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Found 14 results

  1. Rossignol III Comic Examples: Artemis with a super sense? Power Level: 7. (150/105 PP) Trade-Offs: +2 Attack / -2 Damage. Description: Super hero? I mean I don't know that what I do counts as "super." I'm just out here punching people in the face and shooting people in the but with arrows. Actually it's all rather comical if you think about it like that. Complications: A healthy amount of teenage angst in the form of a temper. And secret identity. Other then that, maybe matters of social equality. I don't think there are really that many people who make a big deal out of a accent or a female superhero. I would however hate for her dating habits to come up in a tabloid. People can still be jerks after all. Unspent Power Points: 0 In Brief: Legacy Vigilante. Catchphrase: "bonne nuit" Themesong: Paint it black... In the "Original French." Alternate Identity: Sophie Glayds Leclerc. Birthplace: Bastia, France. Residence: House in Lantern Hill. Base of Operations: House in Lantern Hill. Occupation: "Independently Wealthy" Affiliations: -WIP- Family: Mother: Marie Sophie Leclerc. "Rossignol III" (Whereabouts unknown, Presumed dead) : Father: Bill ""Mountain Man" Thornton. (Deceased) : Grandmother: Charlotte Marie Leclerc. "Rossignol" (Deceased) Identity: Secret. Legal Status: Duel - French / United States Citizen. Age: 17. (Date of Birth: Satuerday December 21st, 2001) Gender: Female. Species: Human. Height: 5'1" (154cm) Weight: 108lbs. (49kg) Skin: Fair. Hair: Brown. Eyes: Green. Character History -Sophie was born in Bastia France on the island of Corsica. Born to the at that point newly 'retired' masked hero Rossignol. And the at that point missing and presummed dead American hero "Mountain Man" She was raised for a time there at her families home in France before her mother moved back to the United States and started to undertake limited work as a Masked hero again. As Sophie grew she would spend time in both of her parents nations. She grew up in a happy if not strange home. She knew form a young age of her mothers "Work" And grew up with family friends in the hero community. It was never really a question to her if she was going to be a Hero. It was always a forgone conclusion and one of the only subjects that her and her mother ever argued over was the need for her to be educated in any traditional sense. Despite her view that a traditional education was largely useless for her she did well in school when she went, and excelled in her home schooling. Eventually skipping and then testing out of the American Educational system a few years before most high school graduates. Despite the nature of her mothers work and the overall lifestyle that many heroes chose to live. It was none the less hard on Sophie when her mother along with a small group of heroes simple failed to return from Mission. It wasn't so much the knowledge they might be dead, but rather the total lack of any information on what they had been involved in. So at the age of fifteen the girl put on the ill fitting costume of her grandmother and went out with the intent to find information about what had happened. The experience was a painful and eye opening one. She got little done other then almost getting herself killed a few times, while finding no useful information. It did teach her a great deal however. She learned that she needed time, the lessons and training she had gotten up until that point would be enough. And over the next two years she refined her ability and her equipment. Adopting much of the same gear that both her Mother and Grandmother had used. And starting by focusing on the lower end crimes in her local area. Physical Description Sophie is short and a little on the light side. But none the less in good physical shape showing a lot of strength for her size. And focusing mostly on endurance and Stamina, giving her a bit of a swimmers physique. Brown hair and green eyes as well as a soft face makes her pleasant enough to look at. And she can when the mood or need strikes her clean up rather well. Powers and Tactics: The only power that Sophie has to speak of is a hold over from her fathers powers, the ability to sense vibrations in the earth around her. Mostly relying on equipment she makes herself or re-purposes from off the shelf equipment. She mostly uses a bow and a number of Specialized arrows. As well as a sword and Armored gloves. Using a great deal of stealth and cunning in her crime fighting. Complications: Secret: A secret identity comes with the package for most Masked Heroes. Temper: Calling Sophie Irritable would be kind. Hot headed and reckless would be must more accurate. She's not hard to goad into doing something less then reasonable. ------------------stats-------------- Abilities: 4 + 2 + 6 +8 + 2 + 2 = 24PP. Strength:14. (+2) Dexterity:12. (+1) Constitution:16. (+3) Intelligence:18. (+4) Wisdom:12. (+1) Charisma:12. (+1) Combat: 14 + 10 = 24PP. Initiative: +1. Attack +7. Grapple: +9. Defense: +7. (+5 Base, +2 Dodge Focus) +2 Flat-Footed. Knockback Resist: -3. Saving Throws: 1 + 5 + 3 = 9PP. Toughness: +3/+3/+1. (+3 Con, +3 Equipment, +1 Feat) Fortitude: +4. (+3 Con, +1) Reflex: +6. (+1 Dex, +5) Will: +4. (+1 Wisdom. +3) Skills: 40R = 10PP. Acrobatics +5. (6) Climb +4. (6) Computer +4. (6) Concentration +2. (4) Craft: Chemical +1. (5) Disable Device +2. (6) Drive +1. (2) Investigate +2. (6) Language +2. [(French: Native.) [Hebrew: Fluent With French Accent.] (English: Fluent with French Accent.)] Medicine +1. (2) Notice +4. (5) Pilot +1. (2) Ride +1. (2) Search +2. (6) Stealth +7. (8) Survival +1. (2) Swim +1. (3) Perform: Sing +2. (2) Feats: 24PP. Ambidexterity. Attack Specialization: (Unarmed) Attractive. Benefit (Wealth 3) Defensive Roll 1. Dodge Focus 2. Evasion 1. Jack of all trades. Move-By Actions. Precise Shot 1. Uncanny Dodge: 1. (Tremorsense) Quick Draw 2. (Draw and Load weapons as free action) Equipment 8. Equipment. Powers: 14 PP. Super-Senses 3 (Tremorsense [Accurate Ranged Touch; Drawback: Not Usable in Water]) [2PP] (Mutant Descriptor) Device: 12PP. (Easy to Lose, Gives 20 device pp) [12pp] (All powers have the technological descriptor) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +9 Melee DC 17 Toughness (staged) Damage Armored Gloves +9 Melee DC 18 Toughness (staged) Damage Sword +8 Melee DC 20 Toughness (staged) Damage Bow +9 "Trick Arrow" Ranged DC 20 Toughness (staged) Damage Frag Arrow Ranged DC 20 Reflex:Area Damage DC 20 Toughenss:Staged Flash Bang Arrow Ranged DC 14 Reflex+Fortitute:Area Blinded + Deafened Gas Arrow Ranged DC 19 Fortitue:Area Nauseate Abilities 24 + Combat 24 + Saving Throws 9 + Skills 10 + Feats 24 + Powers 14 + Drawbacks 0 = 105.
  2. The Eel Power Level: 7 (105/108PP) Tradeoffs: -3 Toughness/+3 Defense Unspent PP: 3 In Brief: Amnesiac former Labyrinth agent with induced mutations Identity: Unknown Birthplace: UK? Occupation: Currently unemployed Affiliations: The Labyrinth (former) Family: Unknown Description: Age: Mid-twenties? Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown with blonde highlights The young woman known only as 'the Eel' is a slender, athletic woman of medium height. Her hair is cut short in a practical pixie bob, and she wears no jewelry. Her movements are graceful and confident, and she speaks in a rather posh, Received Pronunciation accent. The Eel wears a slick, full body suit, which she calls her 'Eelskin'; it not only provides her an element of protection, but also responds to her chameleonic coloration. It also has a built-in zipable pouch that holds small items. It is currently the only garment she owns, though sometimes she'll wear a thrift store trenchcoat over it. History: A young woman with no memory of her past beyond her strange moniker, 'the Eel' is trying to write a new life on her blank state. She is haunted by the feeling that she's something very bad, and must attone for it; to this end, she will help those she encounters in any way she can. And apparently she has superpowers? Personality & Motivation: Like many Brits, the Eel has a rather dry sense of humor, frequently dipping into gallows humor. Most of the skills she can recall are rather sinister, and she's struggling to find better uses of them. She's willing to steal to live, though she's not particularly proud of it, and feels a strange affinity for the struggling lower classes. Powers & Tactics: There are very few places the Eel can't get into if she's really determined, as she's extremely sneaky and hard to pin down. Unfortunately she is now much more sensitive to heat, and has to take care to avoid fire-based attacks. The Eel is built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: I Don't Remember, I Dont Recall.: The Eel is currently suffering from retrograde amnesia, with no memory of events prior to washing up in Bedlam. This leaves her very vulnerable in a very dangerous place. I Think I Used To Be Awful.: Sometimes Eel will catch a glimpse of her previous life, or have an instinctive, hostile reaction to stimuli, and she doesn't like what she sees. Sounds A Bit Posh, Don't She?: The Eel apparently comes from an upper class English family, and therefore speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. You're A Bloody Ghost!: The Eel has no ID, credit cards or cellphone, and doesn't show up in any databases; this makes living in the modern world very difficult. Abilities: 2 + 6 + 12 + 2 + 4 + 8 = 34PP Strength: 12 (+1) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 8 = 14PP Initiative: +6 (+6 Dex) Attack: +3, +7 Melee (+3 Base, +4 Attack Focus), +3 Ranged Grapple: +19/+21 (+7 Melee, +6 Grappling Finesse, +6 Elongation [+2 if using Addl. Limbs]) Defense: +10 (+4 Base, +6 Dodge Focus) Knockback: -1/-2 Saves: 0 + 4 + 1 + 4 = 9PP Toughness +4 (+3 Con, +1 'Eelskin' suit) Fortitude +7 (+3 Con, +4) Reflex +7 (+6 Dex, +1) Will +6 (+2 Wis, +4) Skills: 40R = 10PP Acrobatics 4 (+10) Bluff 1 (+5) Diplomacy 1 (+5) Disable Device 4 (+5) Escape Artist 0 (+6, +12 w/ Elongation) Gather Information 1 (+5) Notice 6 (+8) Sense Motive 6 (+8) Sleight of Hand 2 (+8) Stealth 4 (+10) Swim 11 (+12) Feats: 4 + 1 + 6 + 1 + 1 + 1 = 14PP Attack Focus (Melee) 4 Benefit: Ambidexterity Dodge Focus 6 Equipment 1 Grappling Finesse Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Binoculars 1EP 'Eelskin' protective suit 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 4 + 7 + 6 + 3 + 3 + 5 = 30PP (All powers have the Mutant descriptor) Additional Limbs 2 (Both Legs) [2PP] Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] Drain Wisdom 7 [7PP] Elongation 6 (250 feet) [6PP] Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning) [3PP] Super-Senses 3 (Accurate Ultrasonic Hearing/Sonar)[3PP] Swimming 5 (Speed: 50 mp) [5PP] Drawbacks: (-6) = -6PP Vulnerability (Heat Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Hot environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tough Damage Drain Touch DC 17 Fort Drain Abilities 34 + Skills 10 (40 ranks) + Feats 14 + Powers 30 + Combat 14 + Saves 9 + Drawbacks 6 = 105/108 points
