder Area (60 ft. radius + height - General), Damaging, Selective Attack)[60/60pp] AE: Transform 10 ("Transfiguring Gaze"; Thaumaturgic transmutation affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Extras: Duration (continuous), Range (perception); Flaws: Distracting)[60/60pp] AE: Transform 14 ("Transmuting the transmundane"; Thaumaturgic transmutation: affects anything, Transforms: 25000 lbs., DC 24; Extras: Duration (continuous); Flaws: Action (full), Distracting, Range (touch); Pfs: Extended Reach (5 ft.), Innate, Precise, Reversible)[60/60pp] AE: Transform 12 ("Winds of change";Thaumaturgic transmutation: broad > broad - matter > matter, Transforms: 5000 lbs., DC 22; Extras: Burst Area (60 ft. radius - General), Duration (continuous), Selective Attack; Flaws: Action (full), Distracting, Range (touch))[60/60pp] Totals: Abilities 22 + Skills 16 (64 ranks) + Feats 18 + Powers 90 + Combat 16 + Saves 18 + Drawbacks 0 = 180/193PP DC BLOCK Name Range Save Effect Attack bonus Arcane blast 1 140ft DC29 Tou (staged) Damage +10 Arcane Blast 2 120ft (45ft-600ft radius) DC27 Tou (staged) Damage DC22 Ref For half Arcane Blast 3 140ft cone DC29 Tou (Staged) Damage +10 Transfiguring Gaze Perception DC20 Fort Transform Perception Range Transmuting the Transmundane 5ft Reach DC24 Fort Transform +10 Winds of Change 60ft Radius DC22 fort Transform DC22 Ref for half Magic Suppression Wave 120ft (60ft radius) DC22 Will Nullify DC22 Ref for half Mirage Arcana Perception (10k ft radius) DC22 Will (to disbelieve) Illusion Perception range Tornado Summoning 120ft (60ft Radius and height cylinder) DC27 Tou (Damaging) Move Object DC22 Reflex for half
  8. Singularity Power Level: 12 (180/180pp) Unspent Power Points: 0 Trade-Offs: +2DMG/-2ATK, +2TOU/-2DEF In Brief: Refugee doppelganger brought to Prime to save her from a lifetime of use as an extremely lethal weapon, now a college student and semi-reluctant sidekick to a frog prone to wacky hijinks. Catchphrase: “You really don't want to do that.” Theme: “Nothing to Remember” by Neko Case Alternate Identity: Jessie White, formerly Erin White Birthplace: Seattle, Earth EZO1(e) Residence: DuTemps Building in Freedom City, roommates with Aquaria Base of Operations: DuTemps Building Occupation: College Student Affiliations: Aquaria, Wander, DuTemps Residents, Project Freedom Family: Erin Hunter-White (Wander): Sister(ish), Trevor Hunter (Midnight): Brother-in-law(ish) Description: Age: 25 (DoB November 11, 1992) Gender: Female Ethnicity: White, very fair Height: 5'8 Weight: 175 Eyes: Brown Hair: Dyed blonde, short Singularity bears a very strong relationship to Wander, though the two are obviously different if seen close together. It's more than the hair color, it's the entire bearing. Jessie holds herself extremely close, often slouching or rounding her shoulders, hugging her arms to her chest or ducking her head, making herself small unless she is deliberately trying to intimidate. Her wardrobe is very typical for a poor college student, for all she's getting to the older end of the demographic, lots of jeans and t-shirts or light blouses throughout the year because she never gets cold. Her uniform is black with a few orange-brown accents, and she wears an ankle monitor at all times. Lately she has taken to carrying a strange shield with an arcane symbol painted on it. History: Once upon a time there was a girl named Erin who lost her home. This is something of an understatement, honestly, but the whole story would take much too long. Suffice it to say that everyone she loved died, and everyone she hated died, and everyone she was mostly indifferent to died, so that eventually she had nobody left in the whole empty world but herself. So she went mad for a little while, and in the process, she lost track of herself as well. This is how it happened once: Erin was running through Oklahoma City and killing zombies like a running-and-killing robot, which was what she spent most of her time doing. Killing zombies was disgusting work but she was very good at it by now, and it was much better than stopping and having to risk thinking about everyone who had died. On this particular evening she spotted an electric light and thought that maybe she wasn't alone anymore, that maybe there were people and electric lights and human voices that did more than howl or scream, but she was wrong. When she found the light, it was a solar-powered sign that nobody had ever turned off, telling her that it was Christmas Eve and that everyone here was dead too. Unable to stand still and deal with that truth, she ran away as far and fast as she could and never looked back. Eventually she made her way to Freedom City and then to another Earth, where she lived happily ever after, or close enough. This is how it also happened: Erin did not run away. She couldn't do anything but stare at the sign she had hoped for so badly, until in her blurred vision it was just one more zombie. She attacked it as though it personally were responsible for all her many losses, screaming her rage as she smashed the light into darkness, the words into glass fragments. When it was done, she was left kneeling in the snow, her breath rasping so loudly in her ears that she didn't hear the footsteps or the voices until it was too late, much too late. She was not alone anymore, she had been found by a group of people who liked destructive things and were drawn to destroyed worlds in the hopes of finding more of them. Erin was captured and taken to another Earth, to another Freedom City, where she was ripped into tiny pieces. On Anti-Earth, the scientists were disappointed that whatever had killed Erin's world could not be replicated out of her cells, so there would be no exciting new plagues for them to play with. They gave her to The Academy to see what they could make of her, since she was the right age and had killed a number of scientists and guards in escape attempts that proved her aptitude. Erin proved stubbornly resistant to the Academy's culture and morals, however, so she was given to another new student as an extra-credit assignment. Pathos was more than happy to take on the work of bringing her around. The easiest and fastest way was simply to batter down all of Erin's mental defenses, then stroll through her mind, throwing away some memories while adding others, distorting others beyond recognition, and turning a few well-chosen ones into irresistible triggers. In well under a year, Erin could barely remember her own name from day to day, much less remember what had been done to her or formulate useful plans for escape. That wasn't to say she didn't try to escape, they just weren't very good attempts, typically full of incredible violence and mayhem that ended almost as soon as they began. The punishments for such attempts were severe, but the good part about not remembering anything was that she didn't remember. She could not be trained and could barely be controlled, but it was all worth it the first time Pathos turned her loose on a bunch of enemies and told Erin they were zombies threatening her little sister. The carnage was intense and very quick. Erin lost her old name but she got a new one: Singularity. The only survivor of a dead world, and an unstoppable force of destruction for anything in her gravitational pull. Pathos was a busy girl who couldn't spend all her time babysitting, so Singularity wound up spending most of her time in a reinforced white box of an underground holding cell, one that became more and more reinforced as she found new ways to almost escape. Pathos took most of her memories away, so she didn't know how long she spent in the box or much of what she did when she left, though she had the occasional scary technicolor dream about it. Eventually she began to associate the box with safety, with the outside world a nebulous place full of fear and fighting. That was where the other Erin found her when she came with her friends, broke the cage open, and dragged Singularity into the blinding light of a new reality. Erin knew that Singularity was dangerous, she knew she couldn't be trusted. Singularity didn't know much, but she knew that about herself. She also knew from what little she remembered of her many escape attempts that Pathos would come looking for her, and that Pathos would find her, and that the consequences would be unimaginably terrible. It was a relief to be arrested and put into the psychiatric ward at Blackstone Prison. The people there were very kind to her even though everyone there knew she was a crazy murderer, and in such a high-security facility, maybe even Pathos would have a hard time getting in. They gave her another new name at Blackstone, because she couldn't be Erin anymore and Singularity was not an appropriate people name. She dipped way back into her scrambled memories and borrowed a name from one of her favorite children's books and that was good enough. Once upon a time there was a girl named Jessie who lost her memory. Well, not lost, not really. She gave it up on purpose and she knew where it went. A girl with the same voice and face as Pathos told her that the fastest way to get better would be to take away all the ruined parts of her memory and replace them with undamaged ones from the Erin who'd lived happily ever after. Jessie was happy at Blackstone, but she did want to be better, and she didn't want to have to think about all the bad things she'd done and had done anymore. And it worked, or at least it worked well enough. Jessie knew the childhood memories she had weren't hers (though they technically were); they had the smooth-edged quality of being watched through a screen, like remembering a movie she'd seen a thousand times. And in all the places where Jessie had been and Erin hadn't, there was nothing, just empty white darkness inside her head. But the nightmares went away, and the fits of uncontrollable rage. She was better. What Jessie had not foreseen was that getting better would lead to the end of safety. When she was better, they would not let her stay in her cozy room in Blackstone with its strict routines and thick steel walls. Instead she went to Project Freedom, where they taught her how to live in the world as a grownup, even though in her mind she'd only lived sixteen and a half years. She met Aquaria there, who was friendly and nice, and who didn't care that Jessie couldn't talk about her past or her family or pop culture or much of anything, or that she'd killed far more people and zombies than anyone could begin to count. Aquaria was her friend, the first one Jessie'd had in two entire worlds. When she went places with Aquaria, Jessie could hide her own painful awkwardness behind Aquaria's cheerfully brash alienness and most people didn't even notice her. Eventually, though, even Project Freedom came to an end, and Jessie had to go out, over her own protests, into the world. Erin stepped back in then, finding Jessie a safe place to live with one of her own friends and even providing the money for college. Jessie knew that the things Erin did for her came mostly from guilt, guilt that somewhere along the line of their shared life, something had gone right for her and terribly wrong for Jessie. It meant they'd probably never be friends, but Jessie was still grateful for the help. She didn't make great progress in college, being constantly called away on Aquaria's crazy adventures, but she worked hard and steadily to pass whatever classes she could. She practiced her hero skills too, and helped out wherever she could to keep people safe and evil things at bay. Mostly, though, she tried to figure out what to do with her life. It seemed inevitable that at some point her time at the DuTemps building would have to come to an end too, and she would need to be ready. Personality & Motivation: Jessie really does want to help, but she spends a lot of her time dealing with significant anxiety that is free-floating because its moorings have all been ripped out. She will always follow Aquaria into danger and will usually follow anybody else with a good reason, but she doesn't enjoy hero work and would be happier if she didn't have to do it. She wants a quiet life with no violence where she can concentrate on school, but she is unwilling to have that life at the expense of other people. Powers & Tactics: Singularity is an enhanced human being shaped by training and experience into a finely honed lethal weapon. Training on Earth Prime has helped to take some of the edge off that weapons, so that Jessie can fight nonlethally against most of the threats she deals with as a hero. Jessie's fighting style is raw and unpolished, mostly hitting and kicking, with her hands or with a bat, and counting on overwhelming ruthless strength to win the day. She would prefer not to fight, however, and will often use her ability to intimidate to try and defuse battles before they start. Fighting is bad, because sometimes Singularity will come out during a fight, and Singularity fights to kill. Power Descriptions: All Jessie's powers are of the “punch it till it falls down” or “run with your legs” descriptor. Lately she has also added “hit it with your scary shield” to her repertoire. Complications: The Frog Princess: Aquaria is Jessie's best friend and Jessie loves her very much. Aquaria gets Jessie into trouble ALL THE TIME. Sometimes Jessie wishes Aquaria had more friends. Cinderella: Jessie is latest and least of all the Erins on Earth Prime, so much so that she couldn't even get a piece of their shared name. She has her own identity now, but being third of three is still fraught with all kinds of problems, especially when it comes to mistaken identity. Rapunzel: Jessie's legal status is fairly opaque due to a lot of negotiations on behalf of non-Prime natives who commit crimes in their own worlds, but suffice it to say she is on supervised release. She has a monitoring bracelet and an allowed travel radius, and breaking that can cause a lot of trouble. Gretel: Jessie has most of a lifetime of borrowed memories in her head, but there is almost nothing left anymore of her time in captivity except bone-deep fear without any object. She knows enough to be afraid of Pathos, but this loss of markers might make her vulnerable to others from her past. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 25PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Environmental Adaptation (Underwater) Evasion Improved Initiative 2 Interpose Luck 2 Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 10 + 16 + 6 + 12 + 1 + 2 + 10 + 9 + 9 + 2 + 8 = 85PP *All carry the following descriptors, unless noted otherwise: chemical mutation, enhanced physicality Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] (abyssal/magic) Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] (dimensional) Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 8 (8 points; PF: Alternate Power) [9PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet), Super-Movement 2 (Slow Fall, Wall-Crawling 1) {4+4=8/8} AP: Speed 4 (100 mph / 1000 feet per move action), Super-Movement 2 (Water-Walking 2) {4+4=8/8) (Super-Movement is abyssal/magic) Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (25) + Powers (85) = 180/180 Power Points
  9. Blodeuwedd Power Level: 12/13 (220/229PP) Trade-Offs: None Unspent Power Points: 8 In Brief: A Welsh Ninja trained since an early age to battle rogue gods and spirits. Residence:. Base of Operations: Catchphrase: Alternate Identity: Blodwen Jones, Cerys Pefr, Ellis Bexter Identity: Secret Birthplace: Caerdathyl, Gwynedd, Wales Occupation:University Student Affiliations: Amddiffynnwr O Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes), Blue Jay, Crimson Tiger, Kit Family: None, orphaned at birth Description: Age: 19 (DoB: 1st March 1996) Gender: Female Ethnicity: Welsh Height: 5’8” Weight: 125 lbs. Eyes: Hazel Hair: Dark Brown Blodeuwedd plays many parts and with years of practice she plays each part remarkably well. She can go from a high socialite to street kid with an almost perfect attention to detail from clothes to hair to makeup. When not playing a part, or at least Blodwen (or previously as Cerys), she tends to dress simply in loose fitting comfortable clothes with her hair tied into a ponytail or into braid(s). Her costume is simply the artefacts she has been entrusted with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight. Power Descriptions: Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles. Dyrnwyn "White-Hilt": Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven. Gwyddbwyll Gwenddoleu ap Ceidio "The Chessboard of Gwenddoleu ap Ceidio": These goggles appear to be a simple set of oversized night vision goggles, and they do indeed allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light. Llan Tegau Eurfron "The Mantle of Tegau Eurfron": A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing. Ffoniwch Eluned "Ring of Eluned": This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment History: Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order. According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country. A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school. Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. Her time at Claremont has been where she has bloomed into a young woman who's confident and capable in her abilities. Whilst her loyalty is to the Order that raised her she is confident enough in her abilities to have stayed in Freedom City and finally in her life pursuing the interest that she wants to do with the firm friends that she’s made along the way. Personality & Motivation: Blodeuwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person but does has developed a very dry wit and is a master of deadpan, very few can tell if she’s serious or not. She also fiercely loyal to both the Order that raised her and the friends she’s made at Claremont’s and would, and has, drop everything to help either of them in her there time of need Powers & Tactics: Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy's abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury. Complications: Rwy'n Cymraeg: Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act. Dipyn o acen: However hard she tries Blodeuwedd has never been able to completely lose her Welsh accent. Even when she does an almost flawless American accent the odd word or phrase will give away her Welsh heritage. Cyfeillion am byth: Blodeuwedd had forge friendship with her fellow Claremont students that were forged in fire. She would put everything on the line to help any one of them at a moments notice. Pwy ydw i?: Blodeuwedd maintained multiple identities in Freedom City. As well as Blodwen Jones the student she is also Ellis Bexter a young business woman, as well as temporary identities she may adopt to serve the Order. Along with time spent as the hero Blodeuwedd these various identities can take a toll on her time and energies. Abilities: 8 + 14 + 8 + 6 + 10 + 6 = 52PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 24 + 16 = 40PP Initiative: +15 Attack: +12 Grapple: +16 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 5 + 7 + 5 = 17PP Toughness: +4/12 (+4 Con, +7 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned]) Fortitude: +9 (+4 Con, +5) Reflex: +14 (+7 Dex, +7) Will: +10 (+5 Wis, +5) Skills: 208R = 52PP Acrobatics 17 (+24)Skill Mastery Bluff 17(+20)Skill Mastery Climb 11 (+15)Skill Mastery Diplomacy 12 (+15) Disable Device 12 (+15)Skill Mastery Disguise 2 (+5 +10 w/Llan Tegau Eurfron) Drive 3 (+10) Escape Artist 3 (+10) Gather Information 12 (+15) Intimidate 12 (+15)Skill Mastery Investigate 7 (+10) Knowledge (Arcane Lore) 12 (+15) Knowledge (Streetwise) 12 (+15) Language 2 (Welsh [Native], English, Spanish) Medicine 5 (+10) Notice 15 (+20)Skill Mastery Search 7 (+10) Sense Motive 15 (+20)Skill Mastery Sleight of Hand 13 (+20) Stealth 17 (+24)Skill Mastery Survival 1 (+6) Swim 1 (+5) Feats: 30PP Acrobatic Bluff Dodge Focus 4 Elusive Target Equipment 3 Evasion 2 Hide in Plain Sight Improved Initiative 2 Interpose Jack-of-All-Trades Luck 4 Move-by-Action Power Attack Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack 2 Throwing Mastery 2 Uncanny Dodge (Auditory) Equipment: 3PP = 15EP Grapple Gun: Super-Movement 3 (Slowfall, Swinging, Wall-Crawling) + Speed 1 [7EP] Throwing Knives: Blast 2 (Power Feats: Improved Disarm, Mighty 3) [8EP] Powers: 9 + 4 + 8 + 8 = 26PP Device 2 (Dyrnwyn "White-Hilt", Magical Sword, 10PP, Feats: Restricted "The Worthy") [9PP] Damage 8 (Power Feats: Mighty, Improved Critical [19-20]) [10PP] (Flaming Sword) Device 1 (Gwyddbwyll Gwenddoleu ap Ceidio "The Chessboard of Gwenddoleu ap Ceidio", Hi-Tech Goggles with Magical lenses, 5PP, Flaws: Hard-to-Loose) [4PP] Super-Senses 5 (Darkvision, Magical Awareness [Visual]) [5PP] Device 2 (Llan Tegau Eurfron "The Mantle of Tegau Eurfron", Hi-Tech Body Suit, 5PP, Flaws: Hard-to-Loose) [8PP] Protection 7 [7PP] Enhanced Feat 1 (Quick Change) [1PP] Morph 1 (Humans +5 Disguise) [2PP] Device 2 (Ffoniwch Eluned "Ring of Eluned", Alien Ring, 10PP, Flaws: Hard-to-Loose) [8PP] Concealment 4 (All Visual Senses, Power Feats: Close Range) [9PP] Protection 1 [1PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed (basic) +12 Touch DC 19 Toughness (Staged) Damage Physical Dyrwyn +12 Touch DC 27 Toughness (Staged) Damage Physical Throwing Knives +12 Range DC 20 Toughness (Staged) Damage Physical Totals: Abilities (46) + Combat (52) + Saving Throws (17) + Skills (45) + Feats (30) + Powers (29) - Drawbacks (0) = 220/229 Power Points
