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  1. Shadowborne Power Level: 12 (built as PL 8; 179/184PP) Unspent Power Points: 5PP Trade-Offs: None In Brief: Celtic girl with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, slowly becoming familiar with the modern world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent, England Residence: London, England / Claremont Academy, Freedom City Occupation: Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something. Example images: https://imgur.com/a/pQUFY29 History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their saviour, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Muirne's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Muirne eventually joined the superhero school and has begun to grow accustomed to the modern world, coming into her own as a hero as she learns how to manipulate her powers beyond her earlier strategy of transforming into a Shadowbeast, but as her connection to the Schattenwelt deepened her transformation changed. The well of darkness that was housed on this side of her gateway to the Shattenwelt had developed a personality. A burgeoning intelligence had arisen, observing from behind her eyes, and being formed of the darkness itself it had control when she transformed into a Shadowbeast. Personality & Motivation: Muirne is nervous around those that she views as figures of authority such as well known and respected superheroes, frequently slipping into her native tongue for honorifics and her old ways when it comes to manners. With those she sees as equals or adversaries she is far more confident, and her rapidly growing grasp of modern English has allowed her to project that confidence and reclaim the skill she'd had at persuading people in her native tongue and expand on it further. Despite her growing grasp of Modern English she frequently speaks in Old English, often as a method to say things that she does not want others to understand, whether because she knows it would be rude or simply wants to air her thoughts without being overheard. She is glad to have met others who are like her, no longer feeling so isolated as she has in the past and is fiercely protective of these companions. Muirne is still curious about this new world she is in, despite her growing familiarity there is still much she does not know, and she can get quite excited learning new things. Power & Tactics: Muirne has a wellspring of power within her from the Schattenwelt that is constantly present within her and replenishes from her link to the Schattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using the power, especially now, as the darkness within her has now formed it's own intelligence and when she transforms the positions transfer, her becoming the observer while this new intelligence takes the reins. Outside of the transformation she has learned to use her link to project power outside of herself and has even managed to empower objects to make them effective weapons. Coursing the cold, hungry shadows through her body is incredibly painful, but she is willing to do it if it will allow her to help others. The powers she has unlocked doing this are useful for battlefield control and utility, as she is able to obscure and chill large areas, bind enemies in grasping shadows, blind opponents and hide herself and others in shadows. She also has found that she can store things using her link to the Schattenwelt, and has taken to hiding her armour and spear inside of herself given the many times she has found herself in combat without them. One of her more common tactics is hit and run strikes using her ability to travel to the Schattenwelt to simulate teleporting, entering the dimension and moving before shifting out to strike and then repeating for the retreat. Power Descriptions: All of her powers involve her link to the Schattenwelt, be it allowing the shadows to transform her, releasing them upon the world to cause a variety of effects or filling her weapons with their power. Complications Uncontrollable Darkness: Muirne still does not and may never have full control over the power inside of her, especially with it forming into it's own being. Sometimes her attention slips, especially when startled, frightened or highly stressed but it can happen at any time. When it does the power floods through her and she turns into her Shadowbeast form and she loses control. The GM may have Muirne at any point turn into a Shadowbeast. This can cause a variety of issues for her from frightening others, revealing her secret identity or even simply preventing her from interacting with the world as the other personality takes over. Slow Drain: Transforming back from being a Shadowbeast takes many hours as the energy slowly bleeds off. During this time Muirne begins to slowly turn human with a shadowed silhouette and extremities, shedding tiny motes of darkness into the air. Over time as more power bleeds off control returns to her slowly. Muirne does not immediately transform back from being a Shadowbeast or regain control even if she willingly transformed. This can cause similar issues to her involuntary transformations and as the motes begin floating off they can also be used to track her. Scarred by the Arcane: Muirne's life was ruined twice over in her first encounter with mages. Due to this she is deeply uncomfortable around magic and downright terrified of genuine spellcasters. The GM may have Muirne hesitate around magic if the source is unfamiliar to her, losing her action. Around spellcasters she is terrified, and will fail Will saves as she is too busy trying to fight past her fear to muster a mental defence. Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it. While Muirne is in the Schattenwelt she may be attacked by a Shadowbeast, which she will be forced to either fight, delaying her in another reality or flee, potentially leaving the realm before she intended. Disarmed: Muirne's Shadow Weapons are regular objects empowered to be more dangerous with the power of the Schattenwelt. This means that if she has no weapons she cannot use them. Without a weapon or an improvised weapon Muirne cannot use the Shadow Weapons power. Isolated in the Dark: Muirne has spent most of her life isolated in some form or another even with members of her own family as her powers have always set her apart, made her different and frightening. While she never understood it and still got along well with the villagers who taught her and with her siblings the disconnect was always there with everyone except her mother, who died when Muirne was a child. This isolation was worse when she first awoke in the modern day as now she had lost everyone and couldn't even communicate. These experiences have made her deeply afraid of losing those who she has grown closer to. The Fomorian Sorcerer: The Sorcerer that Muirne fought all those years ago is still alive and active near Freedom City. Dougal still craves to increase his power and has had over a thousand years to come into his own as a near peerless Master of the Arcane. He seeks to either control her or kill her as the only one to ever be his equal in power. He knows her secret identity, her relationships with other heroes and he frequently knows where she is. Abilities: 2 + 8 + 8 + 6 + 10 + 12 = 48PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 8 + 6 = 14PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +13 (+8 Melee Attack, +5 Dexterity [Grapple Finesse]) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 5/2 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +8/+8 (+4 Con, +3 Chainmail, +1 Shield) Fortitude: +4 (+4 Con, +0PP) Reflex: +8 (+5 Dex, +3PP) Will: +8 (+5 Wis, +3PP) Skills: 124R = 31PP Acrobatics 11 (+16) Skill Mastery Bluff 6 (+12) Skill Mastery Concentration 8 (+12) Diplomacy 9 (+15) Skill Mastery Gather Information 4 (+10) Handle Animal 4 (+10) Intimidate 8 (+14) Skill Mastery Languages 1 (English, Old English [Native]) Medicine 9 (+14) Skill Mastery Notice 10 (+14) Skill Mastery Perform (Sing) 10 (+16) Perform (Dance) 10 (+16) Search 7 (+10) Sense Motive 9 (+14) Skill Mastery Stealth 13 (+18) Skill Mastery Survival 5 (+10) Feats: 27PP Acrobatic Bluff Assessment Attack Focus (Melee) 4 Distract (Intimidation) Dodge Focus 5 Equipment 2 Grappling Finesse Hide in Plain Sight Improved Initiative 1 Luck 2 Move-by-action Quick Change Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth) Startle Takedown Attack Track Uncanny Dodge (Audible) Equipment 2: 4 + 3 + 4 = 10EP Chainmail: Protection 4 [4EP] Shield: Impervious Toughness 3 [3EP] Spear: Adds (Feats: Extended Reach, Improved Critical 2 [18-20]) to Shadowed Weapons [3EP] Powers: 4 + 11 + 28 + 10 + 2 = 55PP All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt) Damage 7 (Shadowed Weapons; Feats: Affects Insubstantial 1; Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [11PP] (Empowerment, Held Object) Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Innate, Metamorph) [4PP] (Transformation) Schattenwelt Drawing Array 11.5 (23PP Array; Feats: Alternate Power 5) [28PP] Base Power: [8 + 7 + 2 + 2 + 4 = 23PP] Additional Descriptor(s): (Partial Transformation) Elongation 4 (Extras: Projection) [8PP] Super-senses 7 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Ranged; Feats: Uncanny Dodge [Life Awareness]) [7PP] Super-movement 1 (Swinging; Extras: Linked [Speed (+0)]) [2PP] Speed 2 (Extras: Linked [Super-movement (+0)]) [2PP] Super-movement 2 (Permeate, Wall-Crawling) [4PP] Alternate Power: [23 = 23PP] Additional Descriptor(s): (None) Nullify 8 (Light Consumption; All Light Descriptor; Extras: Area [Burst], Duration [Concentration]; Flaws: Range [Touch]; Drawbacks: Noticeable) [23PP] Alternate Power: [23 = 23PP] Additional Descriptor(s): (Grappling, Grasping) Snare 8 (Grasping Shadows; Extras: Area [Shapeable], Regenerating; Feats: Chokehold, Reversible; Flaws: Range [Touch]; Drawbacks: Vulnerability [Light; Frequency: Common; Intensity: Moderate (+50% Effect Rank)] [-3PP]) [23PP] Alternate Power: [21 = 21PP] Additional Descriptor(s): (Blindness, Curse) Dazzle 8 (Devouring Light; Visual Dazzle; Extras: Area [Shapeable]; Feats: Reversible; Flaws: Range [Touch]) [21PP] Alternate Power: [8 + 5 + 4 + 1 = 18PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering) Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others; Flaws: Passive) [8PP] Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 1 [250lbs]) [5PP] Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Duration [Continuous]; Linked [Speed (+0)]; Feats: Progression 1 [250lbs]) [4PP] Speed 1 (Extras: Linked [Speed (+0)]) [1PP] Alternate Power: [7 + 7 = 14PP] Additional Descriptor(s): (Cold) Obscure 7 (Schattenwelt Imposition; Visual Senses [250ft. Radius]; Extras: Linked [Environmental Control (+0)]; Flaws: Range 1 [Touch]) [7PP] Environmental Control 7 (Schattenwelt Imposition; Intense Cold; Extras: Linked [Obscure (+0)]; Flaws: Range 1 [Touch]) [7PP] Shadow Channelling Array 4 (8PP Array; Feats: Alternate Power 2) [10PP] Base Power: [8PP] Additional Descriptor(s): (None) Phased Strike 8 Adds (Extras: Penetrating 8) to Shadowed Weapons [8PP] Alternate Power: [8PP] Additional Descriptor(s): (Draining, Consumption) Thirsting Strike 8 Adds (Extras: Vampiric 8) to Shadowed Weapons [8PP] Alternate Power: [8PP] Additional Descriptor(s): (None) Shrouded Strike 8 Adds (Extras: Poison 8) to Shadowed Weapons [8PP] Super-Senses 2 (Darkvision) [2PP] (Adaptation) Drawbacks: -2PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage Shadowed Weapons Touch DC23 Toughness (Staged) Damage Light Consumption Touch (Area) DC18 Will Nullify (Light) Grasping Shadows Touch (Area) DC18 Reflex (Staged) Snare Devouring of Light Touch (Area) DC18 Reflex/Fortitude Visual Dazzle Totals: Abilities (48) + Combat (14) + Saving Throws (6) + Skills (31) + Feats (27) + Powers (55) - Drawbacks (2) = 179/184 Power Points
  2. Howl Power Level: 8/10 (150/154) Unspent Power Points: 4 Trade-Offs: None In Brief: Teenage Genius with a self-built Armored Suit with Sonic based weaponry, self-image issues, and a love for mysteries. Alternatively! Teen Tech Theorist with a Supremely Super Sonic based Suit Suspects Secrets are Secreted in the School! And the world at large. Catchphrase: Doesn't have one yet, unless you count the distinctive noises his sonic blasts make. Theme: Lost in Time by Celldweller Alternate Identity: Zachary 'Zach' Anderson Birthplace: Californias Bay Area Residence: Claremont Dorms (school year), Family house back in California (summer) Base of Operations: As above. Occupation: Student Affiliations: Claremont Academy. Family: Samuel Anderson (father), and Jacqueline Anderson (Mother) Description: Age: 16 (DoB: 2004) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 155 Eyes: Green Hair: Blonde and always messy. Zach is a young man with a lanky build who usually dresses for comfort more than anything. Worn in jeans, a t-shirt with a 'witty' joke three wolves howling at a moon or some 'official super hero merch', along with a well worn black zip up hoodie. Complexion wise he's pale on account of staying inside which isn't helped by the fact that his armor covers him completely from head to toe. His hair almost always looks like he just got out of bed, he's tried to get it under control but it's been a long losing battle that he's all but given up on. Hair length wise he's sitting somewhere between short but styleable and mid length as if he hasn't quite decided if he's going to continue growing it out or if he should trim it back. As Howl Zach wears a black Bodysuit augmented with Silver gauntlets, Greaves, a matching belt to make up for a lack of pockets, a chestplate to protect his vital organs, and of course a Hardened Full face mask to hide as much of his identity as he can while protecting his noggin. History: Zachary Anderson has done his best to lead a normal life and it's failed so far. Plagued by Daily, and on the worst days hourly, crippling migraines for as long as he could remember Zach struggled to make friends, succeed academically, or really do much that wasn't something he could easily put down and continue however long later when Hade's own Lemon Juice and Ghost Pepper soaked flaming pick axe decided to unlodge itself from his brain. So focusing on what he could Zach threw what what he could of himself into learning how to code, Super Heroes, learning what he could about engineering and tinkering so he could have something to work on with his hands. As he got older he also started throwing his proverbial gaze wider and wider across the net finding digital mysteries he could tackle at his own pace. Many were simply ARGs made to entertain but others were old unsolved cases that the public had been trying to solve for years and despite his condition he felt like he'd found some sort of community he could participate in. Even if some of the mysteries people would investigate were more theory based than evidence based. That'd changed about a year ago when he suffered the largest Migraine attack to date lasting a full 16 hours before finally subsiding leaving zach stunned but able to recall near anything with perfect clarity that occurred outside of his attacks. Over the days that followed he was ecstatic, no attacks, he could zip from idea to idea faster than ever, and he could recall so many bits of coding or scientific trivia he'd learned over the years and combine them in new and exciting ways. He had Super Smarts! So they went to the family doctor to get it confirmed, and what tests they could provide came back negative. Zach was smart but he wasn't crossing the line into the realms of the Super except in the areas of memory retention and access. His mutation had cured