  3. Power Level: 7 (105/108PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Teen with Demonic blood in their veins, trying to escape their fate Catchphrase: "Look, I'm not a bad person..." Theme: Matthew Sweet, Dark Secret Alternate Identity: Tyler Black (Secret) Birthplace: Evanston, WY Residence: The Claremont Academy Base of Operations: The Claremont Academy Occupation: Student Affiliations: Other Claremont Students Family: Unknown - the people who raised him were in service to the entity whose lineage he is part of. Description: Age: 16 (DoB: 2002) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5' 9" Weight: 175 Eyes: Brown Hair: Black Tyler seems at first glance to be your average American teen. He dresses in comfortable clothing that's vaguely stylish (if not exactly on the cutting edge of fashion) and seems a little awkward around others at times. One notable point is that he often wears some sort of hat, usually a baseball cap; they disguise a budding pair of obsidian horns that erupt from his temples, just up near his hairline. History: Tyler was raised on a small commune in Evanston, Wyoming. Practically on the doorstep of the Mormons, the Brothers and Sisters of the Radiant Benevolence rejected the Christian sentiment of the area. Tyler didn't know who his parents were despite asking on several occasions, though he didn't lack for caregivers. He also didn't know what went on when the adults met every Thursday evening. Instead he learned to be content with homeschooling, the curriculum focusing as much on theology as practical subjects, though his lessons in the former often leaned towards harsh criticism or dismantling of other religion's beliefs. Tyler hit puberty, and along with the usual host of adolescent problems came first the whispers, and then the horns. When the adults found out (and despite him desperately trying to file his horns down a few times, they became impossible to hide for long) they rejoiced; finally, after years of devotion their dark prayers had been answered. Followers of a being they referred to mainly as The Prince of Sanguine Terror, the various families traced their lineages back to the original acolytes who had accepted His blessed touch; now, Tyler would be the greatest among his servants, paving the way for his return. Despite his education, Tyler wasn't wholly keen on that idea, but the elders of the Cult did help him to hone some of the powers his connection to his Dark patron granted him. He was woken late one night by Layla, one of the several women he thought of as a mother figure; she explained in hushed tones that the cult's true purpose was to foster the darkness within Tyler's blood before using him as a sacrifice to allow the Prince full entry into their world. Her faith had been shaken as she watched Tyler's powers emerge; now, fully aware of the plan she realised she couldn't bear to see him killed. She'd packed him a bag and, despite his confusion, put him on a bus to Freedom City, along with a letter for the teachers at the Claremont Academy. A week after arriving at Claremont, Tyler read in the paper that Layla had died, the tragic result of a wild animal attack. Personality & Motivation: Despite his corrupted lineage, Tyler doesn't want to be bad. He knows that what truly matters is one's deeds, how one uses the talents that they have; despite that, every time he draws from the dark wellspring of his power he feels the potential to release a little more corruption into the world. Powers & Tactics: Tyler's demonic taint allows him to manipulate magical energy; while he's only mastered a few spells so far, it allows him to be versatile in the field. He can teleport short distances, manipulate objects remotely via psychokinesis, cause objects to spontaneously combust and dominate a single person's will. Power Descriptions: All of his powers have an aura of demonic energy - his teleports leave behind the smell of brimstone, his psychokinesis surrounds objects with dancing shadows. Objects that he sets alight sometimes appear to have horrified faces in the flames, and those who have their will controlled have eyes that go completely black; when working powerful magic Tyler also sometimes has completely black eyes, his skin appearing a chalky white. His protective force field manifests as a shimmering haze, though one that shines with a blood-red light. Complications: It's the horns, right?: Sure, Claremont has its share of weird-looking students. Still, people see a guy with horns on his head, you don't need to be a Bible Scholar to make the connection to demons. Tyler often finds strangers wary of him. (Prejudice: Demonic Appearance) Daddy Issues: Tyler's been told what The Prince's plans are, both for him and for the world. He's not much of a threat to those plans right now, but with the right training and allies, he might be. (Motivation: Responsibility) Claiming Asylum: It would definitely be bad if his old 'family' were aware that he was now at Claremont Academy. They'd like him back quite urgently. (Secret: His identity) Abilities: 0 + 2 + 4 + 6 + 8 + 8 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 14 = 24PP Initiative: +1 Attack: +5 Melee, +5 Ranged, +7 Blast Defense: +7 Base, +4 Flat-Footed Grapple: +5 Knockback: -6 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +7 (+2 Con, +5 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +10 (+4 Wis, +6) Skills: 36R = 9PP Computers 2 (+5) Concentration 6 (+10) Drive 1 (+2) Intimidate 4 (+8) Knowledge (arcane Lore) 6 (+9) Knowledge (theology & philosophy) 6 (+9) Language 4 (+4) - English (Native), Greek, Latin, Aramaic, Infernal Notice 2 (+6) Search 1 (+4) Sense Motive 4 (+8) Feats: 1PP Luck Equipment: 0PP = 0EP Powers: 10 + 19 = 29PP Descriptors: Infernal Force Field 5 (+5 Toughness; Extras: Impervious) [10PP] (Energy) Magic 8 (16PP Array; Feats: Alternate Power 3) [19PP] Base Power Teleport 13 (1300 ft. as move action; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Spatial Distortion) Alternate Power Mind Control 7 (DC 17) (Psionic) Alternate Power Telekinesis 5 (Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Extras: Perception) (Force) Alternate Power Blast 7 (DC 22; Feats: Accurate, Precise) (Fire) Drawbacks: (-2) = -2PP Vulnerability (Holy Powers; Frequency: Uncommon; Intensity: Moderate)[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Blast Ranged DC 22 Toughness Damage Mind Control Perception DC 17 Will Control Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (1) + Powers (29) - Drawbacks (-2) = 105/108 Power Points
  4. Ms Bright Power Level: 7 (105/111PP) Unspent Power Points: 6 Trade-Offs: None In Brief: Once upon a time, I dreamt that I was a butterfly... Alternate Identity: Agnes (Public), maybe Agnus Stone (Private) Birthplace: Conceptual Space Residence: Streets Base of Operations: Southside, Freedom City Occupation: Homeless Affiliations: None Family: None Description: Age: It's complicated (13th July 2018) Apparent Age: 18 Gender: Female Ethnicity: Mixed (Caucasian / Afro-Caribbean) Height: 1.6m (5'3") Weight: 60kg (130lbs) Eyes: Brown Hair: Brown Though even Agnes doesn't know it she actually is a complete duplicate of Agnus, even down to her DNA, or she is actually an amnesiac Agnus it's impossible for anyone right now to know for certain, including Agnes herself. The only noticeable thing is that she appears younger, around eighteen which happens to be the age that she first became Young Britannia. Living rough has been hard on Agnes but she's managed to keep herself in good condition, her powers helping, Being fairly average, and for now, keeping a low profile, she mostly known by others in the area from her strange accent when speaking, though few would recognize it as a North London accent Agnes costume is pretty simple and barely counts as a costume, just a pair of bovver boots and a blue padded jacket with the Union Jack on the back. Otherwise, she wears sensible normal clothes of a Red Hoodie over a white t-shirt, which right now are all the clothes she owns. History: With the desperate times of the Terminus Invasion of 2018, a few of the most powerful magical heroes gathered to make a deal to potentially save Earth-Prime. One of those was Agnus Stone the then-current holder of the legacy of the Spirit of Justice. She had gathered as many of the national and conceptual spirits and held them within herself whilst taking part it the supernatural conference. To hold that much power must always have a cost and on the stroke of midnight the deal ended, and something happened... (For the complete history of Agnus look here.) What exactly happened no one knows, especially Agnes who woke up in an alley in Southside with no knowledge of who she was apart from her name. Quickly she discovered that she had powers when she had to defend herself from muggers in the same alley she'd woken up in. Other the next few days she tried to piece together who she was and how she got here, pretty unsuccessfully as she only has the vaguest flashes of who she was before, in fact, all she does remember for certain is that her name is Agnes the rest is a blur. With no one or where to go, for now, Agnes has chosen to remain where she is, as she found a calling for herself. Very quickly she began to protect not just herself, but first, those that slept rough in this part of Freedom City, and then those that lived local and were being harassed by the various lowlifes that preyed on the people of the Southside. This has been a gradual thing, and only now has she become active enough to come to the notice of other heroes in the area. Even though she could so far she has chosen not to go too far beyond the Southside, and most definitely not into the heart of Downtown Freedom. She has this vaguest memory that she suffered a great heart wrenching lost in that part of the City and has no desire to open that old wounds. Personality & Motivation: Right now everything that Agnes does is driven by her lack of identity, she doesn't know who she is or what her place in the world. Though she quite put her fingers on what worries her she has the most literal Imposter Syndrom, she in some way know that she isn't who she use to be even if she doesn't know who she was. For now, the simple act of surviving plus her helping people is enough to soothe her worries and woes. At her core though is a desire to do good and help people in trouble, something that she won't sacrifice just to find out the truth. Powers & Tactics: Agnes is not a subtle fighter, her first instinct (and second etc) is to hit people when trouble starts. She's not stupid though and if something looks too big for her to just punch she'll look for other tactics, and then she can be quite devious allowing people to underestimate her until the time comes for her to strike. And even though she's still new at