  10. Power Level: 12 (210/223) Unspent Power Points: 13 Trade-Offs: -5 Attack / +5 Damage; -5 Defense / +5 Toughness In Brief: A nigh-invulnerable juggernaut seeking reconciliation. Catchphrase: Theme: Playlist Alternate Identity: Joseph Walker (Public) Birthplace: Liverpool, England Residence: Liverpool, England Base of Operations: United Kingdom & Continental Europe Occupation: Shipwright Affiliations: Vanguard, UNISON Family: Step-Brother: Peter Walker Description: Age: 21 (DoB: 1996 August 2nd) Apparent Age: 20's Gender: Male Ethnicity: Caucasian Height: 9’5" Weight: 1,900lbs Eyes: Dark Brown Hair: Black History: Joseph Was born into poverty, With a neglectful father and absent Mother, Joseph was no stranger to violence and was often subject to his father's drunken rages, often finding himself locked in confined places for hours on end. It was however not to last, Worried about the tired and quiet youngster constantly turning up to school late and with myriad injuries social services soon intervened and moved the young man into protective custody and eventually into a foster home with the Walker family and though he had a loving and healthy relationship with his foster parents, his would-be brother harboured resentment for the much larger and stronger boy and the bond he shared with his father. It all came to a head one evening when, in London for a holiday the family were exposed to the Darwin X Virus, Killing both the walkers and leaving him and his brother catatonic in hospital beds. Awakening to find his adoptive parents dead and his step-brother missing without a trace, Joseph had all but resigned himself to a life of quiet solitude, returning to his job in the shipyards when his powers emerged, vastly increasing not only his mass and stature but bestowing an unearthly might and unfathomable durability upon him. Now with his great power, he seeks his last remaining relatives, the father who abused him and the missing step-brother who vanished without a trace. Personality & Motivation: Joseph is a mirthful man who enjoys beautiful women, good company and fine food and drink, though his heart is troubled with the loss of his adoptive parents and the disappearance of his step-brother he tries not to let the past control him but is prone to distraction. Powers & Tactics: As the Indestructible Dreadnought, Josephs tactics are fairly simple, he seeks to rush in and engage the biggest threat he can identify, hoping to subdue them quickly or failing that allow his allies to maneuver unhindered so they can bring themselves to bear as effectively as possible. Power Descriptions: Dreadnoughts powers are fairly subtle, save for the woosh of air betraying his incredible weight and speed when he moves he is capable of drawing on an extradimensional source of mass to add unto his own, though rather than increasing his size it adds onto his strength and allows him to perform various other tricks. Complications: Tempus Fudged it: For reasons unknown to Dreadnought he is prone to occasionally falling through time; this can remove him from play at inopportune times sometimes trapping him in the past and leading to him having to simply wait through time to the modern day and all that it entails. This is because Unbeknownst to him the strain of Darwin X he contracted is, in fact, a highly mutated one that developed trans-temporal properties from a mass outbreak in the distant future. Claustrophobia: Due to the traumatic events in his early life, Dreadnought is extremely claustrophobic, leading him to become agitated, aggressive and fearful of confined places, he may refuse to enter such places or be driven into a wild and violent panic if entrapped in such a place, lashing out with his not inconsiderable might indiscriminately. Temper: Joseph has an unhealthy level of repressed anger that he is for the most part unaware of; Abusive fathers, Neglectful mothers, Bullies and others who would abuse their position of authority or power rouse an incredible, biblical anger from Joseph Driving him into a wild rage, causing him to have psychogenic paralysis and lapses in self-control. Ready and Abel: Joseph would like very much to find and reconcile with his missing half-brother to the point of his search can distract him from more immediate problems and cause him to lose sight of other things; He is also unaware that his brother is now a powerful and villainous telepath subtly antagonizing him through unknowing agents and victims both directly and through subtle manipulations. Unfine Manipulation: Due in part to his increased bulk and strength dreadnought has all but lost the fine control of his fingers rendering him unable to write or type, use of handheld devices is all but impossible and he may drop, break or crush things he is attempting to grab if his concentration slips even slightly. Noisey: Above and beyond his vast weight and incredible might dreadnoughts mutation has made him very noisy, his booming footsteps can be heard from miles away and even normally silent actions produce a loud rumbling that can be felt blocks away. Responsibility: Joseph is the founder and main benefactor of the Ironclad charity for abused children Dreadnought is often called upon to make public appearances and represent the organization, often performing feats with his superhuman strength to raise funds for them, he also has a deep connection with his co-workers at the drydocks and the local street gangs, any one of these groups may draw the ire of his enemies or be dragged into his personal conflicts or vice versa. Easily Manipulated: Due to his fragile Psychological state, Dreadnought is easily manipulated by those with the skill in behavioural sciences, with access to his medical records there is very little that a skilled psychologist couldn't convince him of. Distrust: Due in part to his previous experiences with large organizations Joseph is distrusting of them and their representatives, feeling that they have little to no interest in the welfare of people outside of themselves or anything that doesn't fit their agenda, this can and does extend to the government and its various institutions. Codus Immortus: Having been approached my Mr. Murke in london during the victorian era about the foundation of the Codus Immortus dreadnought was rather taken with the idea and has signed on and is as such bound by the terms of the contract, affording him access to the clubs resources and the wisdom of other, older immortals it also binds him to come to those same immortals aids should the need arise, in many cases he wishes to help the clubs, patrons, though he is as bound to aid beings he would otherwise regard as enemies. Once and Future Dreadnought: In the basement of the Club immortus in soho london a large number of temporally displaced dreadnoughts slumber as they wait to return to their own eras, needless to say, a small army of nigh invulnerable juggernauts make for tempting targets for those with the means to bend them to their will, it is in part thanks to the clubs protections legal and physical as well as the secrecy and privacy it grants him, that have kept such an event from occurring, and the wise council of Mr. Murk and the other older immortals that has stayed his hands from waking future iterations of himself to attempt to learn the future and the possible ramifications of such actions have not yet been felt on the time lines, Burned to the bone: Due to being the host for a spirit of fire in the Neolithic era dreadnought now reacts to effects of the fire descriptor more strongly, his skin blackening with even the smallest brush with flames, though it doesn't necessarily cause him any more hindrance than it normally would it is unsettling to look at and in extreme cases cause him to feel psychosomatic pain and fear. rendering him frozen when confronted with sufficiently large and hot fires and rendering him dazed with pain as well as making social interactions more difficult. Abilities: 4+4+6+4=18pp STR: 30/44 (+10/17)) DEX: 14 (+2) CON: 20/36 (+5/13), INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) Saves: 0+4+8 = 12pp Toughness: +17 (+13 Con +2 Protection +2 Density; Impervious: 10) Fortitude: Immune, Reflex: +6 (+2 Dex, + 4) Will: +10 (+2 Wis + Combat:: 6+6 = 12 Attack Bonus -Ranged: +2, (+3 Base, -1 Size) -Melee: +7 (+3 Base, +5 Attack Focus Melee, -1 Size) Defense: +7 (3 Base + 5 Dodge focus, -1 Size) -Flat-footed:: +1 Grapple: +29/35/40 Knockback Resistance: -17 Initiative: +2 Skills: 9pp (36 ranks) Intimidate 14 (+16) Knowledge (current events) 4 (+4) Knowledge (streetwise) 4 (+4), Language 2 (Base: English, French, German), Notice 6 (+8) Sense Motive 6 (+8) Feats: 19pp All-Out Attack, Attack Focus (melee) 5 Challenge (Fast Startle) Dodge Focus 5 Improved Crit 2 (unarmed) Move-by Action Power Attack Startle Takedown Attack 2 Powers: 11+ 14 + 16 +14 + 13 +30 + 20 + 10 + 3 + 10 + 1 = 142pp Array 5("Mass Manipulation"; 10pp array, PF: Alternate power 1)[11pp] BE: Super Strength 5 ("Muscle Mass!" +25 str: 104 effective strength, Heavy Load: 22.9 Ktons) AE: Trip 10 ("Instant gravity well" Flaws: Range (touch), Distracting Extras: Knockback, Reversed (Pulls towards Dreadnought rather than away (+0) Density 4 (+8 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)(14pp) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Unstoppable) Super-Strength 1 (+5 STR carry capacity, heavy load: 716.8 tons; +1 STR to some checks) Enhanced Constitution 16 (+16 CON)(16pp) Enhanced Strength 14 (+14 STR)(14pp) Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)(13pp) Immunity 30 (fortitude saves) (30pp) Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to Non-Lethal))(20pp) Protection 2 (+2 Toughness; Impervious (10pp) Speed 3 ("Massive Momentum" 50mph; 500ft a round) [3pp] Super-Strength 5 (+25 STR carry capacity, Effective Strength: 79, heavy load: 716.8 tons; +5 STR to some checks)(10pp) Temporal Inertia (Features 1: Unaffected by changes to the time-line, Remembers original course of events.) (1pp) Drawbacks: (-3pp) Vulnerable, very common, minor Magic (-3) DC Block Name Range DC Effect Unarmed Touch DC32 toughness Damage Instant grav Well 50ft burst DC20 Reflex Trip Totals: Abilities 18 + Saves 12 + Combat 12 + Skills 9 (36 ranks) + Feats 19 + Powers 142 - Drawbacks -3 = 210/223pp
  11. Kanunu Power Level: 12/13 (200/204PP) Unspent Power Points: 4 Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness In Brief: Jovial Hawaiian powerhouse and hydrokinetic mutant balancing work, college, and super heroics in Freedom City. Catchphrase: Theme: Hawaiian Roller Coaster Ride Alternate Identity: Kimo Keli'i (Poorly kept Secret) Birthplace: Hilo, Hawaii Residence: Emerald City, University Hill Base of Operations: Emerald City, Riverside, University Hill, Oceanside Occupation: Grad Student ECU Affiliations: Emerald City University Family: Locally only his auntie Leilani, in Hilo on the other hand they are legion Description: Age: 19 (DoB: 1996) Apparent Age: 19 Gender: Male Ethnicity: Pacific Islander (Hawaiian) Height: 6' 4" Weight: 270 lbs Eyes: Dark Brown Hair: Black Kimo is a tall youth broad shouldered and heavily muscled. His skin is a deep burnished sepia, darkened from long hours in the tropical sun. His heavy jaw and broad nose lead up to a high forehead and frame his dark eyes twinkling with humor at some unspoken joke. His head is topped by a long mass of tousled raven curls that drape nearly to his waist falling in messy ringlets occasionally tied back in a vain effort to tame the locks. A days worth of stubble graces his jaw more often than not his polynesian heritage earning him an incomplete escape from regular shaving. In nearly any weather he wears a simple t-shirt or tank top with a logo of a favorite band or surfwear company, or none at all on beach days, over board or cargo shorts and flip flops or bare feet. When pressed to more dressy occasions he'll settle on knee length linen khaki shorts and a traditional aloha shirt and flip flops in better repair or perhaps leather sandals, traditional shoes are not negotiable. In costume his look varies little, black morphic molecule jammers replace his usual shorts and he goes shirtless with hair tied back loosely by a leather thong. Time allowing he makes a nod to 'costume' and adds a traditional Samoan ie lavalava tied about his waist in a rippling black and sky blue pattern. While nominally keeping his identity secret he doesn't bother with a mask relying mostly on the startling difficulty many non-islanders have telling one islander from another. History: Kimo was born the fourth of seven children amid a community that often seemed more family than not. This lent itself to a very wide net of 'family' for the young man as he was never far from someone he was at least tangentially related to it seemed. He lived a fairly normal if not luxurious life with lessons in song, dance, and instruments rounding out his traditional schooling and all the spare time he could muster spent at the beach or on the waves. With an active lifestyle and healthy genetics he grew into a strapping youth and spent all his free time swimming and surfing the beaches around his home town. He was 16 when things took a turn for the strange, surfing a particularly harsh set he got pulled under in the crush slammed into the coral below the break. Strictly amateur hour stuff while trying to showboat for some tourist girls. He should have been smashed up, possibly drowned by the force of the wave and the bad break he took. But he was unharmed and in fact felt better than ever. When he made it in to shore the crowd was amazed, when his baord washed up moments later, or what was left of it, everyone was sure it was some kind of miracle. And they were not entirely wrong. The Trauma had triggered a latent mutation rendering him nearly invulnerable and with the strength of ten men, maybe more. He knew something must have happened he remembered hitting the coral reef, the dull thud as he was dashed against the rocks, the rasping scratch as the coral scraped across his suddenly invulnerable flesh. He also was not so certain he could tell anyone and kept it secret for some time. Within a month he realized his powers were only growing, and expanding. He could command the waters of hte sea to do his bidding and his strength only grew. After he discovered his powers he took a short lived and rather embarrassing turn as a teen hero on the streets of Hilo. Calling himself Kanaloa after one of the chief Native Hawaiian deities he took to the streets to rid his neighborhood of pushers and meth heads. It did not go well. Even his command of hte waters was to little avail when a poorly planned attack on a local Meth lab ended in half the apartment complex it was housed in burning down. His absurd misuse of traditional iconography didn't help matters when his grandma caught him sneaking in that night. His career as Kanaloa was over before it really began, and he spent every spare moment for the next two years either in lessons on the Islands proud history and mythology or working to pay back his family who had stepped in to help those displaced by his mistake. While it never became common knowledge who was behind the disasterous amatuer appropriation of godhead, Kimo was done. After graduating high school Kimo set his eyes on Freedom city, for surely in the City of Heroes he could find his way to do more with his powers. He enrolled at Freedom College and moved into the dorms. He's been there almost a year and a half now and is starting to explore his potential as a hero under the less appropriative name, Kanunu, "The Strong." He knows he has alot to learn but if there is anywhere he can learn it's Freedom. Update 8/2019: After Graduating from FCU with his bachelors in Marine Biology Kimo has been accepted to the prestigious program at Emerald City University. He's pursuing his masters there currently and returning to his beloved pacific. WHat time he doesn't spend in school is usually spent pursuing the best breakers Oceanside has to offer or taking a trip down the coast. He relishes the relative quiet of Emerald City but finds the stark class divisions difficult to fathom. Personality & Motivation: Kimo takes the general 'Time is different on the Islands' attitude to heart. He's slow to anger and easy going in demeanor which can come off at times as if he doesn't take things seriously though he does, he just prefers not to act rashly. When he does move to act he can be implacable however and his fury when pushed is potent and relentless. Kanunu is new to him, he came to study in Freedom at least in part out of the hopes of turning his powers into something more. However in this city festooned with the monuments to the greatest heroes he can't help but feel somewhat inadequate. He has potential but lacks confidence in his abilities and in what he's doing, he's young and inexperienced and very concerned about doing more harm than good. With some experience and a healthy dose of self confidence though he could do great things. Powers & Tactics: Kanunu is a fairly straightforward fighter and while not devoid of tactics he takes a firm, 'If it ain't broke don't fix it.' approach to tactics. His mutations had granted him both great strength and left him nearly invulnerable to anything short anti vehicular weaponry. Wading into battle he'll focus first on dispatching underlings, a task he's very well suited to, before moving on to bring the battle to more worthy foes. With access to a suitable water source he can utilize his hydrokinetic potential to unleash the power of the waves on his foes allowing him greater command of the battlefield though aqueous manipulations. Shaping and wielding water to provide cover or hamper foes as well as take more direct action with powerful jets and waves or mighty tendrils to grasp foes or extract and protect innocents. When immersed in a body of water Kanunu becomes a truly mighty foe of evil. As comfortable in the waves as ashore and adapted to freezing crushing depths and able to hold his breath 'hella long' he gains benefits well beyond the able liquid to turn against foes. Commanding waves and tidal surges to grant allies mobility and turning his hydrokinetic might on foes with ease he is a force to be reckoned with. Power Descriptions: Kimos core mutations are supernatural strength and durability that have no outward signs beyond his admittedly impressive physique. Even his aquatic adaptations have more to do with endurance and familiarity than obviously mutant origins. Hydrokinetics of course are far more obvious. Kanunu commands the waves through gesture the larger the effect the more full body the movement, a simple stomp may send choppy ripples or slick waters flowing to impede his foes while a full bodied sawy and thrust of his arms may send waves crashing or an extended arm to reach out and grasp a foe with bonds of watery doom. The most advanced explorations of his powers are more akin to dance than battle in appearance as he draws from his heritage as influence over his command of the seas. When calling forth a wave to ride on dry land he's able to pull the water from the air or a nearby water source as needed to build a cresting wave he and allies can ride, if they're willing to get a little wet. Complications: Ohana: The concept of Family is of great import to Kimo. You take care of family and they take care of you, more than that though family goes beyond the bonds of blood. Those who earn a place in his heart have a steadfast friend and supporter. Kuleana: Kimo knows his start as a hero was poor, he feels a deep need to do better this time around. Ha'Aha'A: Kimo has alot of doubts that he can live up to the big city heroes of Freedom, he has alot to prove to himself as well as the world. Moana: Kimo's hydrokinetics require water to work with and while his big wave flight ability doesn't require a water source pulling moisture from the air when needed it does need some moisture. In air too dry without an alternate source he'll be grounded. Ha: Kimo is not truly amphibious. He doesn't have gills or anything and needs to breath oxygen to survive. His mutations do however allow him to hold his breath 'Hella long' represented by his full immunity to suffocation, there isn't a set time limit but he can run out of air. Abilities: 12 + 6 + 12 + 4 + 6 + 4 = 44PP Strength: 22/40 (+6/+15) Dexterity: 16 (+3) Constitution: 22/40 (+6/+15) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 6 + 12 = 18PP Initiative: +3 Attack: +3 Base, +9 Melee Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +33 Knockback: -11 Saving Throws: 0 + 7 + 7 = 14PP Toughness: +15 (+15 Con, +0) Fortitude: +15 (+15 Con, +0) Reflex: +10 (+3 Dex, +7) Will: +10 (+3 Wis, +7) Skills: 600R = 15PP Climb 5 (+20) Knowledge (Earth Sciences) 8 (+10) Knowledge (Life Sciences) 8 (+10) Knowledge (Physical Sciences) 2 (+4) Language 5 (Native: Hawaiian Pidgin; English, Hawaiian, Japanese, American Sign Language, Hawaiian Sign) Notice 7 (+10) Perform (Dance) 3 (+5) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 3 (+5) Sense Motive 7 (+10) Survival 2 (+5) Swim 5 (+20) Feats: 17PP Attack Focus: Melee 6 Dodge Focus 3 Environmental Adaptation: Aquatic Favored Environment: Aquatic Interpose Luck 3 Takedown Attack 2 Powers: 18 + 18 + 24 + 4 + 7 + 18 + 3 = 92PP *All powers use Mutation Descriptor Enhanced Strength 18 (Does Even Lift) [18PP] Enhanced Constitution 18 (Deep Reserves) [18PP] Hydrokinesis Rank 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Water) Base Power: Move Object 18 (Hydrokinesis; Flaws: Source [Water]; Feats: Accurate 2) {20/20} Alternate Power: Create Object 18 (Hydrokinetic Barriers; Flaws: Source [Water]; Feats: Selective, Tether) {20/20} Alternate Power: Environmental Control 5 (Hydrokinetic Manipulation; Visibility 2, Hamper Movement 2; Extras: Selective; Flaws: Source [Water]) {20/20} Alternate Power: Flight 3 (Surf's Up!; Extras: Affects Others, Area; Flaws: Platform; Feats: Selective; Drawbacks: Low Ceiling 1, Forward Only, No Swimming) {7/20} + Swimming 4 (Tidal Surge; Extras: Affects Others, Area(Burst 20'); Feats: Selective) {13/20} Alternate Power: Trip 15 (Water Jets; Extras: Knockback; Flaws: Source [Water]; Feats: Indirect 3, Accurate 2) {20/20} Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure) [4PP] Impervious Toughness 7 (Unbreakable) [7PP] Super Strength 9 (Mighty!; Effective Strength 85; Max lift 3,200Lbs.) [18PP] Swimming 3 (Hydrodynamic) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Water Jets Ranged Power Check VS. STR/DEX Trip Totals: Abilities (44) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (0) = 200/204 Power Points