the migraines and enhanced his memory, nothing more. So he turned back to his old pass times to distract himself, so he wouldn't have to face that all the pain he'd endured until this point was rewarded with next to nothing. He started building equipment he thought would have been cool for a hero to use, integrated it into first a gauntlet then a full suit. Building up the hero he could have been even as Emerald City up north started using Rent-a-Heroes in Corp-tech suits to protect the city, taking just a little bit more wind out of his sails. When portions of his project was discovered by his parents they immediately got back in contact with the family doctor who in turn used what connections he had in the hero community to make sure that the boy could learn in a place that could handle a budding gadgeteer. That place being of course, Claremont. Now at the start of a new school year Zach has found his way to Claremont and is as ready as one can be to handle a new high school that also happens to be a boarding school for super teens. This is fine. He can handle this. He thinks. Personality & Motivation: Zach is very much someone who wants the world to be fair, for the rules to apply equally to everyone with no gotchas hidden deep to allow people to get off scott free when they shouldn't. Which at times leads him to seriously investigate things like conspiracy theories even if people think they're all just crazy nonsense, but the way he sees it "SHADOW is a thing, Those killer robots are a thing, Katanarchists and other secret Ninja clans are a thing. We have heroes who claim to time travel and meet aliens. What if this conspiracy theory is actually the truth being hid as fiction"? Powers & Tactics: When it combat Howl prefers to deafen his opponents by 'muting' the area around himself and pummeling his foe with sonic blasts or sonic strikes until they aren't an issue any more. When not in direct combat he prefers to try to stay sneaky, gather information as best he can and figure out exactly what's going on with any given scenario, even using voice mimicry and Auditory illusions to gain the upper hand or even just trick low level thugs. Currently he's rather fresh faced to combat and hasn't had as much of a chance to refine his technique. Power Descriptions: When Howl uses his sonic blasts/strikes the air his blasts go through twist, turn and vibrate with such force that even an unaugmented eye can follow their path on the way to their destination as well as creating an unmistakable Horrific Howl from which he draws his name. The same holds true for his Sonic Breakdown, though doing so requires both his hands and his utmost attention to break only the crystalline structures in front of him and not risk a resonance cascade that could harm people in the area. On the other hand when he Mutes the World noise simply stops within his area of effect leaving the entire area completely silent, you could bang pots and pans together and not hear a single clang. Complications: Secret Identity: Zach is keeping his identity as Howl a secret so that his actions as a hero won't put his family and friends into harms way. Scratched the Surface: During his time attempting to solve public cold cases Zach came dangerously close to unearthing ties that could have lead back to The Labyrinth. Close enough to have drawn the attention of some within the organization. Those someones, whoever they may be, will at times pull strings and try to hinder Howls actions throughout his adventures, divert him onto a wild goose chase, or even a simply case of slander and libel in order to further test if he is a threat or a potential asset. Of course many Labyrinth assets don't even know they are so almost anyone could be used to slow Howl down at a critical moment, the bumbling electrician who just needs a few more minutes to fix the control panel, the detective who absolutely refuses to let a hero contaminate his crime scene, the random employee who would love to answer questions but you really need to talk to her manager whose out on lunch, and so on could all be people who Labyrinth have tapped to become a roadblock. Of course if Howl causes to much trouble it'd be pretty simple to just drop a conveniently powered goon on his head as well. At any point a GM could just have a NPC react negatively or be steadfastly unhelpful with no real way for Howl to fix it other than to go around them some manner. Snack Attack: The human brain consumes roughly 20% of the energy a normal human body generates per day, Zachs brain however consumes a fair bit more even though his particular mutation is not as effective as other mental boosters out in the world. As such it's entirely possible for him to run out of steam if he hasn't made certain to keep his calorie intake high enough for the day, which in a super hero world is easy to lose track of. Anytime a GM needs to slap Fatigue or exhausted on someone here ya go. My power sucks!...Imposter Syndrome: Zach in a way both loves and hates his power. He loves that he has one at all but at the same time feels betrayed by his own flesh that the most it could cough up power wise was "Good at remembering things". And so surrounded by so many of his peers with 'actual power' has