all this is can and will work alongside others heroes. Power Descriptions: Within Agnes is a tiny piece of the Spirit of Britannia, though it appears that she is no longer (or has never been) connected with them. With only this tiny amount of magical power she's able to do some pretty amazing feats as a kind of a pocket powerhouse. When she uses her powers it shows as a golden light that shines around her, it ranges for nothing more than a healthy glow of her toughened skin to the angry crackling energy of her punches or teleportation. She draws on the ambient magical energies of the area, commonly described as ley lines, as she limits to just a district this can sometime drain the ambient magic for a little while. Complications: Homeless: Agnes has no home of her own and no money to speak off, living by her wits alone on the tough streets. Such Painful Memories: At times of crisis Agnes is occasionally struck by brief painful memories of what she assumes is her previous life. So powers are the emotions however they can distract her in the middle of potentially dangerous situations. Tapped Out: Massive uses of magic in an area can drain it enough that she can't use her powers, especially the more power hungry abilities like teleport. Abilities: 0 + 2 + 0 + 0 + 4 + 6 = 12PP Strength: 10/24 (+0/+7) Dexterity: 12 (+1) Constitution: 10/24 (+0/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +5 Attack: +7 Unarmed +5 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +5/+12 Knockback: -3 Saving Throws: 3 + 6 + 5 = 14PP Toughness: +0/+7 (+0 Con, +0/+7) Fortitude: +3/+10 (+0/7 Con, +3) Reflex: +7 (+1 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 16R = 4PP Bluff 2 (+5) Diplomacy 2 (+5) Intimidate 2 (+5) Knowledge (Streetwise) 5 (+5) Notice 3 (+5) Sense Motive 2 (+4) Feats: 8PP Attack Specialization (Unarmed Attack) 1 Dodge Focus 3 Fearless Improved Initiative 1 Luck 2 Powers: 14 + 14 + 1 + 9 + 11 = 49PP Enhanced Constitution 14 [14PP] Enhanced Strength 14 [14PP] Flight 1 (10mph, 88 ft/rns) [2PP] Immunity 9 (Life Support) [9PP] Teleport 5 (500ft, 5 miles Feat: Alternative Power 1) [11PP] Flight 5 (500mph, 4400 ft/rns) [10PP] All of her powers are Magical in nature and draw on the area's ley lines. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (4) + Feats (8) + Powers (49) = 105/111 Power Points
  5. Hellhound Power Level: 12 (180/181PP) Unspent PP: 1 Trade Offs: +2 Damage/- 2 AttackTransitional, +1 Damage/-1 AttackLupine Effective PL: 7 In Brief: Werewolf Biker possessed by a spirit of Vengeance. Alternate Identity: Óscar Davalos Identity: Secret Birthplace: Hardwick Park, Bedlam City Occupation: Bouncer Affiliations: Family: Rafael Davalos (Father), Luz Davalos (Sister), Dora Davalos (Mother), Frederico Davalos (Brother), Javier Davalos (Brother), Description: Age: 23 (DoB: Born 24, December 1994) Gender: Male Ethnicity: Afro-Carribean Height: 5’6"/8'Transitional Form Weight: 140 lbs/500 lbs Transitional Form Eyes: Brown/Red (When in Lupine or Transitional forms) Hair: Black Óscar is muscular man with a variety of tattoos on his torso and arms. His hair is part pompadour, part well-groomed mohawk with a fade going down the sides. His ears have a total of nine different piercings. His clothing is often left in conditions with little to be desired, the leather jacket that Óscar sports everywhere is in immaculate condition. While acting as he wears a balaclava with a canine-like pattern. In his transitional form Óscar is a bipedal combination of his human and lupine form. A sort of transitional state between the two. Able to stand erect on his hind legs, his front paws act as hands unless he needs to take off into a sprint. Size wise he is a good two feet taller than his human form and his teeth are both sharper and longer. Thanks to the effect of the Vengeance Spirit his flesh looks as if it was burning from the inside with his fur glowing akin to magma In his "Lupine" form Óscar appears to be a gigantic wolf. Aside from being larger and more muscular than other modern-day wolves, there aren't any real distinguishing features to separate Hellhound from any other large wolves than his bright red eyes. History: In the 16th century Cuba before the European witch trials reached their peak Santiago Veracruz, a Spanish mage of the time, realized he needed some intermediaries to protect himself from rivals as well as allowing him to act with subterfuge in the paranoid world around him. With Battle Brutes drawing far too much attention, the crafty mage knew he needed something kept closer to the vest. Veracruz cursed his slaves and an assortment of poor beggars. The sort of people society would not be keen to listen to when told tales of coercion by a magical being. The Davalos family were victims of one of Veracruz's curses. The family line was doomed to carry a genetic mutation for lycanthropy. While not every member would become a werewolf, all would be carriers of this "werewolf gene." Long after Veracruz died, long after slavery ended, even long after Cuba had gotten its independence the family curse raged on. In the 1980s, the Davalos family were amongst the 125000 other Cuban immigrants to Miami. But, Rafael Davalos set his sights further north. Moving his family in with an estranged brother in Bedlam City. Promised new opportunities in America, the lawyer quickly learned no one was willing to hire a lawyer who could no longer prove his credentials. Thinking himself destined for greater things than blue-collar work, Rafael refused to look for a job until someone would hire him as a lawyer. Rafael spent many a night bonding with fellow down on their luck young main airing their grievances behind a bottle. That was until his brother became the 6th victim of Capricorn, Rafael organized a neighborhood watch program in Hardwick Park. Tired of the police doing nothing to defend the citizens of Hardwick Park, Rafael swore that they would protect their own. But, by the time the real Capricorn had been arrested, the "neighborhood watch" had become the Lunar Sentry MC. Deeply embroiled in the cocaine boom of the 80s, Rafael had become a terror to the very neighborhood he had sworn to protect. Óscar grew up hearing idealized tales of his father's biker gang and all the supposed good they contributed to the neighborhood. That was until he was to be inducted into the family business at 15 years of age. His dad brought him along to threaten a bakery that was refusing to pay for protection. After the "negotiation" turned sour Rafael brought Óscar back later that night and the older man proceeded to firebomb the bakery right in front of his sons. Already frightened by the sight of the violent act, Óscar turned sick to his stomach when he learned the news that the family lived in the bakery. Disgusted by the sort of man his father really was, Óscar snuck out into the night and set the biker gang's entire armory on fire. Running away into the dark of night. In retaliation, Óscar’s father sent word to Opus Ombra of his son’s existence. Essentially signing a death sentence for the lone wolf. A cell of the supernatural hunting priesthood began hunting Óscar at every turn. Time and time again he barely escaped with his life. Until finally one of the brothers of the Opus Ombra cornered an injured Óscar into an alleyway but just before he could take the werewolf's life a group of bikers made their way into the area. The bikers demanded to know where Óscar had hidden a girl. Apparently, a witness against their illicit activities. Óscar refused to talk, even though his injuries continued to mount he refused to shift into his werewolf form. Making it more likely that the young man was going to die. It was clear to the priest that Óscar was willing to give his life for the woman. And although it went against all the beliefs he had grown to know, the brother of the Opus Ombra saved Óscar's life. The beginning of a shaky and untrusting partnership as the priest officially left the Opus Ombra faking both his and Óscar's death in a fiery inferno. Now, years after the fact Horacio (the priest in question) has taken up a quiet life as the owner/bartender of 8th Circle. A bar in Hardwick Park. With Óscar working as his bouncer (and living in an apartment above the bar). During his free time, much to Horacio's chagrin, Óscar acts as a self-appointed defender of Hardwick Park. Engaging in the exact sort of behavior that originally sent a magical hit squad after him and opposing the criminal elements of Hardwick Park. Although his father's biker gang is his main target, it was actually Jiggsaw who dubbed him with the name Hellhound. Whether by fate or by fortune, on the briefest of moments, after the passing of the previous Master Mage the wardings holding the burning ghost to Claremont waned. Evil magic began making inroads on Earth, and the ghost desired Vengeance. Óscar was pinned in an abandoned pharmacy by Jiggsaw's men avoiding gunfire as best he could. The thoughts of what he would do to the gunmen when finally get his hands on them fueling him and acting as a beacon for the spirit of Vengeance's next unwilling host. But, the werewolf's natural resistance to magic gave him a measure of control over the the vengeance spirit which fed on his preternatural rage. Personality & Motivation: Óscar can come across as cold and uncaring and a penchant for making sarcastic remarks does him no favors. But, the reality behind his detached demeanor is that his powers are tied to his emotions. Requiring a certain level of control. In his own words, he turns the volume down on his emotions to not bite anyone's head off. Although, anger, the anger he still does very well. On the day of a full moon, Óscar actually comes across as a more caring and open person. At least if something doesn't set him off as all his emotions are heightened during these days. Óscar is motivated by guilt. Although he did not directly participate in his father's murdering of a baker's family Óscar is aware he was raised off the profiteering off the suffering of others. He wants to bring the reality of a safe Hardwick Park to the forefront. Powers & Tactics: The Davalos family curse has gifted Óscar with the ability to shift between a lupine form, a transitional wolf-man form, and that of a man. This curse was designed with the goal of killing mages and as such, it is actually quite resistant to the effects of magic. In his wolf form, Hellhound is incapable of speech. In this form, his only real weapon are his fangs. The calmness required to maintain the form actually prevents him from accessing the gifts given by the spirit of Vengeance possessing him. However, while all three states have senses above the human norm it is his wolf form that truly shines in this regard. The best form for both mobility and tracking. In his transitional state, Hellhound moves slower than his lupine but faster than his human form. His claws are powerful weapons with which Hellhound will swing wildly until