  12. Leviathan Power Level: 12/15 (206/231PP) Trade-Offs: -5 Defense / +5 Toughness Unspent Power Points: 25PP In Brief: If Bruce Banner really, really wanted to be the Hulk. Residence: A fantastic Midtown apartment comprising the top three stories of a high-rise complex. Base of Operations: Underwater biological, living headquarters crated from his own body. Catchphrase: None Alternate Identity: Doctor Tristan Delacroix Identity: Secret Birthplace: Freedom City Occupation: Biologist, geneticist, non-practicing doctor, and all-around rich kid. Affiliations: The Freedom Cross Institute. Family: Alexander and Delvin Delacroix (older brothers, ages 33 and 30).  Description: Age: 24 (DoB: May 7, 1994 Apparent Age: Anywhere from his actual age to mid-teens, in the right lighting and outfits (to say nothing of when he Morphs). Gender: Male Ethnicity: Caucasian (French ancestry) Height: 5’ 9” / 9’ 6” Weight: 118 lbs. / 700 lbs. Eyes: Brown / White with long, black, rectangular pupils Hair: Black / None In his daily life, Tristan is a slim, well-dressed, bespectacled young man with a face that will force him to show his driver’s license for every age-restricted purchase until he’s roughly sixty-five. Most bars and nightclubs refuse to let him in at all without a bribe, thanks to his general demeanor of intelligence that screams “I can probably make fake IDs.” His clothes, shoes, wristwatch, and personal electronics are visibly expensive, and so combined with his unintimidating appearance, he rarely walks alone at night for fear of being mugged or kidnapped (for which he’s had a special insurance policy since he was eleven years old). Leviathan, on the other hand, is a great big scaly monster with fists like cinderblocks. Unsurprisingly, he very rarely gets mugged, and not just because he has no pockets. Power Descriptions: If you’ve seen one gang member get punched through a wall, you’ve seen them all. More interesting is Leviathan’s regeneration. His flesh knits itself back together with incredible speed—and first, any attack must pierce his thick plate-scales. Tristan, in his human form, also has the useful ability to mold his features as he wishes. It was a stepping stone on his way to mastering the Leviathan transformation; these days he mostly uses it to leave his apartment complex without alerting the other tenants, and then onto some isolated place where he can fully become his hero self, away from prying eyes. It’s also handy for avoiding his pesky older brothers. History: Private tutors from the time he could talk, Cornell by age twelve, Harvard Medical School by fifteen (mostly to prove he could), and at eighteen, the star of R&D at his family’s company, The Freedom Cross Institute…Tristan’s natural intellect let him zip through life from child prodigy to wealthy scientist so fast that he hardly had time to mourn his parents’ passing. His father died when he was seven (bone cancer) and his mother at nine (tripping on her way out of the shower; not the most glamorous death). A series of nannies, teachers, and full-time house servants primarily raised him anyway, which helped ease the transition. His parents had their hands full with the FCI, funded by old money dating all the way back to their family’s origins in Freedom City during the Revolutionary War. They nurtured it better than their own children, hoping to make the world a better place via lifesaving pharmaceuticals and various biotech. Finding tumors scattered up and down Wyatt’s spine probably redoubled those efforts. Had they kept their eyes turned closer to home on occasion, though, then perhaps Tristan would be less independent, and his brothers less sour. Today, Alexander Delacroix owns the old family mansion on Lantern Hill. The middle brother Delvin grudgingly accepts an equally opulent but less historic home in North Bay. They manage the Institute with their combined majority shares, including Tristan’s, as he has no interest in the tedious board meetings and other tasks. The brothers occasionally drag him out for public functions, but for the most part, he’s the cow whose milk supports their operations. So long as he occasionally turns in a new piece of useful research, they’re content to let him hide in his lab or amuse himself in the city. His disdain for business and his ignorance concerning the end results of his hard work suits their purpose very well. And thus, the problem: unbeknownst to him, his older brothers have eaten the core of something potentially wonderful and are slowly rotting it from the inside out. The FCI was never a charity, but Alex and Delvin took whatever pretenses of goodwill it may’ve once had, stretched them into a thin veil to hide from public inquiry, and now use the corporation to rake in vast amounts of wealth even beyond their ancestral standards. Greed consumes them; the Institute’s applications of Tristan and his fellow scientists’ research are paltry compared to that of the many shadowy groups that purchase anything they might find useful. Biological weapons, controlled mutations, designer drugs—it makes no difference to the brothers, not that they typically know the outcomes at all. Sometimes they’re unaware of their clients entirely—such as the Labyrinth, which has a casual interest in this useful, though ultimately expendable, pawn. Meanwhile, Tristan has long been motivated not just by pride in his work (a factor, still) but by his own secret use of it. He spent his childhood largely isolated from the outside world, yet still aware that he lived in the center of Earth’s superhero activity. His lack of natural talents—beyond intelligence, which he couldn’t appreciate without an outsider’s perspective—depressed him for years, until he at last decided to take matters into his own hands. If nature wouldn’t give him what he needed, then he’d create it himself. He chose deliberately to specialize in biology and genetics, with a particular interest in marine subjects. One discovery led to another, and another, and another—he leapt from fine-tuning his immune system onto manipulating the operations of his cells, and then to his very genome. Finally, early this year, he achieved true transformation (and slightly less important, the reverse back to his original self). Since then he’s enjoyed a handful of “field tests,” which he performs with a level of glee he feels isn’t proper for a hero who wants to be taken seriously. He does his best not to giggle when he places anonymous calls to the police and races off into the night, leaving behind wrecked warehouses full of unconscious gang members. Personality & Motivation: Leviathan’s foremost motivation is heroism in and of itself—not so much for the goodness of a deed (which he feels to an extent and tries to cultivate in his heart), but the pride he takes in having, at long last, joined the ranks of Freedom City’s many defenders. He worries he doesn’t live up to the ideal he pictures (in particular, he envies the Cowls and tries to emulate them, with mixed success). Thanks to a decent amount of self-awareness, he realizes that being a hero is the sort of thing one achieves by having heroic goals, rather than the goal being heroism. That only frustrates him all the more; the breakneck speed of his youthful education hasn’t cultivated much patience, and he’s accustomed to more straightforward endeavors thanks to a lifetime of school tests and neatly-contained classes. Trying to be spontaneous is the opposite of spontaneity, and it drives him up the wall. His lifelong fascination with heroes causes him to react predictably to them: anyone who’s well-established, or just vaguely familiar, is bound to get a positive (if deliberately gruff; he tries to maintain his image) reception. Even unproven heroes like himself should have no problem making a new friend, although in their case, Leviathan finds it easier to see them as equals rather than heroes to a hero. In contrast, Tristan in his daily life is relaxed, confident, and dry. He’s surprisingly personable for being so isolated; growing up fast meant he spent his time with older children, and then full adults, and so, his attitude seems more mature than his face. He loves his work, so he naturally spends hours upon hours in his lab (either publicly at the FCI or privately in his nigh-supernatural underwater facility, where he conducts Leviathan-related studies), but at least once a week he wanders through the city. Often he wears a different face, but this habit began even before that talent; his brothers have long-since come to terms with him turning up in random places, Bill Murray style. In doing so, he clears his head and entertains himself by meeting unfamiliar people. Now that he can become the mighty and terrible Leviathan, he tours also in the hope of stumbling across something dastardly so he can punch the problem until it magically turns into a police report. Powers & Tactics: Leviathan’s body is full of “smart” stem cells and a redesigned nervous system capable of directing them. At their most basic, they allow him to change his features; lately, they repair grievous injuries and let him transform into a much larger, stronger, tougher version of himself—and even in his regular form, Tristan is hardier than the vast majority of humans. In terms of tactics, his are elegantly simple for someone who’s clever enough to normally get tangled in elaborate systems: find the bad people and punch them. He’s yet to find someone who can hit back hard enough to make him regret this decision. Thanks to deliberate exploitation of his muscle memory, Tristan is very good at physical abuse, and not terrible at range. At least he recognizes the potential for situations he can’t knuckle his way through, but it’s just so satisfying. He’s nonetheless eager to expand on these core abilities. From sea life alone, he has a wealth of inspiration: will he next try to make his scales change color like an octopus, to hide his enormous body and pounce on criminals unseen? Will he take on the electrical touch of an eel? He already modeled his scales after limpet teeth, and his regeneration on the humble starfish. All kinds of sources are possible, but it’s traditional to stick with a theme, he supposes… Complications: [HQ] At the Speed of Plot: GMs shouldn't use the Healing Power of Leviathan's lair as it usually applies; moderate Regeneration speeds are more appropriate. In general, visitors to the headquarters should recover as quickly as the story allows--and if this is noticeably slower than Healing would usually permit, then a Hero Point might be appropriate. Perfect for heroes licking their wounds after a defeat and preparing to go after the villain for Round 2! The same guidelines can also apply to the Immunities granted by the lair; they stem from an extremely healthy environment rather than any magic, and should be treated as such. Note also that Immunity to Fatigue does not apply to Extra Effort, as detailed in the forum's House Rules. [HQ] Wrong Kind of Lockpicks: Leviathan's lair, being a living plant-like creature in its own right, shouldn't fear traditional intrusion methods. However, just because Disable Device won't work hardly makes it impregnable. Enemies with life magic, or medical and biological skills similar to Leviathan's own talents, should be able to apply those talents to enter uninvited. The Computers skill continues to work normally, with respect to hacking; Leviathan's electronics might not actually be electronic any longer, but they function the same in terms of what havoc an experienced programmer can accomplish with a keyboard. “Aaaaaaahh!”: Leviathan sits on the fence between imagining himself as a brooding, outcast-by-the-society-that-misunderstands-him Cowl and wanting to be recognized and beloved by Freedom City for his good deeds. He leans toward the latter when civilians and cops alike see him, assume he’s on the wrong side, and greet him not with cheers, but with screams and gunfire. Foolhardy: There’s something about being able to take a rocket to the face, get back up after a moment, and walk away that makes a person overconfident. Combined with his burning need to prove himself as a hero, Leviathan can easily jump head-first into more than he can handle. His reflexes and willpower aren’t nearly as good as his physical durability, and there are ways to defeat a hero without leaving a scratch. Leviathan is more likely to underestimate such threats than most; he probably won’t take this lesson to heart until he’s learned the hard way a few times. Secret Identity: Tristan rightly suspects that his board of directors, let alone his brothers, wouldn’t appreciate knowing that he occasionally spends his nights as a punch-happy lizard monster. He takes great pains to hide his activities, and a credible threat to his privacy will scare him more than any gun in the city. Abilities: 0 + 0 + 10 + 10 + 6 + 4 = 30PP Strength: 10/34 (+0/+12) Dexterity: 10 (+0) Constitution: 20/44 (+5/+17) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +12 Melee (+5 Base, +8 Attack Focus, -1 Growth); +4 Ranged (+5 Base, -1 Growth); +8 Improvised Throwing Weapons (+5 Base, +4 Attack Specialization, -1 Growth) Grapple: +12/+27 Defense: +7 (+4 Base, +4 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -2/-11 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+17 (+5/+17 Con, +0) Fortitude: +5/+17 (+5/+17 Con, +0) Reflex: +4 (+0 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 132R = 33PP Computers 10 (+15) Craft (Chemicals) 10 (+15) Diplomacy 11 (+13) Disguise 0 (+2/+12) Intimidate 8 (+10/+12) Knowledge (Earth Sciences) 10 (+15) Knowledge (Life Sciences) 19 (+24) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 10 (+15) Language (Latin) 1 Medicine 19 (+22) Notice 12 (+15) Sense Motive 12 (+15) Feats: 24PP All-Out Attack Attack Focus (Melee) 8 Attack Specialization (Improvised Throwing Weapons) 2 Benefit (Alternate Identity (Alien Space Lizard!), Charity CEO, Wealth 3) 5 Dodge Focus 4 Equipment 8 (VA) Improved Grapple Interpose Takedown Attack 2 Equipment: 8PP = 40EP Headquarters: 6PP = 30EP Size: Huge [3] Toughness: 20 [3] Features: Communications, Computer 2 (Masterwork), Concealed 2 (+20), Dock, Gym, Infirmary 2 (Masterwork), Isolated, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Pool, Power* (Healing 12; Affects Others Only), Power* (Immunity 5 [Disable Device 5]; Immunity 7 [Aging 1 (Half-Effect), Disease 1, Fatigue 5; Affects Others Only]) Power System, Security System, Self-Repairing, Workshop 2 (Masterwork, Chemicals Only). [24] * See Complications Submarine: 2PP = 10EP Defense: 8 Size: Huge [2] Speed: Swimming 4 (25MPH) [4] Strength: 40 [2] Toughness: 14 [1] Features: Remote Control [1] Powers: (All Mutations) 86 + 4 + 3 = 93PP Leviathan Transformation Container 17.8 (Active; Drawback: Activation [Full Action, -3]) [86PP] Enhanced Constitution 20 [20PP] Enhanced Strength 16 [16PP] Growth 4 (Large; Strength +8, Constitution +4) [16PP] Immunity 3 (Cold, High Pressure, Suffocation [Water]) [3PP] Leaping 3 (10x) [3PP] Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP] Speed 3 (50 MPH, 500 Ft./Move Action; PFs: Alternate Power 2) [5PP] AP: Burrowing 3 (5MPH, 50 Ft./Move Action in Soil (Less in Harder Materials)) [3PP] AP: Swimming 3 (10MPH, 100 Ft./Move Action) [3PP] Super-Senses 10 (Olfactory [Accurate 2, Blindsight 4, Extended 2 {1,000}, Tracking 2 {3 total}]) [10] Morph 2 (Any Humanoid) [4PP] Super-Senses 3 (Olfactory [Acute, Danger Sense, Tracking 1]) [3] Drawbacks: = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (33) + Feats (24) + Powers (93) - Drawbacks (0) = 206/231 Power Point
  13. Sandman Power Level: 12 (175/196 PP) Trade-Offs: None Unspent Power Points: 6 In Brief: Widower trying to fulfill his wifes legacy as ancestral defender of the dreamlands. Residence: Suburban Hanover Base of Operations: Throughout Freedom City Alternate Identity: Dr. Elis Sanford Identity: Secret Birthplace: Freedom City Occupation: Doctor Affiliations: People and/or groups you work with. Family: Mrs. Barbara Breska-Sanford (Wife, Deceased), Shelby Sanford (Daughter, 8), William Sanford (Son, 5), Grace Fellows (Sister) Description: Age: 34 (DoB: June 14th 1981) Apparent Age: 34 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 185 Eyes: Blue Hair: Sandy Blonde Elis is a fit man in his mid thirties. He's toned without being bulky and of average height with a calm confidence in his movement. His hair is neatly cut and styled with the simplicity of a busy schedule. He is usually in scrubs or business casual, khakis, button down and tie though on weekends revels in his god given right to sandals with socks and cargo shorts. As sandman he's costumed in a blue and white, a long hooded vest belted at the waist over a bodysuit matched with Cuffed gloved and cavalier boots. His chest is emblazoned with the symbol of a crescent moon. Power Descriptions: His powers manifest as swirling almost luminescent yellow brown sand. At its most basic he forms it into grasping limbs or weapons or fashions walls and cages to entrap his foes or form into illusory living dreamscapes. He may call upon them to swirl about in vortices putting his targets into a deep sleep, sapping their energy or calming a crowd with their somnolent touch. At its more esoteric it serves as a conduit for Sandman to touch on the dreams and nightmares of his friends or foes for aid or to make them deadly real in the mind of the beholder. His form is almost as if built from flowing sand and bullets or fists pass through with little to no effect only for the holes to fill in from the surrounding mystic sands. History: Elis is not a remarkable man. He's a hard worker and clever enough that that work has paid off though none of it came with great ease. He was raised in a firmly middle class household with a single younger sister and grew up with the luck to be spared the greater pains and losses many residents of Freedom suffered throughout the corruption of the Moore years, or the invasions and assorted chaos that followed. He graduated high school near the top of his class and was accepted to FCU in a pre-med program. Though no longer a bigger fish in a small pond led to some growing pains he managed to get through in no small part due to the support of his future wife Barbara. They met in an intro to biology course and her presence pushed him to attend more regularly. Late nights studying together often seemed on the verge of their friendship developing to something more though she seemed to hold back. Elis accepted her reluctance and enjoyed her friendship and what company her busy schedule allowed. In time the friendship blossomed into more and by the time they graduated they were engaged. It is in that relationship that Elis' future would be forged. The Braska family were inheritors of an ancient mandate. Defenders of the waking world from the creeping darkness of nightmare realms, guardians of the vale of sleep, knights of dream. Barbara was their last scion. Elis knew nothing of her grander purpose though he often worried about her odd habits and exceedingly busy schedule throughout their relationship as friends and romantically he allowed her enough space and she managed her dueling responsibilities well enough it never came to a head. As they entered graduate studies (he in med school her in psychology) they got an apartment together, He'd awake at night to find her mysteriously absent, or so deeply asleep he could not wake her as she did battle in the realms of dream or hunted nightmare things crossed into our realm. When he finally asked her about it she could no longer hide her double life from him. Elis worried for her after that, no loving partner would not, but he had come to understand her devotion in time. They were wed shortly after he began his residency and not long thereafter their first child was born. Barbara's vigils as their daughter slept seemed odd but Elis accepted she needed the comfort of watching and she never seemed to tire at the least. In due course another child joined the first, a younger brother his sister adored. All seemed well in their lives. Balancing family and superheroics was never easy but Barbara managed and despite the long hours of his residency Elis was there to support her. Not long after Elis completed his residency and joined the hospital staff as an attending physician it all came crashing down. He returned from a late night call for emergency surgery to find the front door of the house torn off its hinges. Calling 911 he rushed inside, he found her at the top of the stairs the power of her legacy slowly fading, the costume he rarely saw reverting to her nightclothes as he ran to her side. As he tried to staunch the bleeding he cradled her in his arms. She whispered to him of the boogeyman who had come for the children, the scions of her line. She had driven him off but at a great price. She made him promise to protect the children, it wasn't until her last kiss passed the power of the Sands of Sleep to him he understood she meant all of them. She was gone by the time the paramedics arrived. Barbara's loss was hard on Elis, and of course the children though he sheltered them from the worst of the details schoolmates and teachers all knew at least some of it and it has been difficult for them. He keeps upbeat and makes sure they celebrate they life they had with her rather than focusing on her absence. So far it seems to be working. For a time he tried to forget his promise, the legacy of the guardian of dreams had taken his wife from him he was not charitable in thought toward it now. It was nearly a year later before he embraced his role, children gone missing from locked homes, dark figures spotted in the shadows, he could hear his wifes voice telling him to protect the children, so that is what he does. Personality & Motivation: Elis is an affable gentle man with a quick smile and easy demeanor. He doesn't stand out much in a crowd but those that know him usually remember him fondly. A devoted father and skilled doctor he is a very busy man but none the less seems to find time for tidbits of conversation with the coffee cart barista or the nurses on his way in to the hospital. His wife's death has left a certain melancholy to his manner but it is a quiet kind melancholy that he rarely inflicts upon others, and is quick to apologize with a self deprecating jest at his maudlin behavior. Elis' relationship with superheroics is complex. This job cost his wife her life. Something he'll like as not never forgive it, she knew the risks and he knows would have done nothing differently yet still a part of him blames the responsibility laid upon her for her death. On the other hand he respects her sacrifice and her convictions of the importance of this work. He knows as few others do how close the monsters really are in the world and how spread thin its defenders are. When it comes down to it however he made a promise and he intends to keep it. There is a darkness in the world and he will be the light to ward it off. Powers & Tactics: Sandman is first and foremost a guardian of the innocent. Thus he usually opens with seeing to it that bystanders are safe by calming them or erecting barriers to cover their retreat. Once that is achieved he'll move in to engage more directly and will focus on entrapping or disabling his foes. It is a last resort to turn to the crude brutality of attacking more directly, only the most heinous of offenders are treated tot he special horror of being rent asunder by their own worst nightmares, Sandman knows such power must be used sparingly. Complications: Identity: Secret; The mild mannered anesthesiologist is not what most imagine when they think of super heroics, he'd like to keep it that way. Responsibility: Job; He is holding down a day job if not for his lack of need for sleep it would like as not all come crashing down. Responsibility: Parent; Single parent at that. He has two children who he WILL ensure are safe and secure. Code: Sandman hunts the things that go bump in the night, the monsters under the bed and in your closet. He makes sure the nightmare things that creep across the veil go back where they belong, pursuit of such creatures take priority over lesser foes. Code: Defender of innocents. Bystanders and especially children must be protected at all costs. Enemy: The Boogeyman is still out there. Barbara hurt it, drove it off but it will recover and be back. Sandman plans to be ready. Abilities: 0 + 6 + 8 + 6 + 10 + 4 = 34PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+6) Wisdom: 20 (+5) Charisma: 14 (+4) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +4 Base; +4 Melee, +4 Ranged Grapple: +4 (+20 Move Object) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +14 (+4 Con, +10 [Protection]) Fortitude: +8 (+4 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +10 (+5 Wis, +5) Skills: 64R = 16PP Diplomacy 3 (+5) Intimidation 3 (+5) Knowledge (Arcane Lore) 12 (+15) Knowledge (Behavioral Sciences) 7 (+10) Knowledge (Cosmology) 12 (+15) Knowledge (Life Sciences) 7 (+10) Medicine 10 (+15) Notice 5 (+10) Sense Motive 5 (+10) Feats: 8PP Attractive Benefit (Wealth) 1 Dodge Focus 6 Powers: 64 + 6 + 1 + 1 + 9 + 10 + 4 + 9 = 104PP Array Rank 28 (Sands of