left him feeling like he got in on a technicality, like he doesn't deserve to be here, a fake, a fraud, or worse the token example student that shows that Claremont will accept anyone that has a 'power'. Yes the fact that he wasn't going to be sent to Claremont until he started building a Super Suit is lost on him. You can just buy(rent really) a super suit out in emerald after all. Since this gets such a sharp reaction out of Zach bullies at Claremont or really anyone who just wants to get under his skin can use this put him on tilt. Walking Noise Violation: The problem with sonic powers is that they are by definition LOUD. Loud enough to draw attention even when it wouldn't be a good idea to do so. But perhaps ones of the other big downsides to using sound as the base of his powers is how it behaves in different circumstances, Water for instance amplifies the distance Sound can travel, Tunnels can channel sound into places Howl would rather they didn't go, and of course any vacuum may as well be an impenetrable wall to him since Sound needs a medium to travel through. Abilities: 0 + 4 + 4 + 12 + 2 + 0 = 22PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 (2PP / Base Attack) + 6 (2PP / Base Defense) = 14PP Initiative: +6 (+2 base, +4 Improved Initiative) Attack: +4 Base (+8 Sonic Blast, +8 Bass-Line Punch, +8 Sonic Breakdown) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -1/-4 (when armored) Saving Throws: 4 (1PP / Fortitude) + 6 (1PP / Reflex) + 7 (1PP / Will) = 17PP Toughness: +8/+2 (+2 Con, +6 Protection while armored) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +8 (+1 Wis, +7) Skills: 104R = 26PP (1PP = 4 Skill ranks) Computer 9 (+15) Craft (Mechanical) 9 (+15) Craft (Electronic) 9 (+15) Disable Device 9 (+15) Disguise (+0) (Can make disguise check as move action due to enhanced Quick Change) Investigation 9 (+15) Knowledge (physical Sciences) 9 (+15) Knowledge (technology) 9 (+15) Knowledge (streetwise) 4 (+10) Notice 10 (+11) Search 9 (+15) Stealth 8 (+10) Sense Motive 10 (+11) Feats: 12PP Dodge focus 5 Inventor Improvised Tools Luck 2 Online research Skill Mastery (Knowledge Technology, Computer, Craft Mechanical, Craft electronic) take-down attack Enhanced Feats Eidetic Memory Improved Initiative 1 Quick-change Uncanny Dodge (auditory) Powers: 2 + 57 = 59PP Mutated Mind [2PP] (Biological/Mutation) Enhanced feat: Eidectic Memory Quickness 2 Flaw: Mental only Device 14 (Sound Suit MK I; 70 PP Container; Flaws: Hard-To-Lose, Feats: Restricted: Authorized users only) [57PP] (All Powers carry Tech descriptor unless otherwise noted.) Assisted Movement system [2PP] Leaping 1 (x2 jump distance) Speed 1 (10 mph) Communication 4 (Radio) [4PP] 1-Mile Range. Datalink 1 (Universal Data Cord) [1PP] (tech/physical) Enhanced Feats 3 "Threat registration and convenience systems" Uncanny dodge (Auditory) Improved Initiative [1DP] "Hot Join Protocols" Quick Change "Power assisted Donning and Removal System" Feature 2 (Vocal Mimicry, Throw Voice) [2PP] (Tech/Sonic) Immunity 2 (Heating and cooling controlled suit lining; Environmental Heat and Cold) [2DP] Immunity Sonic [10DP] (Sonic Filtration Field) (Tech/Sonic) Protection 6 (Armor plating) [6DP] Super senses 4 (GUI Add-ons; Direction, Distance, Radio,Time) [4DP] Super Senses 5 (Auditory Enhancement and Sonar Suite; Accurate [Auditory], Ultra Hearing) [5PP] (Tech/Sonic) Sonic Offense Array 8 Feats:Accurate 2, Alternate power x2 [20 DP] (Tech/Sonic) BP: Damage 8 (Sonic Blast; Range [Ranged]) (tech/sonic) [16/16 PP] AP: Damage 8 (Bass-Line Punch; Extras: Linked [Nausea]) Nausea 8 (Bass-line Punch; Extras: Linked [Damage]; Flaw: Limited to Sickened) [16/16pp] AP:Drain Toughness 8 (Extras: Affects Objects, Linked [Damage], Range [Ranged]; Flaws: Limited [Crystalline structures: Ice, Glass, Stone, etc.]) [8DP] Damage 8 (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Crystalline structures: Ice, Glass, Stone, etc.]) [8DP]. [8 + 8 = 16/16DP] "Sonic Break Down" Array 10 ( Sonic Manipulation; Feats: Alternate Power) [11DP] (Tech/Sonic) BP: Illusion 8 (Sampled Noises; Auditory; Feats: Progression 2) [10/10DP] AP: Obscure 5 (World on Mute; Sense Types: Auditory; Area: 100ft radius; Extras: Selective; Flaws: Range [Touch]) [5/10DP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT BLP Touch DC 23 Toughness/Fortitude Damage/Nausea Sonic Blast Ranged DC 23 Toughness Damage Sonic Breakdown Ranged DC 18/DC 23 Fortitude/Toughness - Toughness/Damage Sampled Noises perception DC 18 Will Auditory screwery Totals: Abilities (22) + Combat (14) + Saving Throws (17) + Skills (26) + Feats (12) + Powers (59) - Drawbacks (0) = 150/154 Power Points
  3. Name: Shift Power Level: PL8/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 185/190 Unspent PP: 5 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (12 + 10) Initiative: +6 (+6 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 11PP Beginners Luck Dodge Focus *Improved Grapple (free if using Additional Limbs) Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 122PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 7 (10 ranks total) [7PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/190 Power Points