his opponent is rendered unable to fight. In his human form, Óscar is essentially an experienced brawler. While no one would mistake him for an experienced boxer or the like, he can throw a punch well enough to hold his own well enough to beat the average thug. His nose and ears are more reliable than the average person's but aside from the ability to blend in with the rest of society, the form offers no other real benefits that his transitional and lupine forms don't already provide. As the host of a Spirit of Vengeance, Hellhound can summon hellfire chains from his chest. Which he can then use to bind a target and force them to pay penance for any wrongdoings they have committed in life as the chain squeezes tighter and tighter. He can also breathe out hellfire from his mouth which burns the spirit rather than the flesh. Complications: Enemies: The gangs of Hardwick Park are not to keen on the Hellhound terrorizing their territory. Opus Ombra would rest at nothing to exterminate him if they were to find him again. G-E-Don't: Óscar is a high-school dropout having run away from home during his last semester. Defensive of this fact he will pretend to know more than he can. Even if it puts his own life at risk. Power Loss: Emotional unrest can negatively impact Óscar's control of his power. This could be as simple as overwhelming fear stopping him from being able to shift. Or as dangerous as a grievous injury making it too difficult to focus his regeneration. Whatever the case, until he gets a handle on his emotions the control he has practiced his entire life to maintain slips away from him. His Lupine form requires complete calmness whereas his transitional states and his hellfire control are fueled by rage Secret: Although Óscar has a public reputation as a fixer of sorts, he has to keep his identity as the Hellhound a secret. If for no other reason as to not make Horacio the target of anyone after Óscar. Weakness: Oral tradition in the family states that the curse given to them used Wolf's bane as a catalyst. Perhaps as a direct result, wolf's bane can play havoc on a werewolf's constitution. Different strains and mixtures can bring wildly different effects. Ranging from nausea, hallucinations, to even fatal poisonings. Abilities: 10 + 6 + 10 + 0 + 4 + 6 = 36PP Strength: 20/24/28 (+5/+7/+9) Dexterity: 16 (+3) Constitution: 20/22/24 (+5/+6/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 22 = 32PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +5 Human and Transitional Forms /+6Wolf Form Defense: +6 (+3 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +8Lupine Form/14Human Form/+24Transiitional Form Knockback: -6Human Form/-11Transiitional Form Saving Throws: 3 + 0 + 1 = 4PP Toughness: +6Human Form/7Lupine and Transitional Forrms(+6 Con,+1/+2 Protection, -1 Size Penalty) Fortitude: +9/+10 (+6/+7 Con, +3) Reflex: +3 (+3 Dex, +0) Will: +3 (+2 Wis, +1) Skills: 52R = 13PP Drive 12 (+15)Skill Mastery Gather Information 7 (+10) Handle Animal 7 (+10)Skill Mastery Intimidate 8 (+11)Skill Mastery Knowledge (Streetwise) 5 (+5) Language 1 (English [Native], Spanish) Medicine 3 (+5) Notice 3(+5) Sense Motive 3 (+5) Survival 3 (+5)Skill Mastery Feats: 9PP Animal Empathy Contacts Equipment 2 Improved Initiative Skill Mastery (Drive, Handle Animal, Intimidate, Survival) Startle Uncanny Dodge (Olfactory) Well-Informed Equipment: 2PP = 10EP Cell Phone [0EP] Motorcycle [10EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Powers: Speed 5 (250 mph;) [5EP] Powers: 27 + 14 + 2 + 2 + 4 + 1 + 10 + 5 + 1 + 3 + 22 + 1 + 7 + 4= 103PP All carry Magical descriptor. Boost and Hellfire Array have Hellfire descriptor. Everything else has Werewolf descriptor. Transformation ( 26PP Array; PF: Alternate Power 1 ) [27PP] BP: Alternate Form 5.2 (26PP Container) [26PP] (Transitional form) Enhanced Attack 1 [2PP] Enhanced Defense 2 [4PP] Enhanced Feat ( Variable Descriptor on Unarmed [Slashing] ) [1PP] (Claws) Growth 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Drawbacks: Reduced Strength 4, Reduced Constitution 2) [7PP] Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Impervious Toughness 1 ( Stacks to Impervious Toughness 7; Drawback: Power Loss [Pure Silver] ) [1PP] (Thick Hide) Impervious Will 1 [1PP] (Single-Minded Rage) Leaping 1 ( Stacks for Leaping 2, x5 Jumping Distance [Running: 190', Standing 95', High Jump: 47'] ) [1PP] Morph 2 ( Single Appearance [Man-Wolf[ ) [2PP] Speed 2 ( Stacks for Speed 3 [50 mph/500 ft. rnd] [2PP] (Powerful Muscles) Super-Senses 2 ( Infravision, Olfactory [Tracking 1; Stacks for Tracking 2 {Normal Speed}] ) [2PP] Super-Strength 1 ( +5 Effective Strength/+15 Total Effective Strength [Heavy Load: 38.4 tons] ) [2PP] AP : Alternate Form 5 2( 26PP Container) [1PP] (Lupine Form) Damage 3 ( Extra: Autofire, Feat: Mighty ) [7PP] (Fangs) Immunity 2 ( Cold and Heat; Flaw: Limited to Half-Effect ) [1PP] (Fur Coat) Leaping 1 ( Stacks for Leaping 3, x10 Jumping Distance [Running: 150', Standing 75', High Jump: 37'] ) [1PP] Morph 2 ( Single Appearance [Wolf] +10 Disguise) [2PP] Protection 1 [1PP] (Thick Hide) Shrinking 4 (Extra: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness, Normal Movement) [7PP] Speed 3 ( Stacks for Speed 4 [100 mph/500 ft. rnd] [3PP] (Powerful Muscles) Super-Senses 4 ( Olfactory [Accurate, Tracking 2; Stacks for Tracking 3 {Full Speed}] ) [4PP] Boost 5 (Any Speed Traits at Once, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [14 PP] (Hellfire Nitro) Example Uses would be boosting a vehicle from Speed 5 to Speed 10. Or even gaining Wall Crawling and Water-Walking while moving on a vehicle to drive on walls and water. Comprehend 2 ( Flaws: Broad Group [Canines]; Animals [Speak to, Understand]) [2PP] Enhanced Constitution 2 [2PP] (Werewolf Constitution ) Enhanced Strength 4 [4PP] (Werewolf Strength) Hellfire Array ( 21PP Array; Feat: Alternate Power 1 ) [22PP] BP: Snare 9 ( Extras: Constricting, Regenerating; Feats: Affects Insubstantial 2, Tether; Flaw: Action [Full-Round], Distracting ) {21/21} (Penance Chains) AP: Damage 7 ( Extras: Area [70' Cone, General], Alternate Save [Will] ) {21/21} (Hellfire Breath) Feature 1 ( Animal Harmony ) [1PP] Immunity 20 ( Magic Effects; Flaw: Limited to Half-Effect ) [10PP] (Werewolf Resistance) Impervious Toughness 6 ( Drawback: Power Loss [Pure Silver] ) [5PP] (Werewolf Strength) Leaping 1 ( x2 Jumping Distance [Running: 34', Standing 17', High Jump: 8'] ) [1PP] (Werewolf Strength) Regeneration 4 ( Bruised 1 [1 Round], Injured 3 [1 Minute]; Drawback: Power Loss [Pure Silver] ) [3PP] (Werewolf Healing Factor) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Werewolf Speed) Super-Senses 7 ( Auditory [Accurate, Extended -1 per 100'], Olfactory [Acute, Tracking {Half-Speed}], Low-Light Vision, Ultra-Hearing ) [7PP] (Werewolf Senses) Super-Strength 2 ( +10 Effective Strength [Heavy Load: 2.8k lbs] ) [4PP] (Werewolf Strength ) Drawbacks: 7PP Recurring Nightmares ( Frequency [Uncommon], Intensity [Moderate] ) [-2PP] Vulnerable ( Emotion Effects: Frequency [Common]: Intensity [Minor] ) [-2PP] Vulnerable ( Silver; Frequency [Uncommon], Intensity [Major] ) [-3PP] DC Block: Attack Range DC Effect Unarmed Touch DC22 Toughness Damage (Physical) Claws Touch DC24 Toughness Damage ( Slashing) Fangs Touch DC23 Toughness Damage (Piercing) Hellfire Breath Touch [70’ Cone, General] DC17 Reflex DC22 Toughness Damage (Hellfire) Penance Chains Range DC 17 Reflex Snare (Hellfire) Abilities (26) + Combat (22) + Saving Throws (4) + Skills (13) + Feats (9) + Powers (103) - Drawbacks (7) = 180/181 Power Points
  6. Stronghold Player Name: Raveled Character Name: Stronghold Power Level: 7 (105/108 PP) Trade-Offs: None Unspent Power Points: 3 In Brief: A big man with a big arm trying to keep his little sister safe. Catchphrase: "I'll fight you with one hand behind my back." Alternate Identity: Luther Lionel Lexington (Secret) Birthplace: Bedlam City, WI Residence: Disused warehouse in Wolverton Base of Operations: Wolverton Occupation: Construction, bouncer, various jobs under the table Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice (mother), father (unknown/estranged), Lena (sister) Description: Age: 32 (October, 1983) Gender: Male Ethnicity: African-American Height: 6' 0" Weight: 210 lbs Eyes: Black Hair: Brown Luthor Lexington is a large man with a barrel chest and a heavy build. It would be easy to call him fat, except that he moves with the restrained grace of someone with a lot of power who knows how to use it. He wears a short, neat beard and close-cropped hair, and dresses in clean clothes, usually athletic shirts and old, baggy jerseys and well-patched jeans. His hands are large and calloused and his face is stuck in a permanent scowl. When he goes out on the street with Lena, he wears a similar outfit. The most eye-catching part is a bright red tee-shirt with a black shield on it. He wears a black mask wrapped around his head to hide his identity, and black motorcycle gloves and combat boots. History: Luthor Lexington was born in Bedlam and grew up in Wolverton, amid poverty and discrimination and need. His mother wasn't a very good provider, and at an early age he became responsible for his sister Lena. He did everything he could to keep her safe and warm, and in Wolverton that meant joining a gang. They weren't as high profile as the Devil Rays, but they did a brisk trade by stealing or disassembling cars on the street. One night Luthor ranged wide outside of their normal territory looking for a good mark, and ended up breaking into an up-market SUV too near Stark Hill. The cops caught him, chased him, and arrested him; they charged him with grand theft auto (stealing a stereo), resisting arrest (running away) and assaulting a police officer (throwing a trash can at one of the cops). He was thrown into Bedlam City Jail and waited for his day in court. So he waited, and waited, and waited. Months went by and Luthor didn't have any contact with the outside world. He tried to lay low, but the big man was actively courted by several gangs who had their tendrils in the penitentiary; when he refused to play ball, he was jumped in the shower. Luthor fought back and put a couple of his assailants in the hospital and two charges of assault were appended to his case. It began to look like he would never walk free again and he fell into a deep, dark depression. That was when he met with a trim woman and a fat man who dressed in dark suits that screamed "Fed." They offered him a chance to get out of jail and sidestep the entire trial, a chance to earn enough money to get him and his family out of Bedlam forever. It was the chance of a lifetime and Luthor jumped at it. He was transferred to Bald Hill Penitentiary and placed in solitary confinement, but before long the experiments began. He was cut open and machines were put in him, he was subjected to electric shocks and freezing baths, he was injected with drugs and poisons. At some point he began lifting