Dream; 56AP; Extras: none, Flaws: None, Feats: Alternate Power 8, Drawbacks: None) [64PP] (Dream, Mental, Magic) Base Power: Create Object 15 (Walls of Sand; Extras: Duration(Continuous +1); Flaws: none; Feats: Affects Insubstantial 2, Selective, Stationary, Tether, Precise, Progression 5 [250' cubes]; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Damage 12 (Nightmares to Life; Extras: Penetrating 2 +1, Range (Perception, +2), Alt Save (Will, +1), Mental (+0); Flaws: none; Feats: Dimensional(Dream), Indirect 3, Reversible, Subtle; Drawbacks: None) {56/56} (Dream, Mental, Magic) Alternate Power: Emotion Control 12 (Sands of Calm; Extras: Area (General, Shapeable, +1), Selective (+1); Flaws: Limited (Calm Only, -1); Feats: Reversible, Progression 19 (Rank x1000 5' Cubes);) {56/56} (Dream, Mental, Magic) Alternate Power: Fatigue 12 (Sands of Exhaustion; Extras: Range (Perception, +2); Flaws: none; Feats: Affects Insubstantial 2, Sedation, Reversible, Incurable, Slow Fade 2, Subtle; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Illusion 12 (Sands of Illusion; All Senses, 2,500' Area; Extras: Selective Attack (+1); Flaws: Phantasms (-1); Feats: Progression 8; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Illusion 12 (Sweet Dreams (Dream Control); Extras: Duration (Sustained, +1); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Triggered, Progression 15 (50 mile radius); Drawbacks: none) (Dream, Mental, Magic) Mind Reading 12 (Dream Travel; Extras: Affects Others (+1), Duration (Continuous, +2); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Insidious, Sedation, Subtle 2; Drawbacks: None) {40 + 16 = 56/56} (Dream, Mental, Magic) Alternate Power: Move Object 14 (Shifting Sands; Extras: Damaging (12 ranks, +1), Range(Perception) (+1); Flaws: none; Feats: Affects insubstantial 2; Drawbacks: none) {56/56} (Dream, Magic) Alternate Power: Stun 12 (Sands of Sleep; Extras: Range (Perception, +2), Alt Save (Will, +0), Sleep (+0); Flaws: none; Feats: Affects Insubstantial 2, Reversible, Sedation, Slow Fade 3, Subtle; Drawbacks: none) {56/56} (Dream, Mental, Magic) Alternate Power: Teleport 10 (Dream Step; Extras: Accurate (+1), Portal (+2); Flaws: none; Feats: Change Direction, Change Velocity, Easy, Progression 2 (50' by 50'); Drawbacks: none) {56/56} (Dream, Magic) Comprehend 3 (Speak and Understand all Languages; Language of Dreams; Extras: None, Flaws: None, Feats: None, Drawbacks: None) [6PP] (Dream, Mental, Magic) Enhanced Feats 1 (Quick Change 1) [1PP] (Dream, Magic) Feature 1 (Special Effect: Otherworldly Presence; Dramatic wind that affects only him, able to float slightly off the ground, echoed speech) [1 PP] Immunity 9 (Need to Sleep (1), Fear Effects (1), Dream/Nightmare (2), Sleep Effects (5); Extras: None, Flaws: None, Feats: None, Drawbacks: None) [9PP] (Dream, Mental, Magic) Protection 10 (Body of Sand; Extras: None, Flaws: none, Feats: None, Drawbacks: None) [10PP] (Dream, Magic) Super-Movement 1 (Into the Vale of Sleep; Dimensional Movement 1 (Dreamlands); Extras: Affects Others (+1), Attack (+1), Flaws: none, Feats: none, Drawbacks: none) [4PP] (Dream, Magic) Super-Senses 9 (Dream Sense; Dream Awareness (Mental) 1, Ranged 1, Radius 1, Accurate 2, Acute 1, Analytical 1, Tracking 2 Extras: none, Flaws: none, Feats: none, Drawbacks: none) [9PP] (Dream, Mental, Magic) Drawbacks: (-0) + (-0) = -0PP None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Nightmares to Life Perception DC 25 Will Damage (Mental) Sands of Calm Perception DC 20 Will Emotion Control(Calm) Sands of Exhaustion Ranged DC 20 Fortitude Fatigue Sands of Sleep Ranged DC 20 Will Stun Shifting Sands Ranged DC 25 Toughness Damage (Physical) Totals: Abilities (34) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (8) + Powers (104) - Drawbacks (0) = 190/196 Power Points
  14. Galvanic Power Level: 12/13 (200/206 PP)Trade-Offs: -5 Attack / +5 Damage (melee); -4 Defense / +4 ToughnessUnspent Power Points: 6 In Brief: Empowered paragon from a race of electrical aliens Residence: No fixed abodeBase of Operations: None (wandering hero) Alternate Identity: Chlo'zel ElzakIdentity: Public, although irrelevant outwith TempestBirthplace: The planet Tempest.Occupation: Climate scientist/full-time superheroAffiliations: None formalFamily: Mother, father and sister on Tempest Description:Age: 23 Earth years (born 1993)Apparent Age: Human equivalent of 20-25Species: TempestianHeight: 5'1''Weight: 95 lbsEyes: Deep redHair: White Chlo'zel is a Tempestian, and thus has the characteristic blue skin of her people. Hers is a darker, Cerulean hue. She is also of a Tempestian ethnicity which doesn't have the visible antennae on the forehead that most of the species do, although small circles under the skin can be seen glowing slightly when using her innate abilities. Her most prominent physical attribute is her height. She is very short, and slender but for some level of whipcord-thin muscle, belying the massive strength and durability her powers lend her. Her face is heart-shaped, with a somewhat sharp and pronounced chin and nose. Naturally excitable and inquisitive, her expression is usually set in a smile, frantic discussion, or a mix of both, red eyes literally sparking with intelligence. She wears her shoulder-length white hair loose and free, apparently Tempestian electric immunity extending to not frazzling her tresses. Off-duty, she usually wears a simple tunic and boots, customary to the oft-simple lifestyle enjoyed on Tempest. As Galvanic, she dresses a little more dramatically. She wears a gold-yellow coat with long floor-length tails, with blood-red trim on the cuffs, tail and front clasps. Beneath, she wears a leotard and leggings of a pale icy blue, and leather knee-high boots; made from the pale orange hide of the Tempestian wrackbeast. Power Descriptions: Chlo'zel is a Tempestian, and thus has innate powers to absorb and direct electrical energy in a variety of forms. While most of her people simply use this ability to redirect the lightning strikes from the storms which assail their planet, Chlo'zel is one of those who have applied effort and ingenuity into a variety of uses. Not only can she accurately direct bolts of lighting at her foes, she can wreath her body in it to harm enemies, produce blinding surges of arc lightning, and most impressively of all, convert her body into a seething mass of electromagnetic energy to propel herself through the hard vacuum of space. She can project her energy in an electromagnetic field that resists attack and dissipates some forms of energy entirely. If she focuses the field, she can disperse the effects of environmental conditions, and power the chemical reactions keeping her alive through stored electricity like a biological battery. Doing so, however, leaves her more vulnerable to assault. Her lightning takes on varying shades of blue and white, her projected blasts being the bluest, her energy fields much whiter, and her electromagnetic form somewhere in between. However, vulnerable is relative. The effects of the terraformer backlash extensively mutated her Tempestian physiology to impossible levels. She can lift and hurl phenomenal weights, resist massively heightened levels of physical stress and damage with little effect, and soar through the air at high speeds. She uses her powerful intellect to complement these powers, with such feats as turning into electricity so as to move unimpeded at even higher speeds through the air, or send shockwaves of displaced air rushing at foes. One weakness, however, is due to the properties of water. Pure water does not conduct electricity, whereas mineral deposits in impure water conduct it quite well. This means that, if soaked in it, she is unable to project the electricity past the water and is thus hampered from using her electrical powers. History: The world of Tempest is not one to produce galactic adventurers. It is riven by storms, its people surviving due to an ability to absorb and redirect the lightning. But the same storms also shred technology and make travel on and off planet fraught at best. As such, it's generally backwater and peaceful, not huge on technology, but developed in civilisation. There are few wars, as the sy itself rages against the planet. They are allies to the Lor Republic, and like them likely evolved from humans dispersed by Precursors. But beyond a few travellers and members of the Lor military and various mercenary bands, Tempestians are not big news on the galactic stage. Growing up on a small farmstead there, Chlo'zel Elzak was always a very bright girl. She delighted in the rocks, the soil, even in the perpetual storm in the sky. Despite the comparative poorness of the farm, her father and mother still arranged to send her off to the best schools, what money they lacked made up for in scholarships and grants for this intelligent, friendly young woman. She accrued great expertise in geology and climatology, and through her studies saw pictures and maps of other worlds brought during some of the limited contact the planet had with the Lor. And it amazed her. All this diversity and wonder, all these different species and worlds. It was just... remarkable, to a girl from a planet with a handful of biomes and one weather pattern: atrocious. So, upon graduation, she became attached to a project to do a limited terraforming, hoping to change the weather patterns which beget the perpetual storms. In doing so, the project hoped to manage to facilitate more contact with other worlds, to perhaps be more able to travel and share knowledge, and enrich the lives of the Tempestian peoples.They built a great terraforming tower, insulated and shielded, hoping to fire a directed pulse and disrupt the storm clouds. The loss of equilibrium would hopefully lead to periods of time where the storms were much weakened. It might have worked, were it not for one of the worst storms on record. As Chlo'zel and her colleagues laboured, one of the greatest storms in recorded history converged on the tower. Lightning struck again and again, melting the insulation, weakening the structural integrity of the entire project. Many scientists fled, but a hardbitten few tried to salvage some of the equipment, fighting to keep as much of it undamaged as possible. At the height of the assault, parts of the reactor began to melt down, driving the very last of the scientists away. Not Chlo'zel. She'd always wanted to see new worlds. To explore the universe. And so she stayed, and tried to activate the directed pulsar early. The reactor exploded, and the whole structure seemed to shake with the pulse, crumbling in on itself even as the storm abated. The scientists stood shocked as the dust cloud settled... to reveal Chlo'zel flying through the wreckage unharmed at great speed, give great powers by the irradiated chemicals and energy being driven into her system as the lightning has pummeled her. She found she could lift great weights, and didn't tire. At first, she used her abilities to help clear the wreckage and salvage the wounded or dead, and any equipment to perhaps, one day, try the project again. But she grew restless, increasingly pacing the clouds, experimenting with her limits by wrestling native beasts. This climaxed with her one day shooting up, and up, faster and faster, igniting her mass into electrical energy as she went, and bursting through the storm-hewn atmosphere... ... and she saw the stars. It was only a matter of time before, having sufficiently mastered fine control enough to attempt personal space travel, she left. To look for new worlds, new species. To study and to help them. To see the universe, and to, if one day it needed it, defend it. Personality & Motivation: Chlo'zel is a genuinely vivacious, friendly person. Hailing from a backwater world, she is still full of wonder at the wider universe and the people and places in it. Still young, yet also possessed of a keen scientific mind, she has both the unbridled enthusiasm of the young, and the excitement at small natural processes innate to climatologist and geologists. This does, however, often leave her rambling on and occasionally putting her foot in her mouth, or getting distracted by something when a larger issue looms. There is still a little of the farmgirl in her, and at times she can be painfully naive to things such as galactic politics and xenophobia. This can be a boon, as even the weirdest most tentacled gribbly alien doesn't disturb her, and she will merrily talk to it. It also means she's somewhat ignorant to the scale of the threat presented by the Khanate or Grue. Nonetheless, when she does recognise a threat, she can harden, unrelentingly defending those around her by charging into battle. What she lacks in experience or formal combat training, she makes up for in determination and raw power. What ultimately drives her is her past. Tempest is a storm-beset planet, which limits technology use. While they're aware of other worlds and people, space travel is unreliable given the difficulty in getting craft on and off the planet. Thus, when she soared above the raging storms and gazed upon the stars, she saw something wonderful and beautiful and terrifying. And she still finds it so, and will stand firm if it needs defending. Complications: Battery's Nearly Dead: Tempestians in general, while mainly absorbing and redirecting energy, aren't that limited off-world. Ambient static, the electric potentials their body produces, varying levels of innate aptitude for lightning bolts, there are various factors meaning they don't really need to 'charge up'. Galvanic has quite developed electrical powers, but isn't an unlimited font. Prolonged fighting won't really drain her, nor will long period uses of her powers. However, consistently using Extra Effort and Extraordinary Effort, especially when already wounded or tired, can lead to her powers reducing in rank or shutting off until she can regain her strength or find a power outlet or a friendly teammate with a lightning gun... Fun with Magnets: Tempestian electric powers can have some unforeseen magnetic effects, although Chlo'zel rarely consciously harnesses that due to her massive strength. However, use of her powers can sometimes disrupt or move magnetized objects, and on the flipside, concentrated and powerful magnetic fields can disrupt her attacks and if strong enough, shut down her ability to project electricity. Fzzzzt! Equipment on Tempest is made to last, as its air, animals and inhabitants are shooting, absorbing and redirecting lightning storms here there and everywhere. While Chlo'zel does have control over her powers, accidents do happen and it's possible she could flash-fry your food replicator. Let Me Strike This Awesome Pose: At heart, Chlo'zel is a bit of a showboat. She enjoys dramatically bursting onto a battlefield and hovering arms folded as laser shots bounce harmlessly from her force fields. However, this could prove a disadvantage when more superpowers come into play, as the posing and showboating makes her more vulnerable to attacks which can injure her. Oh My God, Fjords! A gifted geologist and climatologist from a planet with a quite singular biosphere, Chlo'zel finds alien environments simply fascinating. It's easier to divert her attention by showing her a beautifully clear starry night, a lush and not-at-all-wrecked-by-storms forest, a light rain shower not accompanied by explosive thunder... In Earth terms, she's the Australian who hasn't seen snow in person yet. Pollyanna: Chlo'zel is still new to the wider galactic realm, and is thus ignorant to many local customs, politics, enemies and dangers. As such, the issues she faces include a wide variety of problems, from accidentally offending your host or local political group, not realising she's talking to and possibly being manipulated by villains, or trying to pet the carnivorous death kitty of Zoltran VIIII. Rollin' On Into Town: Since leaving Tempest, Chlo'zel has had no fixed abode. She rolls into a planet/town/space station, helps with any troubles they may have, and then moves on. This has a number of effects. Firstly, her Wealth level is Impoverished. Secondly, due to the scarcity of Tempestians in the galaxy, and the fact she is very very often new to an area, the locals may not immediately trust her, even with her sunny disposition. Abilities: 4 + 0 + 6 + 8 + 2 + 2 = 22PPStrength 14/45 (+2/+17)Dexterity 10 (+0)Constitution 16/38 (+3/+14)Intelligence 18 (+4)Wisdom 12 (+1)Charisma 12 (+1) Combat: 12 + 8 = 20PPInitiative: +4Attack: +6, +7 melee, +12 Electrical ControlGrapple: +9, +25 with powers, up to +32 with full Super-StrengthDefense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-FootedKnockback: -1/-8, [-14 vs energy attacks] Saving Throws: 1 + 5 + 6 = 12PPToughness: +3/+16 (+3/+14 Con, +2 Protection), [Impervious 12 vs energy attacks]Fortitude: +4/+15 (+3/+14 Con, +1)Reflex: +5 (+0 Dex, +5)Will: +7 (+1 Wis, +6) Skills: 40R = 10PPComputers 6 (+10)Concentration 7 (+8)Knowledge ("Earth" sciences) 11 (+15)Knowledge (Physical sciences) 6 (+10)Language 2 (Galstandard, Lor, default: Tempestan)Notice 4 (+5)Sense Motive 4 (+5) Feats: 11PP All-out Attack Attack Focus (melee) 1 Dodge Focus 4 Environmental Adaptation (Zero-G) Improved Grapple Improved Initiative Luck 1 Power Attack Powers: 31 + 8 + 22 + 31 + 2 + 17 + 10 + 2 + 2 + 3 = 128PP Electrical Control Array 13.5 (27pp array, Power Feats: Alternate Power 4) [31pp] (alien, electric) Base Power: Blast 12 (Electrical Control, Power Feats: Accurate 3) [27pp] (alien, electric) Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 5 (up to Flight 13 [100,000 MPH]) [10PP] and Super-Movement 1 (Space Travel 1>2 [interstellar]) [2PP] [total 27PP] (alien, electric, electromagnetic form) Alternate Power: Damage 6 (Extras: Reaction (to melee attacks against her) [+3]) [total 24PP] (alien, electric) Alternate Power: Blast 12 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [24PP] (alien, electric) Alternate Power: Dazzle 12 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [24PP] (alien, electric) Electromagnetic Aura Array 3.5 (7pp array, Power Feats: Alternate Power 1) [8pp] (alien, electric, force field) Base Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field) Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] (alien, electric, force field) Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant) Enhanced Strength 31 [31PP] (genetic, mutant) Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant) Paragon Powers Array 7 (14pp array, Power Feats: Dynamic, Dynamic Alternate Power 1) [17pp] (genetic, mutant) Base Power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant) Alternate Power: Super-Strength 7 (total of 8, heavy load: 1,600 tons) [14PP] (genetic, mutant) Immunity 10 (electrical effects) [10PP] (alien) Protection 2 [2PP] (genetic, mutant) Super-Movement 1 (space travel [interplanetary]) [2PP] (genetic, mutant) Super-Strength 1 (Heavy load: 12 tons, Power Feats: Shockwave) [3PP] (genetic, mutant)Drawbacks: 3PPPower Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP) DC Block: ATTACK RANGE DC EFFECT Unarmed Touch DC32 Toughness (staged) Damage (Physical) Arc Lightning Touch Cone DC22 Reflex/Fortitude Visual Dazzle, Reflex is for Area, Fort for recovery Electric aura Reaction Touch DC21 Toughness (staged) Damage (Electricity) Shockwave Touch Cone DC23 Reflex/DC 28 Tough Damage, Reflex is for Area Blast Ranged DC27 Toughness (staged) Damage (Electricity) Ball Lightning Ranged Burst DC27 Toughness (staged) Damage (Electricity) Abilities (22) + Combat (20) + Saving Throws (12) + Skills (10) + Feats (11) + Powers (128) - Drawbacks (3) = 200/205 Power Points
  15. RockPower Level: 12/13 (199/211 PP)Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 ToughnessUnspent Power Points: 12 Theme: Rock and Roll Band by BostonIn Brief: Rock.Birthplace: Some RockResidence: The HorizonOccupation: Rock for HireAffiliations: Captain Eclipse, Nae-DaeFamily: RocksDescription:Age: Old as RocksGender: RockEthnicity: RockHeight: 8'7" of RockWeight: 1.5 Tons of RockEyes: Molten RockHair: Rocks At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within. Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression. Power Descriptions: Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials. Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity. History: Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting. In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world. Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics. His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable. Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole. Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental. Personality & Motivation: Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself. Powers & Tactics: Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back. When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat. When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir. Complications: Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake. Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome. Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche. Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability. Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature. Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP Strength: 44/20/- (+17) Dexterity: 6 (-2) Constitution: - Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: -2 Attack: +7 (+8 Base, -1 Growth) Grapple: +32 (+7 Attack, +17 Strength, +2 Density, +4 Growth, +2 Super-Strength) Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed Knockback: -16 Saving Throws: 0 + 5 + 8 = 13PP Toughness: +17 (+12 Protection, +3 Density, +2 Growth; Impervious 3) Fortitude: - (Immune) Reflex: +3 (-2 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 64R = 16PP Bluff 3 (+5) Computers 3 (+5) Intimidate 11 (+15) Knowledge (Galactic Lore) 8 (+10) Knowledge (Physical Sciences) 3 (+5) Knowledge (Technology) 3 (+5) Language 1 (Galstandard, Phaesti [Native]) Medicine 1 (+5) Notice 6 (+10) Pilot 12 (+10) Sense Motive 11 (+15) Survival 2 (+6) Feats: 33PP Improved Grab Improved Pin Interpose Equipment 2 Sidekick 24 Startle Stunning Attack Takedown Attack 2 Equipment: 10EP = 2PP Binoculars; Super-Senses 4 (Visual; Extended 2 [1000' Range Increment], Infravision, Tracking) [4EP] Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP] Powers: 91 + 25 = 116PP Rock Person Physiology 18 (90PP Container [Passive, Permanent]; Power Feats: Innate) [91PP] Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP] Immunity 32 (Critical Hits, Fortitude Effects) [30PP] Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP] Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP] Protection 12 [12PP] Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP] Super-Strength 2 (Effective Strength 69, Heavy Load ~200 tons; Power Feats: Bracing, Countering Punch) [6PP] Molten Core 12 (24PP Array; Power Feats: Alternate Power 1) [25PP] Base: Enhanced Strength 24 [24PP] AP: Damage 12 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [24PP] (eruption) Drawbacks: -3PP Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC32 Toughness Damage Eruption Area [General, Cone] DC22 Reflex Half Damage DC27 Toughness Damage [Secondary Effect] Totals: Abilities (-8) + Combat (32) + Saving Throws (13) + Skills (16) + Feats (33) + Powers (116) - Drawbacks (3) = 199/212 Power Points