  4. Luke Landers Aka NightScale Power Level: 8/11 (150/179PP) Unspent Power Points: 29 Trade-Offs: Human form: None In Brief: Friendly neighborhood fire breathing monster. Bad powers, good people. Catchphrase: “I’m fire, I’m death… God now that I say it out loud it sounds lame” Theme: None for now Alternate Identity: Luke Landers, Nightscale Birthplace: Unknown Residence: A trailer park in Southside, Freedom City Base of Operations: Claremont Academy Occupation: Student (but much likely to take whatever odd job he finds) Affiliations: None for now Family: George Landers (Adoptive Father, 39 years old Dockworker), Johanna Bowers (Adoptive mother, 37 years old, Waitress), Gabriel Landers (younger brother, 11 years old) Description: Age: 16 (2003.15.11) Gender: Male Ethnicity: Caucasian (German). Height: 5'11'' Weight: 165 lbs Eyes: Green Hair: Blond (dyed black) Luke is a young man, in his late teen he has a lean athletic build, he is green eyed and has a playful smile almost permanently stuck to his lips. He tries to stay clean shaved (he consider the first few sprout of beard to be pretty ugly looking), but doesn't always find time for it. He dyes his naturally blond hair black, although he had sparks of his natural color show up here and there. Naturally pale, his skin has a tanned hue due to the time spent outside. He has a few tattoos, a black band on one arm, a tiger on his right shoulder and an abstract tribal that goes up from his right leg toward his back. He dresses casually and on the cheap side, clearly assembling his outfit thanks to bargain bins or the salvation army shops. Well worn sweatpants or jeans, sneakers that had seen better days, sleeveless t-shirts, tank tops or flannel shirts, faded old hoodies, with the logos of rock or metal bands from ages ago (in teenage terms). He wears no jewelry, with the exception of a simple leather strap around his neck and a fang necklace, he doesn't own a watch, he worn a stolen one for a while, but he had ditched it when he had his change of heart. When change shape Luke becomes a massive scaled monster, taking the semblance of a western dragon, like the ones you see in fantasy books, or old depictions of monster slaying saints and demigods. He has polished black scales, with golden hues, sharp claws and a collection of fearsome fangs and long series of golden crests that go from the back of his neck to his tail. His eyes lose their natural coloration and shift to a solid yellow-gold. He flies on bat-like wings, with all the grace that a beast of his size could muster (so none of it). He hasn't figured out his super-hero costume yet (but he definitely wants one), during his first few attempts he just did his best to hide his face and dress in black, matching the coloring of his scales. A bit of a show off, he is definitely gonna find a way to wear his Claremont uniform without the sleeves once he enrolls properly. History: Luke doesn't exactly know where he comes from. What he had managed to pierce together, after a few extremely awkward confrontation with his adoptive parents, Johanna and George, is that he was born from a dragon egg, stolen by a warlock, kept human by a spell that his mother helped maintain. For what purpose? He isn't sure, but by the way mom and dad evade the subject it must have been something nasty. They were his caretakers while he grew up. The couple however, young and still without children of their own, became fond of him and before their master could enact his plans they snatched Luke and ran away. "Assistants to an evil wizard" as previous work experience didn't exactly help them finding remunerating professions. Neither did being in hiding didn't. To make end meets they both had to take a series of odd jobs, staying long hours away from their trailer. Still, they always did everything they could to find time to raise their son. A few years after their escape, the couple had a child of their own, Gabriel. Now Luke loves his little bro, but things got even more hectic in the small family and the boy found himself frequently alone as his parents had to get extra shifts with another mouth to feed. Crime was rampant in his neighborhood and every day the boy could see the local ‘families’ and gangs getting fat out of their misdeeds, walking around like they owned the place, while himself and his hardworking parents had to keep their heads down, struggling every month. It was unfair. And himself? Well, he was sure that no one would mind if he learned from their example. Besides, he wanted to help his family and there was nothing wrong if he relied on the five fingers discount from time to time to get something for his little 'bro right? He was fourteen, when after a string of pickpocketing, shoplifting and small burglaries, he was caught in the act and sentenced to serve time in the, perhaps ironically named, Freedom Juvenile Hall. On his first day he got into a scuffle to protect his new bunkmate, Matt Warner, an orphan and petty thief, with a playful spirit and a motor mouth, that was one head shorter than Luke and had caught the attention of a teenage gang. One that of course soon set its ire on the boy himself. Eventually Luke ended up earning an extra month inside for bad behavior and frequent fights. Few of those ended well for him, despite his determination