things with streamers of blue-red energy, and with a little more work (and more 'enticement' by his handlers/torturers) he learned to refine these abilities. Still, the researchers weren't very happy with him and once again Luthor began to wonder again if he'd ever see the sun again. One gloomy day (all days are gloomy in doors) he was shackled and loaded into a van and drove out into the city. His chains were short enough that he could barely get off his bench, but he did his best to watch the city through the barred window in the side of the van. He was probably the first one to see the dump truck that hit them. In a few moments the strict, military air of the group descended into anarchy and gunfire. A tall figure in a hoodie literally tore the door off Luthor's truck and helped him out of the shackles, freeing him and helping him escape into the city. It was a shock when he realized that this was his little sister Lena, all grown up and casually throwing dumpsters around. They caught up, and while Luthor was happy to be free and out of prison he quickly realized that Lena wanted to go further with it. She worked out, took tae kwon do classes at the Y, and sought out injustice in the city. Luthor tried to dissuade her, but years on her own and her growing maturity meant Lena wasn't persuaded. Eventually he was the one who bent; if his sister was going to be risking her life out on the streets, the least he could do was go out with her and try to protect her. Luthor's not as devoted to saving the city as Lena is, but he is devoted making sure she comes back every night, safe and secure. Personality & Motivation: Luthor had learned, though painful lessons, that the world is mostly full of people trying to screw other people over. He doesn't want to be a part of that cycle of hurting and predation, and so he does his best to stay out of it. The problem is that a lot of people on the streets want a big, strong guy like him as an enforcer, so to avoid hurting people Luthor learned to either scare them off or fade into the background. Really, Luthor is tired of all the dirt and grime and crime in his life and just wants to be rid of it all. The one bright spot in his life is his sister. Lena is, to him, a genius that is well on her way to escaping the festering pit that is Bedlam. Luthor's main goal is to help her and provide for her so that one day she can rise over it all and get out of the city, and he will do whatever is necessary for that to happen. Powers & Tactics: Luthor fights by getting in close. He's a brawler, not a tactician, and he will do his best to pick out the most dangerous enemy and engage them directly. At the same time, his biggest goal in a fight is to protect Lena so if anyone is proving a threat to her Luthor will jump straight into their face and start smashing them. If someone is using Movement powers or ranged attacks to stay away from him, he'll pick them up in his hand and shake them like a rag doll. Power Descriptions: Luthor can manifest a spectral arm of pure energy, a red ghost of his left arm that can lift nearly superhuman weights. In addition to lifting and squeezing, he can use it to strike with superhuman strength, or simply bring the arm and oversized hand around to shelter behind it. He can hide an entire crowd behind the energy field of his hand. Complications: Secret Luthor has to keep his identity as Stronghold a secret. The gangs don't care for capes hanging around their neighborhood. Struggling Luthor and Lena are usually running at the edges of their budget. Any extra, sudden expenses could ruin them. Family First Luthor puts his sister's safety first. He'd sacrifice anything or anyone to protect her. Unstable Experiment Stronghold's powers were awakened artificially, and no one can be sure how his implants will react to a particular stimulus. Wanted Man There's still a warrant out for Luthor Lexington, and if he's arrested he'll be in prison for a long time. Anger Mismanagement Time in prison hardened Luthor and taught him to react with violence. He's still working past those instincts, and under pressure he may still lash out without thinking. Abilities: 10 + 4 + 8 + 2 + 0 + 4 = 28 PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12 PP Initiative: +2 Attack: +3 Melee, +3 Ranged, +7 Psychic Armament Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8/+14 Knockback: -3/-6 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +7 (+4 Con, +3 Protection, Impervious 6) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 68 R = 17 PP Climb 5 (+10) Concentration 4 (+4) Craft (Mechanical) 9 (+10) Craft (Structural) 9 (+10) Intimidate 10 (+12) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 9 (+10) Notice 8 (+8) Search 2 (+3) Sense Motive 8 (+8) Feats: 4 PP Dodge Focus 4 Equipment 2Bronze Reward Warehouse HQ [10 EP] Size: Medium [1 EP] Toughness: +5 Features: [9 EP] Concealed Fire Prevention System Garage Gym Infirmary Living Space Security System 2 [DC 25] Workshop Powers: 3 + 24 + 8 = 35 PP All powers have the Psychic and Telekinesis descriptors Protection 3 (Personal Forcefield) [3 PP] Psychic Armament 9 (18 PP, Feats: Accurate 2, Alternate Powers 2) [24 PP] BE: Move Object 7 (Str 35, Feats: Chokehold, Extended Reach [10 ft], Improved Grab, Improved Pin, Extra: Damaging, Flaw: Range/Melee) (Energy Arm) [18/18] AP: Damage 7 (Extra: Area/Line [Targeted]) (Liner Punch) [14/18] AP: Impervious Protection 6 (Extra: Affects Others [+1], Area/Burst [Targeted]) (Sheltering Hand) [18/18] Leaping 2 (x5, move action, Extra: Linked [+0] [Speed, Super-Movement) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping, Speed]) (Telekinetic Grapnel) [8 PP] Drawbacks: (-0) = -0 PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage Energy Hand 10 ft DC 22 Toughness (Staged) Damage, Grapple Liner Punch Touch DC 22+Autofire Toughness (Staged) Damage Totals: Abilities (28) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (4) + Powers (35) - Drawbacks (0) = 105/108 Power Points
  7. Kid Kamehameha Power Level: 7 (105/116PP) Unspent Power Points: 11 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A new champion of the Hawaiian Gods in Emerald City Catchphrase: Theme: Alternate Identity: Kimo Kahananui Birthplace: Lahaina, Hawaii Residence: Emerald City University Dorms Occupation: Student at Emerald City University Affiliations: Family: Father: officer Kelui Kahananui, mother Lily Kahananui Description: Age: 18 (DoB: Year 1999) Apparent Age: 18 Gender: Male Ethnicity: Hawaiian Height: 5’9” Weight: 125 lbs Eyes: Brown Hair: Black Kimo is a thin young man with brown skin and eyes. His entire torso up to the collarbones is covered in Polynesian tattoos. His upper left arm is also covered in the same black tattoos. He tends to wear t-shirts and jeans. His choice of footwear would be flip flops. While in costume as Kid Kamehameha he wears a golden helmet in the traditional Hawaiian style. He also goes entirely bare chested when he goes into battle. He wears a mantle of red feathers as well, though he sometimes sheds this in battle. From the waist down he wears a skirt of grass, feathers, and red fabric. History: Kimo was born a totally average child. He grew up in Lahaina while his father was a cop on the anti-meta task force. While Kimo grew up he was picked on by the kids of the metas that his father put away. Most of these kids were normal, but one of the more vicious bullies was. A paragon in the making, he would consistently harass most of the students and Kimo specifically. One day while being picked on by this meta, Kimo pushed back. He was beaten down into the ground. Literally. Yet, he was saved. Not by his father, but by a man on a motorcycle with a mace. The man revealed himself to be the avatar of Ku, god of war. Ku took Kimo to Hunamoku. He trained Kimo to fight in the Hawaiian art of Lua. Not wanting Ku to have another champion on Earth, many of the gods lent him power. Pele gave him strength. Laka gave him agility and speed. Lono grant him fortitude and healing powers. Kanaloa gave him clarity of mind and increased intellect. Puenui enhanced his senses, HIna gave him her charm. He became their weapon, capable of channeling each god one at a time. Ku then took kimo back to Lahaina where he fought the meta in the crater of Haleakala. The two swapped blows, but Kimo’s new and versatile magic powers made him the far better fighter. Kimo struck his opponent down and Ku granted him a new name, Kid Kamehameha. Personality & Motivation: Kid Kamehameha has been tasked by the gods to stand where others cannot and to fight for those who cannot. He fights when he has to, preferring to use his powers to settle matters peacefully, however he is a warrior. He will use his abilities to protect the innocent, from both the mundane and the occult. Powers & Tactics: Kid Kamehameha fights first with brute strength. He prefers to use debilitating strikes and dislocations when and where he can. His skill in Lua allows him to close in, and his personal style makes use of his enhanced strength and light weight. When outnumbered by easily beatable enemies he will often simply throw them into one another. When he encounters enemies who are physically tougher than he can dish out, he tends to switch over to using his mental blasts or mind control. When he uses his speed powers he prefers to use hit and run tactics. When he fights alongside others he rounds out the team. Often times this means that he will be using his powers from Lono and healing. Power Descriptions: When he channels the divine power his tattoos glow different colors: Red for Pele, Orange for Laka, Green for Lono, Blue for Kanaloa, yellow for Puenui, silver for Hina. All his powers are divine in origin. Complications: Champion of the gods: Kid Kamehameha is beholden to the will of the gods of old Hawaii. He must serve their will from time to time and act on their agenda. There is also very little in terms of two way communications. So he has no idea if he is being heard. New to the Powers: Kid Kamehameha has not had his powers very long. He is still honestly afraid of some of them. Can’t Stand a Bully: Years of being picked on have made Kimo very angry with bullies, especially metahuman ones. He tends to go out of his way to humiliate them. Always Another Lesson: Ku has decided to continue to train Kamehameha. He will often put him to the test and force him to adapt. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/28 (+0/+9) Dexterity: 10/20 (+0/+5) Constitution: 10 (+0) Intelligence: 10/20 (+0/+5) Wisdom: 10/20 (+0/+5) Charisma: 10/20 (+0/+5) Combat: 10 + 10 = 20 PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged Defense: +5, +3 Flat-Footed Grapple: +0/ +22 Knockback: -4/-9 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +9 (+0 Con, +9 protection) Fortitude: +5 (+0 Con, +5) Reflex: +5/ (+10 Enhanced Dexterity) (+0 Dex, +5) Will: +5/+10 (+0 Wis, +5) Skills: 32R = 8PP Bluff 7 (+7/+12) Diplomacy 7 (+7/+12) Gather Information 7 (+7/+12) Knowledge Arcane Lore 1 (+1/+6) Knowledge Tactics 1 (+1/+6) Knowledge Theology 1 (+1/+6) Perform 7 Dance [Hula] (+7/+12) Search 1 (+1/+6) Feats: 7 PP Defensive attack Improved grab Improved trip Jack of All Trades Move by Action Takedown Attack 2 Powers: 55 = 55 PP Divine Power Array 25 (50 PP array, alternate power 5, Complication; Must be able to speak to change power set) [55 PP] (Divine, Magic, Mana) Base Power: Enhanced Strength 18 and Leaping 4 and Protection 9 and Super Strength 8 (Power of Pele, Feats; Ground strike, Shockwave, Thunderclap) {50/50} Alternate Power: Enhanced Dexterity 10 and Protection 9 and Quickness 10 and Speed 10 and Strike 9 (Agility of Laka) {48/50} Alternate Power: Protection 9 (extras; Impenetrable) and Healing 10 (Healing of Lono, extras; action) {48/50} Alternate Power: Blast 9 (Mind of Kanaloa, Alternate save: Will save) and Enhanced Feat: Skill Mastery (Knowledge Arcane Lore, Tactics, Theology, Search) and Enhanced Intelligence 10 and Protection 9 {47/50} Alternate Power: Enhanced Wisdom 10 and Impervious Will 10 and Mind Reading 7 and Protection 9 and Super Senses 11 (Perception of Puenui, Detect Magic, Dark vision, Radius (Vision), Tracking, X-ray vision (Gold blocks)) {47/50} Alternate Power: Enhanced Charisma 10 and Enhanced Feat: Skill Mastery (Bluff, Diplomacy, Gather information, Perform Hula) and Mind Control 7 (Charm of Hina, Extra; Subtle) and Protection 9 {43/50} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Enhanced Strength Touch DC 24 Toughness Damage Mind Blast Ranged DC 24 Will Damage Mind Control Perception DC 25 Will Mind Control Mind Reading Perception DC 25 Will Mind Reading Strike Touch DC 24 Toughness Damage Totals: Abilities (0) + Combat (20) + Saving Throws (15) + Skills (8) + Feats (7) + Powers (55) - = 105/115 Power Points
  8. Character Name: Judex Power Level: 7 [10] (150/167PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 17 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 0 + 2 + 4 + 8 + 8 = 22PP Strength: 10/18 (+0/+4) Dexterity: 10/16 (+0/+3) Constitution: 12/18 (+1/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +3 Attack: +10 Melee, +5 Ranged Grapple: +14 Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 2 = 7PP Toughness: +1/+4 (+1/+4 Con) Fortitude: +3/+6 (+1/+4 Con, +2) Reflex: +3/+6 (+0/+3 Dex, +3) Will: +6 (+4 Wis, +2) Skills: 128R = 32PP Acrobatics 10 (+13) Climb 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+7) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+11) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 6 + 6 + 8 + 2 + 12 + 8 = 49PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 6 [6PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 8 [8PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 3.5 (7PP Array; Feats: Alternate Power 1) [8PP] Base Power: Emotion Control 7 (Flaws: Limited to Fear) [7PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 7(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [7PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/19 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 17 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (22) + Combat (20) + Saving Throws (7) + Skills (32) + Feats (20) + Powers (49) - Drawbacks (0) = 150/167 Power Points
  9. Character Name: Red Rat Power Level: 9/15 (216/250 PP) Unspent Power Points: 34 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Bedlam Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She had pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Taxi Driver: Noemi works for “EZ Cabs” in Bedlam, with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 5 + 2 + 5 = 12 Toughness: +5 Fortitude: +10 (+5 Con, +5) Reflex: +8 (+6 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 92R = 23 PP Acrobatics 4 (+10) Skill Mastery Bluff 8 (+11) Computers 4 (+7) [12 (+15 Enhanced] Skill Mastery Diplomacy 4 (+7) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [12 (+15) Enhanced] Language 4 (English, French, German, Hungarian [native], Russian) Notice 8 (+9) Pilot 4 (+10) Search 4 (+7) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 25PP Ambidexterity Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 15 Evasion 2 Grappling Finesse Improved Disarm Improved Grab Improved Initiative Improved Pin Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Skill Mastery 1 (Acrobatics, Computers, Drive, Sleight of Hand) Uncanny Dodge (Auditory) Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 4 + 14 + 5 + 1 + 5 + 17 = 54 Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc]) [14 PP] "Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 20 Fort Nullify Electronics Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 20 Fort / Poison Fatigue Taser Bullet Ranged DC 20 Reflex Dazzle (Visual + Radio) Totals: Abilities 42 + Combat 52 + Saving Throws 12 + Skills 23 + Feats 35 + Powers 54 - Drawbacks -2 = 216/250 Power Points
  10. Player Name: Sophistemon. Character Name: Robert 'Bob' Goodman, Jr. Power Level: PL7/8, 105/120PP. Trade-Offs: None. Unspent Power Points: 15 In Brief: An underachieving cable repairman has been transformed into a crime-fighting cartoon. Residence: Freedom City. Base of Operations: Freedom City. Catchphrase: “Now, stop me if you've heard this one before!” Alternate Identity: Punchline. Identity: Secret. Birthplace: Southside, Freedom City. Occupation: Cable repairman. Affiliations: The ACME Cable Company. Family: Orphaned; maintains positive relations with Father David Halloway and Sister Judy Valentine. Description: Whereas Bob Goodman was disappointingly average in almost every way imaginable, Punchline is a technicolor nightmare with ivory skin, dark blue hair, bright red lips, and yellow eyes. He wears an eye-popping, garishly colored costume of deliberately clashing orange, green, and purple. Age: 25 (as Robert Goodman) / 3½ (as Punchline). Apparent Age: Mid twenties. Gender: Male. Ethnicity: Caucasian. Height: 6'1”. Weight: 200lbs. Eyes: Yellow. Hair: Blue. Power Descriptions: Punchline is no longer a man of flesh and blood, but a cartoon brought to life; as such he possesses extreme physical resiliency and recuperative abilities. He is capable of pulling objects out of thin air, teleporting short distances, and altering his appearance to disguise himself as other people. Finally, his laughter is somehow capable of driving nearby listeners temporarily insane. History: Bob's boring little life ended three and a half years ago on the night he drove into the city to repair a cable antenna in the middle of a thunderstorm. Predictably, he was struck by lightning and his spirit was conveyed through the airwaves and spread throughout the informational infinity that is television. He emerged on the other side, reformed and better than ever, as the pugnacious Punchline! Personality & Motivation: Punchline is a frenetic maelstrom of manic energy, always moving and hamming it up, almost incapable of sitting still. He relishes the thrill of adventure and his powers allow him to find gleeful excitement in what would otherwise be dangerous situations. More than anything else he loathes having to disguise himself as the infuriatingly boring Robert Goodman, but the dead man's job affords him food to eat and a warm place to sleep, both of which remain necessities for now. Powers & Tactics: Punchline likes to use his disguises to get up close to his enemies without arousing suspicion, at which point he can drop the act and take them by surprise. When facing multiple opponents or a single, more dangerous enemy he will let loose with a peal of earsplitting laughter that can afflict everyone nearby with debilitating euphoria, generally allowing the battle to turn in his favor. Complications: Enemy: He is currently fighting an ongoing prank war with Boss Moxie and his notorious Toon Gang. Reputation: Not everyone loves a clown, and his appearance can be met with groans – if not hostility. Responsibility: Although he absolutely hates it, he needs to keep his job at the ACME Cable Company. Secret: It's currently essential to keep his civilian identity of Robert Goodman a closely guarded secret. Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+3 Base, +4 Improved Initiative) Attack: +5 Melee, +5 Ranged Grapple: +7 Defense: +7 Base, +3 Flat-Footed Knockback: -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +7 (+3 Con, +4 Force Field) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 44R = 11PP Acrobatics 4 (+7) Bluff 4 (+6) Craft: Electronics 4 (+6) Diplomacy 4 (+6) Gather Information 4 (+6) Investigate 4 (+6) Knowledge: Technology 4 (+6) Notice 4 (+7) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+7) Feats: 10PP Beginner's Luck Dodge Focus 2 Elusive Target Fearless Improved Initiative Jack-of-All-Trades Luck 2 Uncanny Dodge: Auditory Powers: 27 = 27PP Dimensional Pocket 1 (Flaw: Storage Only) [1PP] Base Power: Force Field 4 [5PP] Alternate Power: Morph 2 (Broad Group: humanoids) [4/4PP] Regeneration 10 (Bruised 3, Injured 6, Resurrection 1) [10/10] Base Power: Teleport 3 (Extra: Accurate; Flaw: Short-Range; Feat: Change Direction, Change Velocity) [11PP] Alternate Power: Damage 5 (Feats: Accurate, Mighty, Variable Physical) [8/8] Alternate Power: Damage 6 (Extra: Ranged; Flaw: Full-Round Action; Feats: Accurate, Variable Physical) [8/8] Alternate Power: Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8PP] Drawbacks: (-3) = -3PP Vulnerable – Electromagnetic Interference (Very Common; Minor) [-3] Attacks with the Electric, Magnetic, and Radiation descriptors are more capable of damaging Punchline than other types of damage. Due to the disruptive effect that they have on the signal that makes up his body, any wounds inflicted by these descriptors can cause drastic changes to his appearance and personality. These changes can be expected to persist until the wound has fully healed. DC Block ATTACK RANGE SAVE EFFECT Damage 7 Touch DC22 Toughness (Staged) Damage (Any Physical) Damage 6 60ft. DC21 Toughness (Staged) Damage (Any Physical) Emotion Control 7 35ft. Radius DC17 Will (Staged) Combat Ineffectiveness Totals: Abilities (30) + Combat (20) + Saving Throws (10) + Skills (11) + Feats (10) + Powers (27) - Drawbacks (-3) = 105/120 Power Points. Power Notes Morph: Confers a +10 bonus to disguise; limited to humanoids. Regeneration: Bruises and Injuries heal at one per round without rest; Resurrection once per week. Teleport: Confers a movement speed of 300ft per Move Action; disallows Long-Range teleportation. Damage: Variable Physical allows the choice of Bludgeoning, Piercing, or Slashing damage per attack. Emotion Control: The subject is giddy, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with euphoria, helpless and unable to take any actions. Miscellaneous Notes Jumping: Running Jump 12ft.; Standing Jump 6ft.; High Jump 3ft. Throwing Distance: 175lbs. 5ft.; 10lbs. 25ft. Carrying Capacity: Light 58lbs.; Medium 116lbs.; Heavy 175lbs; Max 350lbs.; Push/Drag 875lbs.