  16. Player Name: Fox Character Name: Dragonfly Power Level: 12 (15) (233/250pp) [261] Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 17 In Brief: Bitter young genius out to apply her mind on her terms, and no one else's. Alternate Identity: Mara Hallomen Identity: Secret Birthplace: France (Dual-Citizenship, French/American) Occupation: Full-Time Inventor/Superhero Affiliations: Ironclad, Jill O'Cure, The Lab Family: Alexander "Hollow Man" Hallomen (Father) Age: 22 (DoB: December 1991) Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: ~110lbs, ~160lbs in armor Eyes: Dark Blue Hair: Dirty-Blonde Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, quiet blues and dark purples being runners-up). Make-up is practically a foreign concept and generally not worth her time. Her powersuit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are bulkier, relative to the rest of the suit, and have plating that can shift and rearrange for the task at hand - including deploying a number of small tools. The back of the suit carries a smooth backpack-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience. When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and, while clearly well-made and tasteful, does not appear to be especially valuable. Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not outwardly transparent). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial to the touch, if tingly, and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). She can call up a number of small drones for a variety of purposes; each is a bit smaller than a football, with one end flattened into a 'face' dominated entirely by a single large eye capable of projecting images and high-energy lasers. Though they lack grasping limbs, they can carry light loads by way of the same gravity manipulators that let them fly. History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to disposal or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was beginning to show superhuman traits – signs of high intelligence and her mother's ability to communicate with electronics. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough for the Hollow Man – no, anything good can be made better, results could be obtained faster. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of an insect, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was - to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and distrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate...though continuing social exposure and her ongoing relationship are alleviating many of these problems. Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. Complications: Drones: Powers with the 'drone' descriptor only function when Dragonfly can deploy and command her drones. She has a decent but not inexhaustible stock to call up, and if her radio communication to them is cut off they are left with only their most recent instructions and a dog-like AI - which only tells them to finish their current task (to the best of their now-reduced ability) and then return to safety. Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. Relationship: With >Jill O'Cure. Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. Secret: Identity. Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. Abilities: 2 + 4 + 2 + 18 + 2 + 4 = 32PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 28 (+9) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +10 Attack: +6, +12 Suit Offense Grapple: +7 / +11 Super-Strength Defense: +14/+6 (+6 Base, +8 Shield), +3 Flat-Footed Knockback: -7/-2/-0 (full defense / force field only / base) Saving Throws: 8 + 7 + 11 = 26PP Toughness: +10/+1 (+1 Con, +5 Protection [impervious 5], +4 Force Field) Fortitude: +9 (+1 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +12 (+1 Wis, +11) Skills: 100R = 25PP Computers 11 (+20)SM Concentration 4 (+5) Craft (Electronic) 15 (+24)SM Craft (Mechanical) 15 (+24)SM Disable Device 8 (+17) Knowledge (Business) 1 (+10) Knowledge (Physical Sciences) 11 (+20) Knowledge (Technology) 8 (+17) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)SM Perform (Stringed Instruments) 10 (+11, +13 Masterwork Instruments) Sense Motive 9 (+10) Feats: 15PP Ambidexterity Benefit (Wealth) 1 Eidetic Memory Equipment 4 (20EP) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought Equipment: 5PP = 25EP 1 + 1 + 1 + 16 + 1 = 20EP Masterwork Double Bass [1EP] Masterwork Violin [1EP] Multitool [1EP] The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP] An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that.... Size: Medium [1EP] Toughness: +10 [1EP] Features: [14EP] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ [1EP] Hallomen Advanced Experts [2 + 1 + 13 = 16EP] A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans.... Size: Huge [2EP] Toughness: +10 [1EP] Features: [13EP] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop Powers: 9 + 2 + 2 + 98 = 111PP Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP] Immunity 10 (Psionic Effects; Flaws: Limited [1/2 Effect]) [5PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Comprehend 1 (Electronics) [2PP] (mutation) Datalink 2 (Mental, 100ft) [2PP] (mutation) Device 24 (120PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [98PP] (powersuit) A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck. Auxiliary Power Array 5 (10PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [13PP] BP (Dynamic): Flight 5 (250mph / 1,000ft per Move Action) [8PP] AP (Dynamic): Super-Strength 5 (STR 35 [Heavy Load: 1.5 tons]) [8PP] Communication 5 (radio, 5 mile range; Extras: Area; Flaws: One-Way; Feats: Selective, Subtle) [7PP] Features 1 (Improvised Tools) [1PP] Force Field 4 (Feats: Selective) [5PP] (spatial control) Illusion 1 (Auditory, Visual, 5' radius; Extras: Duration [sustained, free action to maintain]) [4PP] (drone projection) Immunity 9 (Life Support) [9PP] Primary Array 20 (40pp array; Feats: Accurate 3, Alternate Power 6, Precise) [50PP] BP: Blast 12 (Extras: Secondary Effect) [36/40PP] (spatial blast) AP: Blast 12 (Extras: Autofire 1; Feats: Homing, Indirect 2, Split Attack) [40/40PP] (drone beamspam) AP: Dazzle 12 (Visual; Extras: Linked [Nauseate]) + Nauseate 12 (Extras: Linked [Dazzle], Range [Ranged]; Flaws: Sense-Dependent [Visual], Limited [sicken]) [24+12= 36/40PP] (drone strobe) AP: Dimensional Pocket 12 (1250 tons; Feats: Progression [Cargo] 2, Quick Change) [27/40PP] AP: Drain Toughness 12 (Extras: Linked ) + Strike 12 (Extras: Linked [Drain], Penetrating 12 [DMG 24]) [12+24= 36/40PP] (spatial blade) AP: ESP 6 (Auditory, Visual, 20 mile range; Extras: Simultaneous, Action [Free]; Flaws: Limited [reachable by air drone]; Feats: Rapid 1 [10x search speed], Subtle [cloaking; DC26]) Communication 6 (Auditory, 20 mile range; Extras: Area; Flaws: Limited [reachable by air drone], One-Way; Feats: Selective, Subtle) Move Object 2 (STR 10; Extras: Action [Move], Range [Perception]) [26+5+8= 39/40PP] (drone search & rescue) AP: Stun 12 [24/40PP] (taser hand) Protection 5 (Extras: Impervious) [10PP] (armor plating) Shield 8 (Feats: Evasion 2) [10PP] (spatial control) Super-Senses 8 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Radio Sense, Spatial Awareness [visual], Uncanny Dodge [radio]) [8PP] Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (spatial control) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC22 Reflex Trapped DC20 Will (+1 per round) (escape) Drone Blast Ranged DC27+autofire Toughness (Staged) Damaged (Energy) Drone Strobe Ranged DC22 Reflex Blind +DC22 Fortitude Sickened DC22 Fortitude (recover) Spatial Blade Touch DC22 Fortitude (Staged) Drain Toughness (22 - roll pp) DC27 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC27 Toughness (Staged) Damage (Energy) Taser Hand Touch DC22 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (32) + Combat (24) + Saving Throws (26) + Skills (25) + Feats (15) + Powers (111) - Drawbacks (0) = 233/250 Power Points
  17. Triakosia Player Name: Tiffany Korta Power Level: 12/15 (250/250PP) [266] Trade-Offs: -2 Atk/+2 Dam Unspent Power Points: 0 In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn't go exactly as planned... Alternate Identity: Dancia Devons Identity: Secret Birthplace: Pax Roma Occupation: Reporter Affiliations: None Family:None known Description: Age: 129 (DoB: 18th April 1885) Apparent Age: 33 (if applicable) Gender: Female Ethnicity: African American Height: 5'11" Weight: 180 lbs Eyes: Brown Hair: Brown The costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also give her the appearance of a much more sculpted physique than she really does. The breastplate an greaves are darker, almost bronze in colour, and made of high tech materials with almost no weight to them. Power Descriptions: The exposure to cosmic energies that she received during her inter dimensional journey have radically altered Dancia's body down to it's very core. Super resistant and strong she has no need to breath and doesn't feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds. Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans. History: When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn't the only one working on the possibilities of Inter Dimensional travel in a secret Imperial laboratories a rival of his was working on exactly the same technologies. When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned there attention back to the inter dimensional device. Though untested and uncalibrated there only chance was to send someone through to find help from another world, or at least warn them of the threat of terminus, the facility lack the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveller, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lot was drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine. The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Danci collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people. When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the worlds best psychologists and telepaths she still cannot remember any details of who she was before she arrived. Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it's collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero. Personality & Motivation: Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn't think of herself as a true hero. She incredibly modest as to what she can do and doesn't think she quite measure up to other heroes in the world. She's a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero. Powers & Tactics: Dancia's first instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she'll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating Complications: Who am I?: Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth. Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth. Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have travelled through that place towards her, and it's generally not a pleasant reaction. Abilities: 30 + 4 + 20 + 6 + 8 + 8 = 76PP Strength: 40 (+15) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 24 = 40PP Initiative: +6 Attack: +8 (+10 Unarmed Attack) Grapple: +23/+33 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -10 Saving Throws: 5 + 6 + 7 = 18PP Toughness: +11 (+10 Con, +1 Protection) [Impervious 10] Fortitude: +15 (+10 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +11 (+4 Wis, +7) Skills: 76R = 19PP Bluff 11 (+15) Computers 2 (+5) Diplomacy 11 (+15) Drive 3 (+5)Gather Information 11 (+15) Skill MasteryIntimidate 6 (+10) Language 1 (Latin) Notice 11(+15) Skill MasterySearch 9 (+12) Skill Mastery Sense Motive 11 (+15)Skill Mastery Feats: 18PP Attack Specialization (Unarmed Attack) 1 Connected Equipment 4 Improved Initiative 1 Inspire 1 Interpose Leadership Luck 1 Move-by Attack Power Attack Quick Change Skill Mastery (Gather Information, Notice, Search, Sense Motive) Takedown Attack Ultimate Effort (Strength Checks) Well-Informed Equipment: 20EP = 4PP The Sanctum Size: Colossal [5] Toughness: 15 [2] Features: Communications, Computer, Concealed, Dimensional Portal, Gym, Isolated, Library, Living Space, Personnel (Centurion Bots), Power System, Security System, Workshop [12] Power: Teleport 10 (200,000 miles) [1] Powers: 1 + 2 + 11 + 10 + 25 + 2 + 8 + 10 + 10 = 59PP Feature 1 (Temporal Inertia) [1PP] Flight 1 (10 mph / 88' per Move Action) [2PP] Immunity 11 (Aging, Life Support, Starvation & Thirst) [11PP] Impervious Toughness 10 [10PP] More Powerful... 10 (20PP Array; Feats: Dynamic Power 3) [25PP] Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP] Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP] Dynamic Alternative Power: Super-Strength 10 (up to Super Strength 14; heavy load 52k tons) [20PP] Protection 2 [2PP] Super-Senses 8 (Normal Hearing [Accurate {+2}, Extended 5 {200 mile range incr}], Ultra-Hearing) [8PP] (Super Hearing) Super-Senses 10 (Normal Vision [Extended 5 {200 mile range incr}], Penetrates Concealment {+4}], Ultravision) [10PP] (Super Vision) Super Strength 4 (PF: Super-Breath, Thunderclap) [10PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed (basic) +10 Touch DC 30 Toughness Damage (Physical) Super-Breath --- Area DC 22 Reflex Trip Thunderclap --- Area DC 22 Reflex Dazzle (Auditory) Totals: Abilities (76) + Combat (40) + Saving Throws (18) + Skills (19) + Feats (18) + Powers (79) - Drawbacks (0) = 250/250 Power Points
  18. Players Name: Electra Characters Name: Hologram Power Level: 12 (221/222PP) Trade-Offs: None Unspent PP: 1 In Brief: Last and least scion of a famously villainous family, Paige kicked over her bad-girl traces back in the 90s and took up on the side of good. Twenty years later, she's back in Freedom City with her super-husband and wonderkids, trying to keep all her plates spinning while avoiding any unfortunate family reunions. Alternate Identities: Paige Psion Identity: Paige Cline Birthplace: Freedom City Occupation: Television Personality Affiliations: Nicholson School, Discovery Channel Family: Richard Cline (Fast-Forward), William Cline (Thoughtspeed), Holly Cline, Bryant Cline (1.5 years old) Description: Age: 48 Apparent Age: 35 Gender: Female Ethnicity: Jewish Height: 5'9 Weight: 130 lbs Eyes: Brown Hair: Brown Despite concessions to age like moisturizing foundation and a mom haircut, Paige looks awfully young to be the mother of a sixteen year old. She's pushing fifty, but easily passes for her early thirties, which is a fantastic superpower to have on the West Coast. Working in Hollywood keeps her thin, but unless she's being dragged onto a red carpet, she wears blue jeans or cargo pants with t-shirts. Her uniform is similarly simple, a morphic black turtleneck and fitted slacks with a silver belt and a holographic flash patch at breast and shoulder. Power Descriptions: Paige's everyday powerset falls under the mental/psionic descriptor and includes a swiss-army knife set of telepathic and illusory powers. In a pinch, though, she can call upon her unnatural birthright to soup up her powers with the entropic/Terminus Energy descriptor. When she uses her entropic power suite, it occasionally manifests itself as wisps of black fog or sparks of black energy. History: For details of Paige's history, please >refer to her History Page. Personality and Motivation: Paige grew up on the wrong side of the villain/hero divide, which gives her a unique sort of perspective on the battle between good and evil. She's been good for a long time and believes in good, but she's also of the belief that sometimes evil is just trying to live its life too, and you can just leave it alone until it actually starts acting up. Practical and pragmatic by nature, she provides grounding to her partner's flashier live-in-the-moment attitude. Paige is not a nightly-patrol style hero, she's just too busy for that. She puts her family and her work first, and she knows full well that in a town like this, just making yourself available to fight evil is enough to keep you busy without going out looking for trouble. Powers and Tactics: Hologram is not a skilled solo fighter and if confronted alone is likely to hide until she can summon backup. In a group combat, she can provide concealment for allies and confusion to her enemies, as well as distance reconnaissance. In a pinch, she can lash out with a psychic blow to hurt or stun her enemies, though she often has to call upon her entropic powers to make that effective. Complications: Before It Was Cool: Sure, T-Babies are totally a thing now, but when Paige was growing up, nobody knew what they were, and the entropic nature of some of her powers was mysterious and frightening. Even now, she is often reluctant to call upon those powers despite their usefulness. Driving the Minivan: Just because the men in your family can run across town in the blink of an eye doesn't mean they know where they're going. Paige keeps the family calendar and timetable, making sure people are where they need to be and when. If she is gone or starts losing track, the whole system will inevitably derail in magnificent fashion. Deep, Dark Fears: Paige has more vivid memories of being crushed to death in a subterranean landslide than anyone who didn't die of one really ought to. It makes her very leery of tight, dark places, especially underground. Long Commute: Paige works between three and six days a week in Los Angeles when her show is taping. Assuming Richard is around, she can be back in Freedom City in under an hour, but a lot can happen in an hour. And if he's not around, she's out of luck. Rotten Family Tree: Returning to Freedom City has put Paige back in Psion territory, back within reach of her very elderly but still formidable father, and the bright and psychotic band of nieces and nephews he hand-raised. If they take an interest in her and her family, it will cause all sorts of trouble. Den Mother: Paige not only has two dependent children (though William might hotly protest the description), the family home is often full of the kids’ friends on any given day or night. When work follows her home, she’s got a lot of innocent lives riding on her ability to send it packing again. Abilities: -2 + 0 + 4 + 6 + 6 + 6 = 20PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Grapple: +3 Defense: +12/+8/+6/+4 (+4 Base, +2 Shield, +2 Dodge Focus, +4 Enhanced Dodge), +2 Flat-Footed w/out powers Knockback: -6/-2 Saving Throws: 3 + 5 + 9 = 17PP Toughness: +12/+4/+2 (+2 Con, +2 Protection, +8 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+0 Dex, +5) Will: +12 (+3 Wis, +9) Skills: 76R = 19PP Bluff 2 (+5) Concentration 7 (+10) Diplomacy 2 (+5) Gather Information 12 (+15) Skill Mastery Investigate 2 (+5) Knowledge (Behavioral Sciences) 2 (+5) Knowledge (Life Sciences) 2 (+5) Knowledge (History) 2 (+5) Languages 7 (English [base], French, German, Grue, Latin, Hebrew, Russian, Spanish) Medicine 2 (+5) Notice 17 (+20) Skill Mastery Search 7 (+10) Skill Mastery Sense Motive 12 (+15) Skill Mastery Feats: 7PP Dodge Focus 2 Improved Initiative Skill Mastery (Gather Information, Notice, Search, Sense Motive) Trance Ultimate Save (Will) Well-Informed Powers: 12 + 10 + 4 + 1 + 10 + 6 + 2 + 50 + 2 + 30 + 3 + 13 = 142PP Concealment 10 (all senses, Extra: Affects Others, Flaw: Phantasm, PFs: Selective, Variable Descriptor 1 [entropic/psionic]) (mutation, entropic/psionic]) [12PP] Enhanced Feats 10 (Defensive Roll 4, Dodge Focus 4, Luck 2) (mutation, precognition, psionic power) [10PP] Enhanced Skills 12 (Search 4, Sense Motive 4, Stealth 4) (mutation, psionic) [3PP] Immunity 2 (aging, disease, Flaw: Half Effect) (mutation, temporal) [1PP] Immunity 10 (psionic effects, Extra: Affects Others, Flaw: Limited [Half-Effect]) [10PP] (mutation, psionic) Impervious Will Save 12 (Flaw: Unreliable [50%]) (mutation, psionic) [6PP] Protection 2 (mutation, entropic) [2PP] Psi-Powers Array 20 (40 points; PFs: Alternate Power 9, Variable Descriptor 1 [Entropic/Psionic]) (mutation, psionic, entropic) [50PP] BE: ESP 5 (Clairvoyance; Auditory + Visual Senses, 5 miles, DC 25 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Rapid 2 [Full Action to Search 1 mile diameter area, 1 minute to Search 5 mile diameter area], Subtle; Complication: Medium [living creatures]) {38/40} AP: Damage 12 (Entropokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 10 [Total 20], PFs: Precise, Stunning Attack, Subtle) {40/40} AP: Damage 12 (precisely applied telekinesis, Extra: Alternate Save [Fortitude], Range 2 [Perception]; Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {39/40} AP: Drain Charisma 12 (precisely applied telekinesis 2.0, Extra: Range 2 [Perception], PFs: Insidious, Precise, Subtle) {39/40} AP: Emotion Control 12 (suggest; Extras: Mental, Secondary Effect; PFs: Insidious, Mind Blank, Subtle) {39/40} AP: Illusion 10 (all senses; Extra: Duration [Sustained]; Flaw: Phantasm) {40/40} AP: Mental Transform 12 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaw: Action [Full], PFs: Precise, Subtle) {26/40} AP: Mental Blast 12 (mental stab, Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {38/40} AP: Mind Control 12 (compulsion; Extras: Conscious, Instant Command; Flaw: Action [Full], PFs: Mental Link, Subtle) {39/40} AP: Move Object 12 (Entropokinesis/Telekinesis; Str 60, Hvy Load 48 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {39/40} AP: Stun 12 (subjugation; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {39/40} Shield 2 (mutation, psionic) [2PP] Super-Senses 34 (Accurate Acute Counters Concealment Counters Illusion Counters Obscure [All Descriptors] Radius Ranged Mental Senses, Danger Sense [Sense Type: Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Psionic Awareness [Descriptor Frequency: Common, Sense Type: Mental, Default Extras: None], Thought Awareness [Descriptor Frequency: Very Common, Sense Type: Mental, Default Extras: None], Uncanny Dodge [Sense Type: Mental]) [30PP] Super-Senses 1 (Communications Link 3 [Mental] [Fast-Forward, Thoughtspeed, Holly]) (mutation, psionic) [3PP] Telepathy 6 (12PP Array; PF: Alternate Power 1) [13PP] BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid 3 [x100], Subtle) {10} + Comprehend 2 (Speak And Understand 1 Language At A Time; Extras: Linked [Communication, Mind Reading]) {4} {10+4=14/14} AP: Mind Reading 12 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {13/14} DC Block: ATTACK RANGE SAVE EFFECT Concealment Perception DC 20 Will Concealed Drain Perception DC 22 Fort Drained Damage Perception DC 27 Tou Damage [Energy] Damage Perception DC 27 Fort Damage Move Object Perception DC 27 Tou Damage Mental Blast Perception DC 27 Will Damage [Energy] Emotion Control Perception DC 22 Will Controlled Mind Control Perception DC 22 Will Controlled Mind Reading Perception DC 22 Will Mind Probed Illusion Perception DC 22 Will Illusion'd Stun Perception DC 22 Will Dazed/Stunned/Unconscious Totals: Abilities (20) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (7) + Powers (101) = 180/222PP