to make himself tougher every time he found himself in the dust. After a while, two or three months perhaps, weird dreams and nightmares, began to plague him, alien, unfamiliar, scary at time, yet strangely fascinating. The spell trapped his monstrous soul was faltering. As the weeks kept going, Luke realized that he was growing stronger and sure, something had to do with the training he was getting at the school of hard knocks, but it could not just be that. Soon, he could easily bend metal with his bare hands and did not even feel the punches that just a week before had left him with bad bruises or broken ribs. When he got out, Luke confronted his parents and they eventually confessed. It was so absurd. More importantly for a teenage boy though, they had lied to him all his life. He wasn’t their son. He wasn’t even human. Strong words were traded and Luke stormed out swearing that he didn’t want to see them again. There were not going to be tears going down his cheeks. Not at all. (yeah…well) Whatever. He didn’t need them anyway. With his powers still growing, he felt like he could do or take whatever he desired. Who could stop him right? He could breathe freaking fire now. He and his friends got the money they wanted and no longer had to keep their head down while walking the streets. It felt great. Life in the neighborhood though, well it did not get better, not with both the 'families' and a teenage monster with an oversize ego running around. It was Matt the first that tried to show him, but the sixteen years old just ignored his friend. He changed his mind though, not long after in an ER waiting room. Matt had been shot in back alley to send Luke a message. He survived, barely and no thanks to him. The next day, as the boy walked down the streets to go and tell his parents that he was sorry (they forgave him, as parents do), he swore that he was going to become a better man. Clean up his act. Use his powers for good. His first few attempts though, well, they hadn’t been without some collateral damage and he isn’t exactly loved in the neighborhood. Only when his last ‘heroic act’ ended in a literal dumpster fire (more of a landfill, but well…) he decided that good intentions weren’t going to be enough and started looking into some place that could help him become the person he wanted to be. And that was just when news of his exploits had reached a certain school for gifted youngsters. Personality & Motivation: Luke has a playful, friendly attitude. He is boastful, cocky, sometimes arrogant and definitely a show off, but he can manage to not take himself too seriously (not as much as he would want to, though, but he tries). Despite being quite extroverted, he doesn’t always make friends easily and believes that trust should be earned, although he knows that he had to do so himself. He cares deeply for the ones that are close to him however and is ready to put his life on the line for them. He has a bit of a big brother complex and feels responsible for his family and friends (excessively so at times). He loves his adoptive parents and despite the frequent clashes, the boy wants to make them proud. He has a soft spot for his neighborhood and while sure, he can see the big picture and knows that his powers can be put to a good use, but he would much rather see the friends he had grown up with prosper. The young man is pretty impulsive and will frequently throw himself into a new shenanigan without much thought about the consequences. He is very hungry for life and passionate about fulfilling his desires, respect, wealth, power, friends, lovers, Luke wants it all. He is also quite possessive and more than a little jealous. Perhaps this is due to his draconic nature, although, he himself recognizes that it would be an easy excuse to justify his more selfish tendencies with what he is, rather than who he is. He had let this side of him rule his choice in the past, but today he tries his best to channel his ambition for a good cause. He is working on a personal code of honor, but at the moment it’s more of a vague idea rather than a strict set of rules. When he change to his natural shape, Luke’s finds some traits of his personality deeply magnified, he is more prone to just follow his whims and emotions, more possessive, more greedy, more arrogant. He doesn’t know if that’s a side effect of his powers, or just another aspect of his personality and that worries him a little. Powers & Tactics: In his natural draconic form, Luke fight with raw strength, trying to overwhelm his opponent and push them to submit. He likes so snatch his targets from the ground and bring them to the sky where he feels like he could more easily intimidate them. He tries to resort to dragonfire only when he feels like he is not going to cause much collateral damage (after learning from experience). As so far he hadn’t fought anything that could really pierce his natural armor or had learned about its weak spot, he fight with abandon caring little for defense like if he could just shrug off any hit that manages to land. As he has spent most of his life as a human however, he is finds himself much more comfortable in that shape. While still imbued with a sense of invincibility he had been on the