  11. Character Name: Georgia Montgomery Power Level: 7(105/109) Trade-Offs: -1 Attack / +1 Damage, +2 Defense / -2 Toughness Unspent Power Points: 3 Progress To Bronze Status: 3/30 In Brief: Teenage Density Shifter Alternate Identity: G-Force Identity: Secret Birthplace: Atlanta, Georgia Occupation: Student Affiliations: Claremont Family: Peter (Younger Brother), Wendy (Mom), Frank (Divorced Dad), Debbie (Mom's current partner) Description: Age: 16 (Born September 18th) Apparent Age: 16 Gender: Female Ethnicity: African American Height:5'5 Weight: Varies, usually 132 Eyes: Brown Hair: Brown and Auburn Streaked Her hair's naturally curly but she kills it with a straight iron. It goes past her shoulders and has streaks of auburn dyed into it. She's a bit on the heavy side (hehe), but doesn't really give a damn. She's not a big fan of make up, and usually wears pretty covering clothing. She likes to dress in layers, usually with pants or solid colored tights under skirts or shorter jackets. Her face is rounded as are her eyes, and she has a median brown complexion. She likes colorful outfits, and will paint her nails to match (she used to wear fake nails, but those aren't really practical for punching). Power Descriptions: Georgia can, control her density, and the density of whatever or whoever she touches, as long as she's touching them. Offensively, she can become stronger, and much, much heavier, or defensively, she can become unable to touch. She can make things and people more fragile by making them less dense as well, or she can just ignore them and walk through them. She can make herself lighter, and propel herself through the air by jumping, she could make herself lighter than air, but that's really hard to control (because she could be blown away). History: Sometimes weird things happen. It happens more in some places more then others. Georgia's life was a little bit abnormal, her dad grew up in Freedom City and got married to her mother almost immediately after high school. They moved to the Atlanta area for his work (he became a systems analyst for a major computer company in that area) while her mother worked as a florist. Eventually problems started to pop up and her parents got divorced when she was seven, and eventually they both found new partners. In her mothers case it was a personal trainer she'd met at the gym, which wasn't that strange except it was a woman named Debra Patrid. They were together for about three years before they decided through the help of artificial insimination to have another child, Georgia's younger brother when she was 11. It wasn't exactly a standard family, but it wasn't the weirdest thing to happen by far. After attending a concert with a date something happened when someone tried to mug them. Her date gentlemanly as he was, pushed her behind him to try and protect her. She wanted to run away, wanted them both too, but she clung to his shirt from behind as he tried to talk down the mugger since neither of them had any cash. When the gun came out and fired something strange happened. They hit the shirt, and shattered. The mugger was speechless, as was her date, and herself until he ran the hell off because of the attention the gunshots had gotten. They were brought into the police station after the mugger was caught, interrogated, had all the evidence confiscated (including the shirt, which her date asked if he could have back later, dubbing it his now lucky shirt). The next couple weeks, were kind of weird after that. Accidents happened, scales were broken, things were dropped through hands that couldn't seem to hold things. Eventually her and her family were contacted by Claremont when one of the more public accidents (involving a trip down a wheelchair ramp that created something of a crater in said ramp) offering their services to help her learn about her ability. Personality & Motivation: Georgia is a friendly talkative girl. She likes finding clothes, playing games and being with friends. What she hates is most of all is feeling helpless. The mugging highlighted this especially for her. Even if he hadn't been hurt, her (now boyfriend) was shot and she'd just hid behind him. Even if she might of done something, it was mostly just a fluke on her part. If she could do something to prevent that, then she'll do it. She may not be nessicarily the violent type, but she doesn't want to just be a spectator if she can do something about it. Powers & Tactics: Georgia won't try to hurt people if she doesn't have too. If she has too, then she'll do it, but she's more a shield then a sword most of the time. She'll take the bullet, or maybe make a shield out of something and make it denser so it can do it instead. She'll also move through walls to look ahead or do search and rescue. She's not that great in a fight yet, but she's pretty good at taking the hit. Complications: Secret Identity: Her family knows, but that's about it. Away From Family And Friends: There all back in Georgia Don't Let Go: All attributes of her powers affecting other things are all only active as long as she's touching them, if she lets go, the power goes away immediately. Boyfriend At Home: It's kind of hard to break up with someone who took a bullet for you. Flincher: Even if she can take a hit, the fact that a fist and bullets coming towards you is pretty unnerving. Abilities: 0 + 0 + 2 + 0 + 0 + 2 = 4PP Strength: 10/26 (+0,+8) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 12 = 16 PP Initiative: +0 Attack: +6 Unarmed, +2 Ranged Grapple: +2, Max Density +12 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: 0, Max Density -6 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +5 (+1 Con, +4 Impervious Toughness Density) Fortitude: +5 (+1 Con, +4) Reflex: +4 (+0 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 20R = 4PP Bluff 4 (+5) Computers 4 (+4) Diplomacy 4 (+5) Notice 4 (+4) Search 4 (+4) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) 2 Dodge Focus 3 Interpose Powers: 45 + 5 + 6 = 61 PP Density Control Array ( 43 PP Array, x2 Alternate Powers) 45 PP Base Power: Density 8 ( +16 Strength, +4 Impervious Toughness, +2 Immovable, +2 Super Strength, Carrying Capacity 36 Str (Heavy Load 1.8 Tons) Extras: Affects Objects, Range: Touch Feats: Affects Insubstantial, Subtle 2) {43/43 PP} Alternate Power: Drain Toughness 8 ( Extras: Duration: Substained, Affects Objects) {24/43PP} Alternate Power: Insubstantial 4 ( Extras: Affects Others, Affects Objects Feats: Selective, Subtle 2) + Flight 1 (Extras: Affects Others, Affects Objects; Flaws: Levitation) {31/45P} Immunity 5 ( Falling Damage ) 5 PP Leaping 3 ( x10 Jumping Distance, Base 100ft Runing, 50 Standing, 25 High, Max Density 180ft Runing Long Jump, 90 Standing Jump, 45 High Jump, Extras: Affects Others) 6 PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Drain Touch DC 18 Fortitude Drain Toughness (NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.) Totals: Abilities (4) + Combat (16) + Saving Throws (13) + Skills (4) + Feats (7) + Powers (61) - Drawbacks (0) = 105/107 Power Points
  12. Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [266] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points
  13. Errant Power Level: 7/10 (105/152PP) Trade-Offs: None Unspent Power Points: 47 In Brief: Refugee from New Freedom, thrust into the world on his own, trying to find his way, and answers to questions about his parents. Alternate Identity: Elias Silvestri (Birth name: Hector Aguayo III) Identity: Secret Birthplace: New Freedom Occupation: Student, Costumed Adventurer Affiliations: Claremont Family: Hector (Father, Haywire), 'Elizabeth' (Mother, Cattavaria), and 'Uncle' Corso (Courser) Description: Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Causcasian [italian], Hispanic, Vietnamese. Height: 5'9 Weight: 154 Eyes: Hazel Hair: Shaved (Dark Brown) Errant is an austere fellow. His expression serious and severe, his eyebrows seemingly in a perpetual scowl. Though when he smiles it almost night and day in contrast, looking more his age when that is the case. He has an olive complexion, with startling contrasting eyes. Generally he keeps his hair buzzed or shaved off entirely. His clothes follow that utilitarian outlook. He wears the standard Claremont uniform. The only addition being a a full mask over his features, and the Israeli military boots. When he is not dressed as a Claremont uniform, and 'on duty' he favors clothes that blend in to his surroundings, and adopting a mask still, where necessary. Power Descriptions: His telepathic powers have little to no manifestation, and seem to be tied to his Ego and Super Ego. And seems to be far more refined versions of what his father had. Thus far his telekinetic powers manifestations have been more instinctual, relating to the id, thus far, existing as an additional passive sense. His ability to telekinetically parry is a refined defensive reaction to stimulus, it visually is represented as a localized distortion of force to intercept attacks. His powers are growing and evolving. After all the program's result was to breed someone with abilities that comprised both of his parents powers. Thus far he seems to have developed a more focused version of his father's abilities. Though refining his powers was not a goal of his mother as she raised him, afraid of the potential outcomes, however his telepathic powers arrived too early and too strongly to be denied. However, now that he is out in the world the changes are speeding up, as his preternatural prowess seems to let him adapt and seems to be related to whatever wiring in his mind that supplements his psionic powers. If not being derived from his mothers abilities. History: His backtory is tied, in part, to that of New Freedom, and to a large degree how the shadows of his parents decisions fell onto his life. His parents were selected by the Harper regime to be 'matched' so as to produce a child with a more likely chance to possess abilities. His father, Hector, was a Marxist revolutionary with fascist leanings who came from a family sympathetic to the Psions methods, and later was a loyal man for Jade Harper. His mother, Elena, was the daughter of a U.S. expatriate, and his Vietnamese wife, who fled to New Freedom during the late 60's. While Hector bought wholesale into Jade Harper's aims, Elizabeth's parents did not and that reflected on the girl, who managed to just pay lip service to the indoctrination desired by Harper. Eventually Elena and Hector were paired in the hopes they would bring forth children that would be possessed of useful abilities. Elena being an operative with considerable protential who adapted to the harsh realities of New Freedom, particularly after her parents' demise, and Hector one of the established stars of