  19. Players Name: AvengerAssembled Characters Name: Fast-Forward Power Level: 12/14 (213/222PP) Trade-Offs: +5 Defense/-5 Toughness and None Attack/Damage as a Speedster, +5 Defense/-5 Toughness and -4 Attack/+4 Damage as Mystic Unspent PP: 9 In Brief: Iron Age villain turned Modern Age hero, speedster punk turned family man and veteran hero Alternate Identities: Tempus Fugitive Identity: Richard Anthony Cline Birthplace: Freedom City, New Jersey, USA Occupation: TV Star Affiliations: Shenanigans Family: Paige Psion-Cline, William Cline, Holly Cline Age: 50 (born 1963) Apparent Age: 30s Gender: Male Ethnicity: White American Height: 6 feet Weight: 160 lbs Eyes: Blue Hair: Black Description: Richard Cline is a tall, slim man with a runner's build. His hair is slicked up in that peculiarly 80s style and he wears leather jackets and jeans when he can, just like his hero Bruce Springsteen. His costume is a black and white bodysuit in traditional style - he doesn't wear a mask, and never has. He does wear a jacket over his spandex bodysuit, particularly when he needs to carry things. These days he carries a small, leather-bound Victorian book in his pocket. Powers and Abilities: Fast-Forward's speed powers are based in temporal manipulation rather than in super-speed as such - he accelerates his local frame of reference and appears to run fast, punch as fast and hard as an assault rifle, and a great many other super-speed tricks. He leaves behind a faint glowing red trail as he runs, a phenomenon caused by hyper-accelerated air molecules crashing back into their neighbors. His powers have begun to fade slightly as he ages, but he remains one of the fastest beings alive. His magical abilities come from carrying around the Tome of Theurgy, a sort of pocket guide to the magic of the stars that lets him call on the magic of the Behenian fixed stars to aid him in battle. Not being a subtle man, he uses his powers for spectacular evocations - hurling glowing fireballs, summoning tremendous storms, and otherwise making sure that he is the life of the party that he has always believed himself to be. Personality and Motivation: Richard's kind of a jerk, something of an occupational hazard for your typical speedster. But he's also a veteran who's been around the block many times, and that's significantly tempered the arrogant jerk who was pretty hard to be around back in the 1980s. He wants to make Freedom City safe for his family, and help make sure the kids tehse days don't make the mistakes he made when he was a kid. He loves his wife and kids more than anything in the world, though he has a considerably more complicated relationship with his still-living parents. He's still inclined to question authority in a Green Arrow sort of way, and doesn't always get along great with cops and other government officials, though he is always perfectly correct when there are cameras around. He's very handsome, though also very married. History: Some legacies in Freedom City aren't forged in the light of day. Richard Cline was born in August of 1964 to Anne Cline, aka Calendar Girl, speedster and smash-and-grab thief and briefly the sidekick of Doc Holiday. Abandoned by her partner when she got pregnant, Anne did the only thing she could, she raised her son at her side as first her ward, then her partner in crime. Richard developed his speed powers early, a legacy of all the times his mother had used her powers while he was in utero, and eagerly trained as his mother's sidekick. His childhood was great in some ways: the Crime League of the 1960s and 1970s were like a weird little family for him. He met gods and monsters, scientists and mystics, and sometimes crashed at their place for a few weeks until his mom could escape. She was Clock Queen, beautiful and glamorous, and he loved her with the devotion of a son for a doting parent. But his childhood was poor in some ways as well; he spent less than a year inside a classroom from age six to age eighteen, and only learned to read and write well from being able to practice at super-speed when he was very bored. Even when he put on a shiny four-colored costume to match his mother's, Richard didn't really know anything about the world except how to rob it. Eventually time ran out for Clock Queen and her sidekick Tempus Fugitive. As the world darkened into the grim days of the 1980s, their brand of crime no longer fit. A few months before his 18th birthday, Richard joined his mother for one last big score in Freedom City, a jewel heist that would give him a nest egg to start on his own career as an independent villain - and maybe work something out with Paige Psion, the daughter of Parker Psion and somebody he was more than sweet on. But it all went wrong: the cops showed up with temporal nullifiers and stopped them both dead in their tracks, dragging mother and son both off to jail. As the police closed in, Anne Cline saw her son's life in peril from a rogue Freedom City cop (there were a lot of those in those days) and shattered the man's legs, escalating this arrest to one that might have seen both mother and son go away for many years. Abandoned by the Crime League (which was already coming to an end itself), the Clines were left without allies. Anne stepped up for perhaps the first time in her life, spinning a grim story to the cops about how she’d abused and brainwashed Richard, that he’d only obeyed her out of fear of her wrath. Richard was sentenced as a juvenile despite the multiple felonies he was charged with and was released on his 21st birthday in 1985; Anne herself got a twenty year sentence. When Richard got out, the Moore era was just beginning, and the young man was disgusted by what he saw. Criminals had turned into psychopaths, cops had become bullies and tyrants, and the heroes had been chased away or turned killer. It was time to turn to _crime_: Fast-Forward, the laughing speedster-rogue, debuted by publicly pantsing the mayor, making sure the police would hunt him for his blood for the rest of the Moore administration. Maybe that life had been forgotten in a Freedom City had turned its back on its superheroes; had turned its back on the joy and laughter of the previous generation. Well, that was all right: he'd bring that world back. He'd _make_ the stupid sheep of Freedom City understand what they'd lost and he'd get damn rich in the process. And he'd do it without bending his head to any of the other supercriminals on the loose in his city in the process. Richard assembled a new costume together out of the raddest fashion gear he could: tight black spandex, aviator glasses, and bought enough mousse to give himself the big hair of the guys he'd seen on TV when he was locked up. Richard had always been a walking temporal anomaly, but in the 1980s he really was a man out of time: a costumed criminal who didn't kill, who avoided violence when he could, who focused on wacky theme crime with matching henchmen, who preferred to thumb his nose at vigilantes and the law rather than punch them in the face. He was equally likely to fight RIOT as FORCE Ops, and indeed he and Archer had something of a grudging understanding given their mutual history and how much the world had changed around both men. When cops opened fire on him, he'd laugh and rip the guns out of their hands or just slap them silly; when RIOT hurled fireballs at him he'd leave them paused and naked on the street. A dozen times, he nearly died, but he was just too fast for the world around him. (It helped that the super-speedsters of the past who'd once bedeviled him had all retired or died at this point, making him basically invulnerable to the local cops and supers alike if he had room to run) And luckily, he wasn't alone. Paige had finally broken out from under her father's tyrannical thumb, and the two of them hooked up again not long after his release. Paige Psion was a good influence on him; she got him to try bigger stuff than just petty, hilarious snatch-and-grabs like robbing an entire CODE fundraiser of their valuables, she also got him off cocaine and the other drugs he'd started taking, making clear that if he did want their relationship to resume, he needed to make her his focus, not his cocaine habit. Taking the name Hologram in honor of her illusion powers, Richard and Paige became a daring criminal duo like people in Freedom City hadn’t seen in years, gleefully bilking the rich and stupid while making sure they spent enough to stay popular in the community. It was a good life, one which Richard, deep down, sometimes still misses. The end of the Moore Act promised good things for the future for the young couple; who knew what fun they could have now that the heroes were back? All that came to an end when the Terminus Invasion happened. Fast-Forward and Hologram stood together against the world-conquering threat of Omega, battling Omegadrones and Annihilists alike, watching as friends and enemies and thousands of others died before Omega was finally defeated. Was it the horrors of T-Day that prompted Fast-Forward’s moral switch? The impact on him of the death of the Centurion? Or was it simply the realization that his old life just wasn’t working anymore in the new Freedom City now that the people had learned to appreciate their heroes again? Either way, he and Hologram decided it was time to get out of town: taking advantage of a Freedom Leage offer that gave a full pardon to all supers who’d helped out in the invasion as long as they stopped committing crimes, Richard and Paige skipped town and headed out of Freedom City. With a full pardon in hand from the US government, they lived in Freedom City and helped out for a few years, finding steady work and (after a few years, and a lot of trying) becoming parents of William Cline. Richard hated it, and almost went back on the coke he'd quit some years earlier, but he was determined to build a steady life for himself and his family. But it's tough to keep a secret from a psychic, especially your wife, and Paige was ready to travel too. When William was eight, they packed up and started moving, traveling in an RV and exploring the country, living the life of hard-traveling adventurers. They did a little of this and a little of that, and worked as part-time heroes, but weren't very happy: they got a big surprise when it turned out that Richard's regenerative and temporal abilities meant that his vasectomy hadn't taken and Paige became pregnant again - Holly Cline was born in Freedom City just in time for his creepy father-in-law to start sniffing around again. Richard despised Parker and frankly wouldn't have minded ratting the old man out, or maybe making sure he stopped being a threat to the family, but thought it was better to get out of Freedom fast. So they went back on the road, this time until they reached the Pacific, where the Psion family had never had much reach. Their window into a renewed celebrity came just a few years ago, when they were called in as consultants for a show the Discovery Channel was airing about the history of super-crime. The pair were funny and charismatic, and had stories to tell most people had never heard, and after several guest appearances they were spun off as the cohosts of Supercrime! Supercrime! (don't forget the !) is a wide-ranging show that takes a broad look at the history of supercrime in the United States, and Richard is very happy there, working alongside his wife and (sometimes) his son! But recently things have been changing, and not necessarily to Richard's advantage. Richard's daughter's psychic powers erupted recently, leaving the eight year old girl with mighty psychic powers and the family with a problem. Moving out to Freedom City (and commuting home with Richard's powers) helped with that, giving her access to the Nicholson School and eventually Claremont. (It also meant getting a heroic education for William, who by now was getting a little old to be taught by his parents) But one problem that couldn't be solved were Richard's powers: the super-speed that had powered him for most of his life had begun to fade by the time he reached his late forties, a slow decline that the super-doctors on the West Coast probably would last for the rest of his life. His speed dropped from close to light speed to hypersonic within the space of a few months, and the thought of being forever stuck in second gear made him feel unhappy. Faced with the choice of letting his powers fade gracefully or trying to infuse himself with more chronitons (a risky, dangerous task), Richard took a third option. He dug an old book out of his collection, one he'd picked up in a moment of panic in 1993 to help save the world, and for the first time opened it up and began to read... History of the Tome: The Tome of Theurgy is a handwritten volume by Violet Pennyworth, Master Mage of Earth before her tragic death in 1893. The book describes Pennyworth's experiments with directly tapping the magical essence of the Behenian stars, using Hermetic ritual and incantation to summon the mystic energies of those fifteen stars to Earth for great power. Pennyworth ultimately abandoned her work, leaving the book itself only halfway finished at her death - though her interest in starry magic did ultimately lead her to her last and fatal confrontation with cultists of the Unspeakable One. The book itself is a small, pocket-sized edition of what was once a diary, bound in pristine black leather. The pages inside are covered in handwritten notes and observations that would take a scholar hours to read and digest. The Tome disappeared from Violet's library not long after her death and has only occasionally been seen since - starry magic is a particularly laborious process given the need to perform all the relevant astronomical calculations moment-to-moment, and the incomplete nature of the book means that secrets may lie inside for the unwary. The Tome was last seen by the general super-public in the late 1970s, when the supervillain Clock Queen and her sidekick Tempus Fugitive robbed the estate sale of the Usher family, appropriating many valuable texts from that twisted criminal line. Mechanically, the tome is difficult to use in combat - its densely packed script is challenging to read, the calculations it requires must be done with incredible precision, and the Earth moves so rapidly that after the initial few castings of the summoning spells contained within, the book must be set aside so the spells inside can be recast over a period of hours. To use the book reliably in combat, a mystic would need both fantastic speed and a mastery over time itself. A silver chain keeps it fastened to Richard's jacket when he takes it out, something he can snap on instantly thanks to his superspeed. Complications: Under Pressure: Richard has a family to protect, for good or ill - including a mother and father who are among the most notorious thieves of the Silver Age, and one of its nuttiest costumed villains, respectively. (Clock Queen and Doc Holiday have not spoken since the breakup of the Silver Age Crime League). Pour Some Sugar On Me: Richard is happily married as only a man with a beautiful wife who just happens to be a psychic can be. However, he’s always had a soft heart for the ladies and may be vulnerable to some persuasion by them in a crisis. The Magic Number: While the Tome of Theurgy carries the gestalt knowledge of centuries of astral magic, Richard does not actually know anything about magic. Back in Black: Like many who lived in Freedom City in the Iron Age, Richard hates ninjas. Stupid Katanarchists. Walk This Way: A celebrity Discovery Channel host, Richard's face is known, and he has to behave himself in public most of the time Karma Chameleon: Richard is a convicted felon. Though his record is putatively clean today (thanks to many of his offenses being committed while he was a juvenile and others wiped away by either the statute of limitations or his pardon after the Terminus Invasion), he’s acutely aware that well-connected enemies could potentially cause a lot of problems for him. White Lines (Don't Do It): Former cokehead Fast-Forward is now a Narcanon member, and may find that responsibility taking him to some very interesting places indeed. Don't You Forget About Me: Freedom City has largely forgotten the 80s and early 90s, with the heroes and villains of those days dismissed as murderers or psychotic killers respectively - this is something Richard is determined to make sure they never forget. Walk Like An Egyptian: Fast-Forward once spent a week in Set’s lair. It was actually fine, Set kept his word to Clock Queen and was a good, if stern, provider: but in the aftermath, Richard has never really liked snakes. He thinks they’re spying on him. And maybe they are. Like a Virgin: Richard can be kind of a jerk sometimes. He’s working on that, though, and is much more pleasant to be around than he was in the 1980s. Take On Me: Though he’s aware he’s slower than most of the younger speedsters out there, Richard isn’t above competition with potential rivals like Downtime, Johnny Rocket, or even PC speedsters. I Can’t Go For That: Like many middle-aged people, Richard is most comfortable in the pop culture of his youth. Though he plays it up for laughs, he honestly doesn’t understand the charm of most modern-day music, style, and entertainment, and sometimes technology from after 1995 or so leaves him baffled. He’s a quick study, but it takes a lot to get him to make that studying in the first place. Hungry Like The Wolf: Fast-Forward has never quite gotten over the Iron Age. Not that he’s eager to go back to the days of lethal heroes and monstrous villains, much less a corrupt system and sheep-like townspeople, but he’s never lost the feeling that there’s another Moore Act out there just waiting to be passed. This has left him with a distrust for authority figures and government types that can occasionally seem a little odd in the modern era. You Shook Me All Night Long: Richard really hates corrupt cops and prison guards, and makes them particular targets of his hero work: nothing is more satisfying than putting away one of the cops (or their spiritual descendants) who used to harass him when he was a kid or in juvie. I Can't Change Time: Given the nature of Richard's powers, GMs should feel free to have interesting things happen when he uses extra effort with his Speedster array - surprise time travel, the arrival of dinosaurs, etc. As it goes! With Or Without You: Fast-Forward is on a first-name basis with many of the old lags from the Silver and Bronze Age Crime Leagues, some of whom helped raise him from birth. While he won’t go easy on them if they’re actually doing something bad, he takes something of a live and let live approach (in the finest tradition of the live-action Batman series) to those old-timers. No Way Out: Between one thing and another, most people don't leave the Crime League. Fast-Forward is one of the few people who has and lived to tell the tale. So far, anyway. Enola Gay: The Tome of Theurgy is a blunt instrument at the best of times, and Fast-Forward's not a terribly subtle guy. Sometimes he has to lay off the magic so he doesn't set the town on fire. Abilities: 2 + 6 + 6 + 0 + 4 + 6 = 24PP STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 10 (+0 WIS 14 (+2) CHA 16 (+3) Combat: 12 + 12 = 24PP ATK: +6 (+8 Theurgy/+10 Speedster Array) DEF: +17/+15/+11 (+6 Base, +5 Dodge Focus, +4 Enhanced Dodge, +2 Shield; +3 flat-footed) Init: +3/+27 with Speedster Powers Grapple: +7 Knockback: -3/-2/-1 Saves: 2 + 16 + 8 = 26PP TOU +7/+5/+3 (+3 Con, +2 Defensive Roll, +2 Protection) FORT +5 (+3 Con, +2) REF +19 (+3 Dex, +16) WILL +10 (+2 Wis, +8) Skills: 124R = 31PP Acrobatics 9 (+12) Bluff 11 (+14) Skill Mastery Climb 8 (+9) Disable Device 15 (+15) Skill Mastery Escape Artist 9 (+12) Gather Information 8 (+11) Knowledge (History) 15 (+15) Knowledge [Popular Culture] 2 (+2) Languages 1 (Hebrew; English base) Notice 8 (+10) Search 8 (+8) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 10 (+13) Stealth 12 (+15) Skill Mastery Feats: 11PP Challenge (Fast Taunt) Dodge Focus 5 Evasion Move-By Action Skill Mastery (Bluff, Disable Device, Sense Motive, Stealth) Taunt Uncanny Dodge (Auditory) Powers: 32 + 15 + 1 + 1 + 1 + 1 + 42 + 3 + 1 = 97PP Device 8 (40PP, Tome of Theurgy, Flaw: Hard to Lose) [32PP] Enhanced Skills 20 (Knowledge [Arcane Lore] 10 (+10), Knowledge [Theology and Philosophy] 10 (+10)) [5DP] Force Field 2 (mystic shields) [2DP] Shield 2 (mystic shields) [2DP] Super-Senses 7 (Detect Magic 3 [mental], Enhancements: Acute, Analytical, Radius, Ranged) [7DP] Theurgy Array 24 (48 PP, PFs: Accurate, Alternate Powers 5, Flaw: Action [Full], Drawback: Action 6 [20 minutes to change allocation]) [24DP] BE: Paralyze 12 (cursed light of Algol; Extras: Alternate Save [Fortitude, +0], Area [General, Cone], Secondary Effect) {48/48} AP: Dazzle 12 (visual) (blinding light of Asteroth; Extras: Area [General, Burst], Secondary Effect) {48/48} AP: Damage 16 (stormy light of Arcturus; Extra: Area [Targeted, Shapeable], PFs: Indirect 2, Stunning Attack, Variable Descriptor 1 [any weather]) {36/48} AP: Blast 16 (burning light of Sirius; Extra: Area [Targeted, Cylinder]) {48/48} AP: Snare 12 (nourishing light of Spica; Extras: Area [General, Burst], Regenerating) {48/48} AP: Teleport 12 (1200 ft/20 million miles) (hasty light of the Pleiades; Extras: Affects Others, Area [burst]) {48/48} Enhanced Feats 15 (Defensive Roll, Dodge Focus 4, Evasion [to 2], Fast Overrun, Improved Initiative 6, Improved Overrun, Instant Up) [15PP] Feature 1 (temporal inertia) [1PP] Immunity 1 (aging) [1PP] Quickness 1 (x2) [1PP] Speed 1 (10 MPH/100 feet per move action) [1PP] Speedster Array 19 (38PP, PFs: Alternate Power 4) [42PP] BE: Enhanced Speed 9 [to Speed 10 (10,000 MPH/100,000 feet per move action)] (Extra: Affects Others 10) + Enhanced Quickness 9 [To Quickness 10 (x5000)] (Extra: Affects Others 10) {19+19=38/38} AP: Damage 10 (goon-sweeper, Extras: Area [Targeted, Shapeable], Penetrating [6], Selective, PFs: Accurate 2) {38/38} AP: Damage 10 (velocity punch, Extras: Autofire, Penetrating [6], Secondary Effect, PFs: Accurate 2) {38/38} AP: Feature 30 (Buys off Action Flaw and Drawback on Magic) + Enhanced Speed 4 (to Speed 5 (250 MPH/2500 feet per move action])+ Enhanced Quickness 4 (to Quickness 5 (x50)] {30+4+4=38} {38/38} AP: Paralyze 10 (time-stop, Extras: Alternate Save [Reflex, +0], Autofire, PFs: Accurate 2, Improved Crit 2) {34/38} Super-Movement 3 (Wall-Crawling 2, Water-Walking, Flaw: Limited [Only While Running]) [3PP] Super-Senses 1 (Communications Link [mental] (Hologram)) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tou Damage [Physical] Goonsweeper Area [Shapeable] DC 20 Ref [DC 25/20 Tou] Damage [Physical] Velocity Punch Touch DC 25 Tou Damage [Physical] Time-Stop Touch DC 20 Ref Slowed/Paralyzed Cursed Light Area [Cone] DC 22 Ref [DC 22/16 Fort] Slowed/Paralyzed Blinding Light Ranged [Burst] DC 22 Ref/DC 22 Ref [DC 22 Fort] Blinded Stormy Light Area [Shapeable] DC 31 Tou Damage [Physical/Energy] Burning Light Ranged [Cylinder] DC 31 Tou Damage [Energy] Nourishing Light Ranged [Burst] DC 22 Ref/DC 22 Ref Entangled/Bound Totals: Abilities 24 + Combat 24 + Saves 26 + Skills 31 + Feats 11 + Powers 97 = 213/222PP