the new regime. Elena, had no desire to further these particular plans and desires of her superiors, even if it meant she didn't have to do missions. Fortunately for her, it seemed as those she was barren, and rather than terminate the marriage as a source of embarassment, it was allowed for Hector be allowed to dally, so as to not kill a resource like Elena. It was something Elena could contend with. That changed after the Terminus invasion. Something happened to Hector during that time, the specifics are unclear, but whatever Hector experienced changed him. Already something of a ruthless man, he became prone to psychotic rages, and became obsessed with continuing 'his line.' And saw Elena's inability to bear children as an affront to him. During that time Elena spent most of her time overseas, until it seemed as though her had calmed down. He waited for less than a week after she returned. The news of his wife's pregnancy seemed to calm him down tremendously, though he ruled over her coldly and mercilessly. It was when she felt her son's dawning psychic consciousness that she new she could not stay. After the birth of the boy, he calmed greatly, though it seemed as though Hector was firmly incapable of feeling emotions in teh same fashion most did, and the man's submersion deeper into the New Freedom indoctrination offered some stability to him, or at least it prevented him from lashing out at the boy. Elena bided her time and gathered her favors together, and her resources, and made her escape with her son while Hector was in a meeting. He returned home to be greeted by an explosive. Using most of her favors owed to her, as well as incurring some debts, Elena managed to take her son, who she called Lorenzo, and managed to find succor, albeit temporarily, in Singapore. Paying off her debts through a few missions, with the aid an old ally, Courser, she stayed there several years, until she could barter her way back to the United States. Once there, she went out into the high desert of Eastern Oregon and hid, with only Courser (Uncle Corso) being a link to the world at large. There she raised her son, unfortunately it was done with her paranoia over being found in place, and so his childhood was largely stemming from the circumstances that led to that. His mother reinforced, early on, boundaries on her telepathically precocious son, as she desired to not have him end up like his father. This was a lesson that he took to heart, as his mother allowed him to access her memories about those events, and he got to feel those events from her perspective. It did work, driving into him an aversion of the kind of victimizing behavior Elena was worried he might inherit. The only constant figure in his life, besides her, was Uncle Corso, who helped round out the boy's education, who often came to visit when Elena had to go and continue to pay her debts. This status quo lasted for over a decade, until there came a point where Lorenzo started to chafe under these restrictions, knowing there was more than what he had been exposed to. Then it happened, Corso appeared, bloodied and explained to Elena that her husband was coming. Hurriedly thrusting into Lo's hands things she had prepared for this occasion before her husband appeared, along with several armed men. Elena started exchanging gunshots to buy them some time, before Corso exerted himself greatly to teleport the boy onto a rooftop in Freedom City. Lo was able to snatch up some thoughts as this was happening, getting some information, and an the last thing he heard was his mother telling him to be better, and to get to the Claremont academy and then... He was alone. In an unfamiliar place, reaching out to his mother's thoughts only to be overwhelmed by the sheer number of people around him. Once he was able to push out all the extra thoughts, he set about doing what his mother had trained him to do: survive, adapt, flourish. However the context was entirely new. Personality & Motivation: Lorenzo is a serious and somewhat withdrawn guy. Amazingly well adjusted considering how he was raised, he just doesn't know how to interact sometimes, and he is a little awkward. Though as he learns, that is not terribly unique, he is just lagging a bit behind others in his age group. His arrival into Freedom City gave him a bit of a shock, as he was exposed to innumerable number of minds, and it was more than overwhelming, and while he is primarily driven by the selfish urge to resolve the questions he has, his ability to feel the pain of others in the almost literal sense gives him an immediate temper to that drive. He knows, full well the suffering of others, it is a weight he is aware of, and he cannot ignore it. Which is opposite to his normal preference to avoid open conflict. Or so he believes, as he had a surprising competitive streak just waiting to get out, which might be a manifestation to passive adaptive abilities, and his desire to challenge himself and to spur himself further allows them to escalate. Powers & Tactics: Given the nature of his powers, he prefers, currently, to list back avoid direct confrontation. Currently he is able to provide a good bit of support and that is where her prefers to be. His mother's lessons on avoidance still in his mind. And truthfully, he knows he is not able to hang in the front, though he does know that his abilities give him quite an edge in relaying information to others. Complications: Secret: Identity. If who he is got out could be a political issue, and certainly his father is still after his son. Awkward Teenage Blues: Not being properly socialized growing up, his abilities, and due to circumstance he is a little distrusting of others, plus he is incredibly candid, and as such, has issues with normal social interactions. Fish out of Water: Being around all these people... it's a new experience (and a bit of a system shock to his powers). While smart enough to adapt, there are still going to be things that blindside him for awhile. Secrets Comes Home to Roost: His final moments with his mother and Corso garnered him an info dump that is still jarring. Now he has more and more questions. And he wants answers. Principled Refusal: Learned early on that he had the ability to twist thoughts and hearts about. While he will use his powers to influence others a little, he felt his mother's revulsion at what his father did, and as such he refuses to do lasting changes to others' psyche (Will never use Mental Transform, Mind Control, or Mind Switch off his array, even if it might be beneficial). Red Rage of Compassion: Errant's empathy is not the intellectualized synthesis of another's emotions, he experiences those feelings, fully, and in context of the associated memories. As such, it takes effort for him to abide suffering, and he is apt to lash out at the abuser, no matter his involvement with the abusee. Abilities: 0 + 4 + 6 + 4 + 6 + 0 = 20 PP Strength 10 (+0) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 10 (+0) Combat: 6 + 8 = 14 PP Attack: +3 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Initiative: +10 Grapple: +3 Knockback: -3/-1 Saving Throws: 2 + 3 + 3 = 8 PP Toughness: +7/+3 (+3 CON, +4 Enhanced Defensive Roll) Fortitude: +5 (+3 CON, +2) Reflex: +5 (+2 DEX, +3) Will: +6 (+3 WIS, +3) Skills: 52r = 13 PP Concentration 7 (+10) Craft (Mechanical) 2 (+4) Craft (Structural) 2 (+4) Knowledge (Life Sciences) 2 (+4) Knowledge (Tactics) 4 (+6) Medicine 4 (+7) Notice 7 (+10) Search 4 (+6) Sense Motive 12 (+15) Stealth 4 (+6) Survival 4 (+7) Feats: 10 PP Dodge Focus 3 Eidetic Memory Evasion Improved Initiative 2 Improvised Tools Jack of All Trades Luck Powers: 31 + 2 + 7 = 40 PP Telepathic Array 14 (Power Feats: Alternate Power 3) [31 PP] (All Psionic, Telepathic) Base: Damage 7 ( Extras: Alternate Save [Will], Range 2 [Perception]) [28 PP] (mental blast; psychic crush) Alternate Power: Emotion Control 7 (Extras: Area Burst (35'), Selective Attack) [28 PP] (Empathic) Alternate Power: Paralyze 7 (Extras: Range [Perception]) [28 PP] 'synaptic feedback loop' Alternate Power: Communication 7 (Extras: Area) [14 PP] (telepathic broadcast) + Mind Reading 7 (Extras: Area, Sensory Link; Flaws: Feedback) [14 pp] (telepathic scan) Enhanced Feats 2 ([Defensive Roll 2) [2 PP] 'telekinetic parry' Super-Senses 6 (Tremorsense [Penetrates Concealment], Uncanny Dodge [Tremorsense]) 'Telekinetic web.' [7 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mental Blast Perception DC22 Will (Staged) Damage (Psionic) Paralyze Perception DC17 Will (Staged) Paralyzed/Slow (Psionic) Emotion Control Burst (35') DC17 Will Emotion Mind Reading Perception DC17 Will Mind Reading/Mental Grapple Abilities (20) + Combat (14) + Saving Throws (8) + Skills (13) + Feats 10) + Powers (40) - Disadvantages (0) = 105/152 PP
  14. Player Name: Blue Rose Character Name: Samantha Vance Power Level: 7/11 (116/166PP) Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness Unspent Power Points: 50 In Brief: The girl from Hell. Alternate Identity: Kit Identity: Public Birthplace: Planet Dis Occupation: Student Affiliations: Claremont Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 97 lbs Eyes: Green Hair: Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. Power Descriptions: Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. History: The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. Personality & Motivation: Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. Powers & Tactics: Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. Complications: Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) Skills: 76R = 19PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) Skill Mastery Computers 3 (+5) Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) Skill Mastery Investigate 3 (+5) Knowledge (Arcane Lore) 1 (+3) Knowledge (Art) 3 (+5) Knowledge (Current Events) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Popular Culture) 1 (+3) Knowledge (Streetwise) 1 (+3) Knowledge (Theology and Philosophy) 1 (+3) Language: Demonic 1 Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 15PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Teamwork 3 Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) Powers: 4 + 2 + 21 = 27PP Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP] Super-Senses 2 (Darkvision 2) [2PP] Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP] Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental) Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental) Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental) Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow) Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental) Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points
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