  20. Synapse Player Name Thevshi Power Level: 12/15 (217/250PP) Trade-Offs: -2 Def/+2 Toughness Unspent Power Points: 33 In Brief: Rebellious genius Englishwoman with mental powers. Alternate Identity: "Dee" Farrington; Lady Dawn Farrington Identity: Secret Birthplace: Bournemouth, England Occupation: Activist Affiliations: Ministry of Powers (not by choice), Vanguard Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)) Age: 25 (DOB: 5/18/1990) Gender: Female Height: 5' 7" Weight: 120 lbs Eyes: Blue Hair: Black, with green stripes (naturally blonde) Dee is slightly taller than average, with a slim build. Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition. Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings. She also has gotten a few tattoos over the years. One is a grouping of Chinese characters on her left shoulder blade. The other is of a black circle made of twisted thorn branches on her lower back. Power Descriptions: Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible. Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. History: Dawn was born into an aristocratic family in the United Kingdom. Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings. The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins. Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK. In particular, Lord Farrington was a close associate of the team's mentalist, Headcase. When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. The two girls were subjected to the process, with Headcase himself directly involved. Over the course of several weeks over the summer when the girls were eleven, they underwent the process. When it was over, both girls had gained mental powers. However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane. Headcase was forced to subdue her, and drugs were used to suppress her powers. Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process. The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. Always an extremely bright girl, Dee began to do everything she could to act out against her parents. In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible. During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs. Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules. Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. As much as Dee hated her parents, she despised Headcase even more. Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University. Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there. While she still enjoyed having a good time, she had little trouble maintain excellent marks. It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard. Unlike so many others, she was not overly impressed with Champion. Certainly he was powerful, but to her, he was just a figurehead for the status quo. Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him. Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government. Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. Personality & Motivation: As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her. Unfortunately, it is not that difficult to aggravate her. For the most part, Dee is happiest when she is left alone to do what she wants. In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers. However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. Powers & Tactics: Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers. She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. She also has generally sought to avoid using her powers in general. However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidently going out of control. Complications: Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life. Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity. The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result. There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family. He is determined to find out if there is anything to these rumors. Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities. If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. Abilities: 0 + 6 + 6 + 12 + 12 + 2 = 38PP Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22/30 (+6/+10) Wisdom: 22/32 (+6/+11) Charisma: 12 (+1) Combat: 6 + 12 = 18PP Initiative: +10 Attack: +3 Grapple: +3 Defense: +6 base, +9 with Dodge Focus (+3 flat-footed) Knockback: -1/-6 w/Forcefield Saving Throws: 5 + 6 + 3 = 14PP Toughness: +14 (+3 Con, +11 Forcefield) Fortitude: +8 (+3 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +14 (+11 Wis, +3) Skills: 124R = 31PP Bluff 6 (+7/+11 w/ Attractive) Computers 14 (+24) Concentration 4 (+15) Craft: Chemical 2 (+12) Craft: Electronics 6 (+16) Craft: Mechanical 6 (+16) Drive 10 (+13) Disable Device 15 (+25) Kn: Behavioral Science 1 (+11) Kn: History 2 (+12) Kn: Popular Culture 4 (+14) Kn: Philosophy and Religion 2 (+12) Kn: Physical Sciences 6 (+16) Kn: Technology 10 (+20) Medicine 1 (+12) Notice 4 (+15) Perform (Piano) 12 (+13) Pilot 4 (+7) Search 2 (+12) Sense Motive 9 (+20) Stealth 4 (+7) Feats: 14 PP Attractive Benefit 4 (Wealth 2; Member of British Aristocracy, Member of Vanguard) Dodge Focus 3 Eidetic Memory Improvised Tools Inventor Luck 2 Speed of Thought Powers: 4+13+8+10+12+9+35+2+8+1 = 102 PP Comprehend 2 (Understand All Languages and Speak Any One Language at a time) [4PP] Communication 4 (Mental, 1 mile radius, Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup) Enhanced Intelligence 8 [8PP] Enhanced Wisdom 10 [10PP] Forcefield 11 (Feat: 1 alt) [12PP] AP: Telekinesis 5 {10/10} Power Reserve 4 (8PP reserve; Base Powers: Mental Blast [10 total], Paralyze [10 total]; Feats: Additional Power: Telekinesis [9 total]) [9PP] Psychic Powers Array (32PP Array; Feats: Alternate Power 3) [35PP] BP: Paralyze 8 (Extra: Perception) {32/32} AP: Mind Control 12 (Feats: Subtle; Mental Link) {25/32} AP: Telepathy 12 (Feat: Subtle) {25/32} AP: Mental Blast 8 {32/32} Quickness 4 (X25) (Flaw: Limited to mental tasks only) [2PP] Super-senses Detect Minds (Mental Awareness) (Very Common Descriptor, Ranged, Accurate, Acute, Radius) [8PP] Super-Sense (Communications Link [mental] with Foreshadow II) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee 15/Tou Damage Mental Blast Perception 22/Will Damage (Psychic) Paralyze Perception 22/Fort Paralyze (Psychic) Totals: Abilities (38) + Combat (18) + Saving Throws (14) + Skills (31) + Feats (14) + Powers (102) = 217/250PP
  21. Tsunami Power Level: 12/15 (233/250 PP) [251] Trade-Offs: Unarmed: -3 damage/+3 attack; Cone of Water: -2 damage/+2 attack Unspent Power Points: 17 In Brief: Asian water controller on the run from her criminal family. Alternate Identity: Giang Trang; Xian Lou Khan Identity: Secret Birthplace: Unknown Occupation: Student Affiliations: Claremont Academy Alums, Unofficial Seafaring Heroes coalition (Glamazon & Temperance) Family: Kong Zi Khan (father); mother unknown; four half-siblings Apparent Age: 22 (DOB: 10/4/1995) Gender: Female Height: 5' 3" Weight: 102 lbs Eyes: Light Brown Hair: Black Giang has a light build and is very petite, standing about 5' 3" and weighing a little over a hundred pounds. She has shoulder length black hair that is usually worn in a ponytail and light brown eyes. She has a somewhat youthful beauty. Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire. She has not yet selected a costume for superheroics. Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back. In the center is the I Ching trigram for water, Kan. Four pinyin characters are arranged around the trigram. Directly above the trigram is Shui, the pinyin character for Water. To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui. Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui. Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu. Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. Power Descriptions: Giang has the ability to control water. In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of "solid" water and even dehydrate people by removing water from their bodies. She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. Water Control Giang's ability to control water is subtle, only visible to those with Magic or Mental supersenses. Forcefield Giang's forcefield is a shimmering sheen of water that covers her. Friction Control Giang covers an area in a sheen of very slippery water. Create Object (solid water) Giang is able to create objects formed from water. The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. History: Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village. While most of the villagers' lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village. In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family's home was Mandarin. Giang's parents kept her generally isolated from the other children in the village. Instead, her life was a regimented series of private lessons and training. In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism. She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu. When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers. Shortly after her seventeenth birthday, Giang's parents took her out of the village, and Vietnam, for the first time. They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan. Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan. After the end of the Yuan Dynasty, the family's fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld. In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China. When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor's organization, becoming one of his chief lieutenants. The family's service to Dr. Sin continued over the next ninety years. However, the family never forgot their own aspirations or desire for power. Kong Zi informed Giang that she was part of the family's plans to recover its former glory. Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water. Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions. Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations. Not only had she learned that the Trangs were not her parents, instead merely Kong Zi's operatives tasked with raising her, but her "father's" ambitions and goals were counter to much of what the teenager had internalized during her years of training. While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi. She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. Eventually, some of Kong Zi's other operatives caught up with her. Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi's men. After hearing Giang's story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin. However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her. While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her. Personality & Motivation: Giang generally projects a calm and thoughtful demeanor. Years of meditation and study have taught her to be centered and focused. She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. Powers & Tactics: Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation. She will then use her various powers as appropriate to the circumstances. Complications: Family Legacy: Giang's family has a long history as part of the Asian criminal underworld. There are many who could be aware of some of her family's activities, or alleged activities, and be hesitant to trust her because of that. Wayward Daughter: Giang has rejected and fled from her father and family. They would very much like to find her and attempt to bring her back into the fold. It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him. As such, some of the Dr's other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her. The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own. Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +4/ +12 with Kn: Tactics Attack: +8; +15 Melee; +12 Blast; +12 Dehydrate; +14 Cone of Water Grapple: +18 Defense: +12 (+8 base +4 Dodge Focus)(+4 flat-footed) Knockback: -5/ -3 w/o Forcefield Saving Throws: 5 + 7 + 6 = 18PP Toughness: +12 (+4 Con, +2 Defensive Roll, +6 Forcefield) Fortitude: +9 (+4 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +11 (+5 Wis, +6) Skills: 124R = 31PP Acrobatics 10 (+15, SM) Climb 7 (+10) Concentration 8 (+13) Drive 5 (+10) Kn: History 6 (+8) Kn: Earth Sciences 8 (+10) Kn: Tactics 10 (+12) Kn: Philosophy and Religion 8 (+10) Kn: Streetwise 3 (+5) Languages 5: (Mandarin native): English, Cantonese, Vietnamese, Japanese, Atlantean Medicine 1 (+6, SM) Notice 10 (+15) Search 4 (+6) Sense Motive 16 (+21, SM) Stealth 10 (+15, SM) Survival 5 (+10) Swimming 8 (+11) Feats: 24 PP Attack Focus: Melee 7 Benefit (use Kn: Tactics for Initiative Checks) Defensive Attack Defensive Roll Dodge Focus 4 Environmental Adaptation (Water) Evasion Improved Block Improved Throw Improved Trip Luck 2 Move By Action Power Attack Skill Mastery (Acrobatics; Medicine; Sense Motive; Stealth) Powers: 9 + 13 + 9 + 6 + 2 + 40 + 8 = 87 PP Supersense Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP] Immunity 13 (All water effects; Aging, Pressure; Cold environmental condition) [13PP] Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP] Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8} Forcefield 6 [6PP] Super Movement (Water Walking) [2PP] Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP] BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34} AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34} AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34} AP: Create Object (solid water) 14 (Feat: Precise) {29/34} AP: Trip 11 (Extras: Area [General, Burst, 50' radius]; Selective) {33/34} AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34} AP: Time Stop 4 (20' radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100' radius)) {30/34} Martial Arts Training (7 PP array; 1 Alt Power) [Martial Arts, Training] [8 PP] BP: Strike 4 (Feat: Mighty; Improved Critical 2 [18-20]) {7/7} AP: Trip 10 (Feats: Improved Critical 2 (Trip) [18=20]; Flaw: Touch Range) {7/7} Drawbacks: -3 PP Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed (normal) Touch 17/Toughness Bludgeoning Damage Blast Range 27/Toughness Damage (Water) Dehydration Range 25/Fortitude Damage (Dehydration) Friction Control Range 20/Reflex Trip Totals: Abilities (44) + Combat (32) + Saving Throws (18) + Skills (31) + Feats (24) + Powers (87) - Drawbacks (3) = 233/250 Power Points
  22. Doktor Archeville Power Level: 15 (built/operating as PL 12) Power Points: 250 / 250 Unspent Power Points: 0 Trade-Offs: -4 Attack/+4 Damage, or +2 Att/-2 Dmg w/ "Combat Mind"; -2 Defense / +2 Toughness Doktor Archeville is, as written, operating as a PL 12 character. However, a combination of his Nanotech-Enhanced Brain APs, Shapeshift, and Inventions could bump him up to PL 15 for Combat, though this will only be done if and when the GM explicitly allows it. In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver,"* trying to use his Science! for good, partly to undo the evils his grandfather (and he 'himself') did. * the Belt and Screwdriver are faaakes, he's really a freakish cyborg with a holographic disguise! Alternate Identities: Viktor Helmut Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder*), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor, Recurring Guest Lecturer), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Heinrich Archeville (Father, Deceased); Verrill Herman Archeville (Paternal Grandfather, Deceased); more here. DoB: June 1977 Apparent Age: mid-20s Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue APPEARANCE Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders; he speaks (and occasionally sings) with a rich tenor voice. Though he is 35, he looks to be only about 25, having aged at roughly half the normal pace since he turned 16. That's what the holodisguise presents, at least. When it's down, his true nature -- a constantly shifting hybrid of flesh, metal, and circuitry shaped like Viktor Archeville, whose voice has a slightly echoed, mechanical edge -- becomes clear. (He is still Attractive in this form, just in a Warlock/Douglock kind of way.) Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. He still gives some consideration to his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Of late the Doktor's genial nature has taken a more somber tone, as he has become haunted by past failures and plagued with guilt, but he tries to maintain a positive face and not let the general public see just how deeply shaken he has been by all that has transpired. Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver (or, more accurately, he) makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. HISTORY Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his Guidebook entry. And then it all went horribly wrong as the supernatural evil from beyond reality slumbering within him, which had been slumbering in his past thirteen generations of ancestors, awoke with a terrible fury. But the heroes rallied, and the day was saved, with little loss of life, but much loss of trust. Though the world believes his company and technologies were taken over by an outside invader (which is partially true), and assume the heavy guilt he feels is from a failure to properly secure it (which is also technically true), those who know the real story -- who are, for the most part, the ones 'he' betrayed -- are having a much harder time forgiving him. He remains his own harshest critic (though some may question that). Out of his guilt for all that happened, and a desire to focus on making amends to those he could, his company ArcheTech (and the orbital station ArcheStern, the remains of Schloss Wissenschaft and the super-sub Fjölnirskraft, and the secret satellite Nichtuberall) was ceded to Miss Americana and the Scarab (via the Rhodes Foundation), to be returned to him if and when the three of them feel he has adequately atoned. In addition, Scarab and Phantom erased the knowledge of all heroic secret identities from his mind, and Dragonfly and Miss Americana did to same to his computer systems; regaining this knowledge will have to be done the hard way, by regaining the trust of the heroes. On July 31st, 2012, Archeville was "reformatted" following a fatal encounter with the Sinister Science Squad, and was resurrected as a technorganic transhuman. He made sure to let he Freedom League and Interceptors know of his change, and he (and Mona) are coming to grips with this new change. PERSONALITY & MOTIVATION Archeville's arrogance, pride, and tendency to keep secrets and act without explaining his actions (assuming no one could keep up with his trains of thought) took some huge hits following the ArchEvil Event, since those traits all lead to it. Now he tries to work humbly to redeem not only his family name but his own name as well, though this is sometimes challenging because he really is so vastly smarter than most people he encounters. For a few months post-ArchEvil Event, Viktor was more alone than many realized: when the pseudonatural influence was separated from him, so was the 'Other,' the split in his personality he had labored under most of his life. (The truth is that it was not a true split personality, the Other was an 'interface' the pseudonatural entity used to study and later interact with the world, both based on and feeding Archeville's darker, baser impulses.) With that voice gone, Viktor Archeville was alone with his thoughts for the first time. This eventually changed, and the voices came back (during the "Hot Zone" event), but in a different form: all ultimately answer to his core/primary personality, which is that of a determined man trying to make good in the world. Archeville still engages in a professional rivalry with other high technologists, and still distrusts magic, largely because it is something he does not (and perhaps cannot) understand. He reserve his more intense hatred, though, for the mystical practitioners and entities that are decidedly inimical to mankind & reality (like the thing that had been in his family line for so long, and those who worship such pseudonatural beings). POWERS & TACTICS Archeville’s primary ability -- initially believed to be the result of a mutation, eventually revealed to be the result of pseudonatural magic, later replaced/recreated with advanced technology -- is his superhuman mind. This is not just limited to scientific/technical intelligence, but all areas: acquisition, retention, performance, and transfer, mathematical and logical reasoning, linguistic communication, pattern recognition, spatial visualization, and more. This even extends to interpersonal intelligence (the ability to influence people by playing on their moods, feelings, temperaments and motivations), intrapersonal intelligence (introspective and self-reflective capacities, which reinforces his comprehension of self to prevent manipulation by telepathic or other mental manipulations), and coordination & kinesthetics. The neural network-based bioceramic nanites which he used to replicate his prior enhanced mental capabilities also grant him various technopathic abilities, mitigate the effects of certain exotic body- and mind-altering effects, and repair severe trauma at an accelerated rate. These nanites proved far more effective than anticipated, and brought him back from death as bizarre technorganic transhuman. Now all the abilities once granted by his gear -- the gravity-warping effects of his Gravimetric Belt, the electromagnetic energy harnessing powers of his Screwdriver, and even the protection of his energy-diffusing polymer-laced labcoat -- have been incorporated into his body. He can fly and teleport, create an electromagnetic bubble around himself that can either protect or conceal, and generate & manipulate many forms of energy with a mere thought. Archeville does still carry some gear on missions. The (non-'armored') labcoat he wears contains numerous pockets holding small capsules, filled with a variety of chemicals for a wide assortment of effects. He rarely carries many with him, trusting mainly in his own abilities (both mental and technological), but he does enjoy having a few surprises up his sleeves. Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. (See the 2009 Sherlock Holmes film and its sequel for examples.) COMPLICATIONS Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, Doc Otaku, the Power Corps, and White Knight all have it in for him, as do Captain Knievel, Havoc, Malice, and the Science Squad. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him: fans can make tempting targets for unscrupulous villains, and detractors can pop up at the most inopportune of times. Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities). Jobless Millionaire: After the ArchEvil event, Doktor Archeville ceded control of ArcheTech (and with it ArcheStern and Fjolnirskraft) to Miss Americana and Scarab (via the Rhodes Foundation), until such time as he could be trusted with them. Until then, Archeville may only use them as much as any other superhero. My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech devices and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them. Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. He is the tinkerer, always pushing the hardware to the limit and beyond, always MacGyvering toasters into heat beams, with both an unwavering childlike wonder at the scientific miracles inherent in everyone and everything around him, and an unrelenting optimism that scientific discovery ultimately makes the universe a better place to live in. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evils Viktor (albeit under the influence of his Other) did do (although the story fed to the public is that it was some other force, possibly an alien, that mind controlled Archeville and used him & his holdings to wreck havoc upon the world). Responsibility: Membership in the Freedom League Auxiliary and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed. At the top of this list are the Interceptors, who were stung worst of all by 'his' actions. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events. Also secret is that he is now a technorganic transhuman; he still carries non-working replicas of his devices to give the illusion that his powers stem from his gear, and uses holographic disguises to make his appearance. Technorganic Body: Archeville's new body is as much technology as it is biology, which comes with a few drawbacks. Attacks that would normally affect only nonliving objects (like certain forms of electromagnetic pulse) work on him, as do technopathic powers. His body also requires certain metals and other substances as "nutritional supplements" that most organic life forms don't, and if unable to get them he may begin suffering glitches and other performance issues. ABILITIES: 0 + 0 + -2 + 14 + 6 + -2 = 16PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 24/8 (+7/-1) Intelligence: 34/24 (+12/+7) Wisdom: 32/16 (+11/+3) Charisma: 24/8 (+7/-1) COMBAT: 16 + 12 = 28PP Initiative: +12/+7 Attack: +8 (Base), +14 w/ “Enhanced Coordination & Kinesthetics” Grapple: +8, +14 w/ “Enhanced Coordination & Kinesthetics” Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-7, -12/-6 flat-footed ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 5 + 3 = 8PP Toughness: +14 (Impervious 12/0) (+7 Con, +2 Defensive Roll, +5 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0) Fortitude: +7 (+7 Con, +0), Immune (Half Effect) Reflex: +10/+5 (+0 Dex, +5 & +5 more from Flight), Evasion (when flying) Will: +14/+6 (+11/+3 Wis, +3) SKILLS: 136R = 34PP Bluff 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha) Computers 11 (+18, +20 w/ Masterwork tools; +23/+25 w/ Enhanced Int) SM Craft (Chemical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Electronic) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Mechanical) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM UE Craft (Structural) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) Craft (Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int) Diplomacy 0 (-1, +3 w/ Attractive; +7/+11 w/ Enhanced Cha) Disable Device 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha) Investigate 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) SM Knowledge (Behavioral Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) Knowledge (Earth Sciences) 6 (+13, +15 w/ MW tools; +18/+20 w/ Enhanced Int) Knowledge (Life Sciences) 11 (+17, +20 w/ MW tools; +23/+25 w/ Enhanced Int) Knowledge (Physical Sciences) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) Knowledge (Technology) 11 (+18, +20 w/ MW tools; +23/+25 w/ Enhanced Int) SM Knowledge (Any Other) 0 (+7, +9 w/ MW tools; +12/+14 w/ Enhanced Int) Languages 6 (Arabic, English, French, German [Native], Mandarin, Russian, Spanish) Medicine 6 (+9, +11 w/ MW tools; +17/+19 w/ Enhanced Wis) SM Perform (Oratory) 8 (+7; +15 w/ Enhanced Cha) Sense Motive 4 (+7; +15 w/ Enhanced Wis) Stealth 0 (+0; +16 w/ “Electromagnetic Cloak”) FEATS: 24PP Attractive Beginner's Luck Benefit 2 (Wealth [Rich]) Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Jack-of-All-Trades Luck 4 Master Plan Online Research Quick Draw Skill Mastery 2 (Computers, Craft [Chemical, Electronic, Mechanical], Disable Device, Investigate, Knowledge [Technology], Medicine) Speed of Thought Ultimate Effort 3 (Craft [Chemical, Electronic, Mechanical] checks) Well-Informed Enhanced Feats Accurate Attack (from “Enhanced Coordination & Kinesthetics”) All-Out Attack (from “Enhanced Coordination & Kinesthetics”) Challenge 3 (Fast Work for Craft [Chemical, Electronic, Mechanical]) (from "Enhanced Intellect") Defensive Attack (from “Enhanced Coordination & Kinesthetics”) Defensive Roll (from Flight) Evasion (from Flight) Hide in Plain Sight (from “Electromagnetic Cloak”) Instant Up (from Flight) Move-By Action (from Flight/Teleport) Power Attack (from “Enhanced Coordination & Kinesthetics”) Veteran Awards Equipment 41 (205 EP) Utility Belt/Coat Vehicle/Mobile HQ: Weltraumwohnmobil POWERS: 5 + 8 + 15 + 17 + 19 + 2 + 37 + 37 = 140PP His Comprehend & Mental Quickness have the Training descriptor, everything else has the Super-Science and Technology (and specifically Nanotechnology) descriptor. His Gravitic Defense and Gravitic Movement systems obviously also have the Gravity descriptor. Comprehend 3 (languages 3 [read all, speak any one at a time, understand all]; Drawback: Power Loss [requires time -- GM’s discretion -- to process and assimilate entirely new languages]) [5PP] Cyberkinetic Container 1.6 (8 points) [8PP] Comprehend 2 (electronic 2 [speak to, understand]) [4PP] Datalink 2 (100 feet, radio; PF: Machine Control) [3PP] Super-Senses 1 (radio) [1PP] Gravitic Defensive Systems 7 (14 points; PF: Alternate Power) [15PP] BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP} [Toughness is +14 (Imp 12), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12] AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Flaw: Blending; PFs: Close Range, Hide in Plain Sight, Selective) {9pp} + Enhanced Skills 16 (Stealth 16 [+16]) {4pp} {9+4=13/14PP} [Toughness is +14, Defense +8 (+3 flat-footed), Knockback -7. Defensive PL 11] Gravitic Movement Array 7.5 (15 points; PFs: Alternate Power, Move-By Action/Turnabout) [17PP] BP: Enhanced Reflex Save 5 (to +10) {5} plus Flight 3 (“contragravity”; 50 mph / 500ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Subtle) {10} {5+10=15/15PP} (Toughness +14 (+12 flat-footed), Reflex +10) AP: Teleport 6 (“wormhole”; 600 ft. per Move Action, 20 miles per Full Action; PFs: Change Direction, Change Velocity, Easy) {15/15PP} Nanotech Enhanced Brain Array 8 (16PP Array; PFs: Alternate Power 4; Drawback: Action [Move] to change configuration) [19PP] BP: Enhanced Feats 3 (Challenge 3 [Fast Work for Craft {Chemical, Electronic, Mechanical}]) {3} plus Enhanced Intelligence 10 (“enhanced intellect”; to 34 [+12]) {10PP} plus Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {3PP} {3+10+3=16/16PP} AP: Enhanced Attack 6 (“enhanced coordination & kinesthetics”; to +14) {12} and Enhanced Feats 4 (Accurate Attack, All-Out Attack, Defensive Attack, Power Attack) {4} {12+4=16/16} AP: Enhanced Charisma 16 (“enhanced presence”; to 24 [+7]) {14PP} {16/16PP} AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extra: Area 2; Flaw: Distracting 2; PFs: Rapid 3 [x1,000], Selective, Subtle) {5pp} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained]; Flaw: Medium [technological sensors]) {10pp} {5+10=15/16pp} [Linked powers all share Power Feats, so the ESP shares the Rapid and Subtle from the Datalink. The Rapid from this combines with Dok's Mental Quickness 4 to get Quickness 14 (x25,000); can do an extended search of a 100 ft. radius [200 ft. diameter] area in 0.48 seconds (or Take 20 and do it in 0.96 seconds).] AP: Enhanced Wisdom 16 (“enhanced awareness”; to 34 [+12]) {16/16PP} Quickness 4 (“thinks fast”; x25; Flaw: Limited [Mental Tasks]) [2PP] Shapeshift 4 (“Internalized Electromagnetic Screwdriver & Technorganic Form”; 20PP Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Move]; PF: Subtle) [37PP] Sample Settings: Default Setting Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Chemical, Electrical, and Mechanic], Disable Device, Investigate, Knowledge [Technology], and Medicine) {4} Feature 1 (“voice modulator”; Voice Mimicry) {1} Super-Senses 13 (“electromagnetic senses”; Accurate for Radio [2], Analytical for Radio, Analytical for all Vision [2], Extended on Vision, Penetrates Concealment on Vision [4], communication link [w/ Weltraumwohnmobil; radio], infravision, ultravision) {13} {4+1+13=18/20} Technorganic Form 7.4 (37 point Container, Permanent Duration) [37PP] Enhanced Constitution 16 (to 24/+7) [16PP] Immunity 30 (Fortitude effects; Flaw: Limited [1/2 effect]) [15PP] Protection 5 (technorganic flesh) [5PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] DRAWBACKS: -0PP TOTALS Abilities (16) + Combat (28) + Saving Throws (8) + Skills (34) + Feats (24) + Powers (140) - Drawbacks (0) = 250/250 Power Points ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- With his mind set to Enhanced CHA or WIS (the default when he's out & about), and without using his home labs/tools or "Screwdriver," he's at +18 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him ahead of Daedalus -- FC's Hank Pym/Tony Stark expy -- on Know/Life Sci (+14), equal on Computers (+18), slightly behind on Crafts (+20), and noticeably behind on DisDev, Know/Phy Sci, and Know/Tech (+22). His home lab/tools bump his Computers, Crafts, and DisDev up to +20, which is better, but still lagging behind in some areas. Mental Quickness is at 4 (x25) With his Enhanced INT active & using his home labs/tools, Dok is at +25 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him slightly ahead of Daedalus on Disable Device and Know (Phys Sci & Tech), and at least 5 points ahead on everything else. Mental Quickness is at 10 (x2,500) Quickness/Mental Quickness applies to the Design phase of Inventing, but not the Construction phase. But the Challenge (Fast Task) feats for his Craft skills would (should?) help with the Construction phase.
  23. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
  24. Player Name: Electra Character Name: Wander Power Level: 12 (232/250pp) [374] Trade-Offs: None Unspent Power Points: 18 Older Version In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime. Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart) Identity: Secret, though she does little to protect it. Birthplace: Seattle, Washington, Earth EZO1(e) Occupation: Head of Security at Halloman Advanced Experts (HAX) Affiliations: Liberty League, Young Freedom (alumnus) Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007) Description: Age: 19 DoB: November 11, 1992 Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5'8 Weight: 175 Eyes: Brown Hair: Auburn Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and shoulder-length, held back by a band when she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood. Erin's wardrobe consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge. Power Descriptions: Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water. History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee. Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures. At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX. Personality & Motivation: Erin is a serious young woman with a strong tendency towards single-mindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it. Powers & Tactics: Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity. Complications: Triple Threat: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually. Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers. Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations. Growing Up: Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery. Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole. Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP Strength: 34/30/20/16 (+12/+10/+5/+3) Dexterity: 20/14 (+5/+2) Constitution: 34/30/20/16 (+12/+10/+5/+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +9 Attack: +10 Base, +12 w/Cosmic Power Grapple: +27/+13 Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed Knockback: -11/-9/-1 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2) Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Craft (Electronic) 4 (+5) Craft (Mechanical) 6 (+7) Drive 10 (+15) Knowledge (Tactics) 6 (+7) Intimidate 10 (+11) Skill Mastery Notice 14 (+15) Skill Mastery Perform (Dance) 6 (+7) Sense Motive 13 (+14) Stealth 6 (+11) Survival 9 (+10) Skill Mastery Feats: 19PP Acrobatic Bluff All-Out Attack Challenge (Fast Acrobatic Feint) Defensive Attack Equipment 2 (10EP) Evasion 2 Improved Initiative Interpose Luck 2 Move-by Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Survival) Takedown Attack 2 Uncanny Dodge (Audio) Equipment: 2PP = 10EP Share of Midnight Manor [10EP] Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP] Enhanced Attack 2 (to +12) [4PP] (cosmic speed) Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness) Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed) Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness) Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power) Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP] Base: Damage 0 (Extra: Autofire [10]) {10/10} AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10} Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP] Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP] Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP] Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP] Immunity 2 (Auditory Dazzles) [2DP] Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP] Enhanced Constitution 14 (to 30 [+10]) [14PP] (chemical enhancement) Enhanced Dexterity 6 (to 20 [+5]) [6PP] (chemical enhancement) Enhanced Strength 14 (to 30 [+10]) [14PP] (chemical enhancement) Features 1 (Temporal Inertia) [1PP] (dimensional refugee) Immunity 2 (Disease, Poison) [2PP] (chemical enhancement) Immunity 2 (Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP] (chemical enhancement) Impervious Toughness 8 [8PP] (chemical enhancement) Movement Array 2 (4PP; Power Feat: Alternate Power) [5PP] Base: Speed 4 (100MPH/1000' per move) {4/4} AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {4/4} Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP] Regeneration 6 (Recovery Rate: Bruised 3 [1 round/no action], Injured 3 [1/minute]) [6PP] Super-Senses 2 (Normal Hearing, Extras: Accurate [+2]) [2PP] Super Movement 1 (Safe Fall) [2PP] Super-Strength 3 (effective STR 49; Heavy Load: ~12 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical) Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points
  25. Foreshadow II Power Level: 15 (250/250PP) Effective PL: 12 Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed) Unspent Power Points: 0 In Brief: Acrobatic legacy to the Foreshadow name. Alternate Identity: Erick Sloane Identity: Secret Birthplace: Freedom City Occupation: Student [London Business School]/Investor Affiliations: Vanguard Family: David Sloane (Adoptive Father) Description: Age: 22 (DoB: Born 14, February 1993) Gender: Male Ethnicity: Caucasian (Of Russian Descent) Height: 5'11" Weight: 172 lbs. Eyes: Blue Hair: Blonde Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky. Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat. Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes. Erick maintains a regular level of stubble across his face. As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Off which most is already carried inside of his multi purpose escrima sticks. Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. History: At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day. That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started. As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building. Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, "If only I were quicker"or "If only I had stopped them from going downstairs." Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick. It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having enrolled him in public school. As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed (and dominated) at Worlds. Shocking many whom didn't expect him to be in condition to compete after withdrawing from gymnastics competition. Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor. During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Erick agreed to the terms and began a training regiment with Gilles Gordeau a master Savateur. Unfortunately, she had a busy schedule (being a criminal and all) and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city. That ambition would almost cost him his life. During his first run in with an assassin known as Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival. Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for activating some latent clairvoyant ability. Personality & Motivation: Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was. In fact Erick Sloan is a downright social butterfly. Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts. Part of Erick's attitude actually has do to his gift of Foresight. He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top. Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work. A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much. His enjoyment of risk taking almost borders on recklessness. Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place. More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb. Powers & Tactics: When first starting out Foreshadow was more of an acrobat than martial artist. Relying more on misdirection and agility than pure combat prowess. Reflecting this his fighting style relies on movement and precision. His mastery of savate allows him to maintain a lateral control of the, the gymnastic art of tricking allows him to feint his opponents or attack them from odd and unexpected vertical angles, and a solid base in escrima affords him a brutal fallback when precision and mobility allow fail. His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed. At a distance they can also be thrown to take out foes. The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power. One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun. Last but not least, Erick is able to foresee events before they come to pass. A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert. This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is. Complications: Enemies: Ever since taking over the mantle of Foreshadow from David, Erick has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. Flirt: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women. Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention. Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts. Making it harder to rely on the visions Abilities: 8 + 14 + 10 + 10 + 6 + 12 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 16 + 34 = 50PP Initiative: +16 (+8 Dex, +8 Improved Initiative) Attack: +8 Base, +14 Melee, +16 Double Cannes/Thrown, +20 Unarmed Defense: +17 (+17 Base), +9 Flat-Footed Grapple: +21 Knockback: -3 Saving Throws: 1 + 6 + 6 = 13PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +6 (+5 Con, +1) Reflex: +13 (+7 Dex, +6) Will: +9/17* (+3 Wis, +6) *Vs Fear Effects Skills: 180R = 45PP Acrobatics 18 (+25) Skill Mastery Bluff 9 (+15) Skill Mastery Climb 1 (+5) Computers 5 (+10) Concentration 7 (+10) Diplomacy 9 (+15) Skill Mastery Disable Device 5 (+10) Drive 5 (+12) Escape Artist 8 (+15) Gather Information 7 (+10) Intimidate 4 (+10) Investigate 5 (+10) Knowledge (Business) 15 (+20) Knowledge (Current Events) 5 (+10) Knowledge (Popular Culture) 5 (+10) Knowledge (Streetwise) 15 (+20) Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish) Medicine 2 (+5) Notice 11 (+14) Search 5 (+10) Sense Motive 7 (+10) Sleight of Hand 3 (+10) Stealth 13 (+20) Skill Mastery Survival 2 (+5) Swim 1 (+5) Feats: 59PP Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attack Specialization (Thrown) 3 Attack Specialization (Unarmed) 3 Benefit 4 (Status [Vanguard Membership], Wealth 3 [Billionaire]) Blind-Fight Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance) Defensive Attack Defensive Roll Eidetic Memory Elusive Target Endurance Equipment 0 (+10 50EP Veteran Reward ) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Critical 2 [Unarmed] Improved Disarm Improved Initiative 2 Improved Ranged Disarm Improvised Tools Jack-Of-All-Trades Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.] Move-by Action Power Attack Prone Fighting Quick Draw [Draw] Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth) Takedown Attack 2 Taunt Teamwork 3 Trance Uncanny Dodge (Auditory) Weapon Bind Well-Informed Equipment: 10PP = 50EP Binoculars [0EP] Cell Phone [0EP] Digital Audio BRecorder [0EP] Digital Camera [0EP] Evidence Bags [0EP] Flashlight [0EP] Lock Release Gun [1EP] Handcuffs [1EP] (Masterwork) Medkit [1EP] Mini-Tracer [1EP] Multitool [1EP] (Masterwork) Rebreather [1EP] Video Camera [0EP] Zultasian Grav-Cycle [26EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP] Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP] HQ: Erick's Freedom City Villa[18EP] Location: North Bay, Freedom City, USA, Near the North Bay Marina. Appearance/Details: 1 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Alternate HQ: Erick's English Estate[17EP] Location: Hertfordshire, England. UK. Appearance/Details: 1, 2, 3 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Powers: 6 + 12 + 2 + 1 + 1 + 1= 23PP Device 2 ( 10PP Container; Flaws: Easy-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function combinable cannes) Canne D'arme ( 8PP Array; Feats: Alternate Power 2 ) [10PP] BP: Damage 4 ( Feats: Accurate, Mighty, Split Attack, Thrown ) {8/8} AP: Stun 9 ( Flaw: Action [Full]; Drawback: Full Power ) {8/8} AP: Super-Movement 3 ( Slow Fall, Swinging, Wall-Crawling 1; Extra: Linked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2 [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] ) {8/8} (Grappling line) Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic) Enhanced Feat ( Seize Initiative ) [1PP] (Precognitive Awareness) Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] ) [1PP] (Precognitive Dodging) Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness) Super-Senses 4 ( Precognition [Mental]; Flaw: Uncontrolled ) [2PP] Probability Control 1 ( Flaws: Limited 2 [Unarmed]) [2PP] (Martial Mastery) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Training) Swimming 1 ( 2.5 mph, 25 ft./rnd ) [1PP] (Training) Super-Sense ( Communications Link [mental] with Synapse ) [1PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Escrima Sticks Touch/Ranged DC23 Toughness Damage (Bludgeon) Stun Rods Touch DC19 Fortitude Stun (Electricity) Totals: Abilities (60) + Combat (50) + Saving Throws (13) + Skills (45) + Feats (59) + Powers (23) - Drawbacks (0) = 250/250 Power Point Note: Foreshadow is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL12 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL12 as well while unarmed, even though +20 attack in only achievable by PL15 characters.
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