receiving end of more than a few beatings and he fights more pragmatically. He relies on his enhanced strength and speed, but also banks on his powers and the abilities he had picked up on the streets to sneak close to his targets and trying to neutralize them. When he unleashes his supernatural side spectral manifestation of dragon form follow and enhance his movements, giving him an extra edge and claws that could even cut immaterial targets. The rest of his powers are mostly a recent discovery, used to confuse his enemies, peer into their motivations, keep an eye on his friends and at times even track stolen properties. Power Descriptions: With some effort, Luke can switch between his human form and his natural dragon shape, even when he is changed however; he retains a portion of the strength and resilience of his bestial soul. His skin maintain the properties of the powerful natural armor of his monstrous side, but only appear as such while otherwise being seemingly normal. As a human, he can conjure echoes of his dragon form, spectral wings to help him jump, generate blast of wind, or even run faster, claws, fangs and horns to enhance his fighting abilities as well as a powerful dragon breath. A cone of flames resembling a weave of molten gold, the fire burns deep and clings to its target for a while even after the weave has passed. His dragon soul gives him a natural resistance to the supernatural and a connection with the sin of greed enough to perform feats of magic. It is largely an instinctive process, not relying on gestures or formulas, but still requiring concentration. He can create illusions to confuse his foes, manipulate the emotions, by looking into someone’s eyes (although, the most frequent one is a feeling of yearning and desire), he can force his target to reveal what they desire the most and sense the presence of riches by scent alone. He has a strong supernatural bond with anything that is part of his ‘hoard’, all of his material possessions, but also the people he has a strong emotional attachment with and can try to locate them even at great distances. Finally he has access to a sort of ancestral memory of his race, however, so far, Luke lacks the ability to delve deeply into it and could only catch glimpses of information with great effort. This tie however, grants him knowledge of a long dead language, whose true nature he is currently unaware. Accessing skills that rely more on instinct and practice rather than knowledge had proven to be easier however, providing him with sharper senses and increased persuasiveness. When he transforms, what he loses in agility he gains in massive size and enhanced strength. He can fly, but he is as agile as a monster of his size could be. He has powerful fangs and claws that cut deep and lacerate both flesh and armor. Even his magic loses some of its subtlety and he can no longer affect any emotion, but in exchange gains a powerful frightening roar. Complications: Broke: He comes from an impoverished family, doesn’t have much to his name, no personal vehicle, lives in a trailer park. His clothes are usually well worn. Much likely he has to take mundane odd jobs to help himself and that might interfere with his super heroics. His moral code prevents him from using his powers to fix this (for now at least). Former Criminal: He used to be a petty criminal, but he had decided to stay on the straight and narrow since his powers fully manifested, although he doesn’t mind using the skills he had picked up before his epiphany if needed for the cause. He had a short stint in juvie and is criminal record is not clean. My friends. My Responsibility: some of Luke's friends are petty criminals and do remember that Luke was too before his change of heart and they would much rather have him back that way. On his side, they still are his friends and the young man wants to keep them safe. Possessive: he is very possessive of the things he has, at school, he is the kind of guy that will think up an excuse about why he can lend you a pencil, he hates parting of any of his things with passion. He never forget a debt (although on the other side of the coin, he doesn’t forget his either) That also applies to relationship, making him a bit of a jealous partner\friend Stolen “property”: the people that brought him into this world have done so planning to use him for some kind of ritual and consider him like a missing property. They have lost tracks of him when his family went in hiding, however, the more openly he gets into superheroics the more likely it is for him to be found out. Arcane component: his blood, his heart and his scale can be used as arcane components, unscrupulous hunters might be after him. ABILITIES 22PP Strength: 26/16 (+8/+3) (Heavy Load: 920 lbs. / 230 lbs.) Dexterity: 18/14 (+4/+2) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) COMBAT 14PP Initiative: +4/+2 (+4/+2 Dex) Attack: +4, +6 Melee (+4 Base, +2 Attack Focus), + 8 Draconic Might (+4 Base, +2 Attack Focus, +2 Accurate) Grapple: +16/+11 (+8 Melee Attack, +8/+3 Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 8/2 SAVING THROWS 11PP Toughness: +8/+4 (+8/+4 Con, Impervious 8 ) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+6 (+4/+2 Dex, +4PP) Will: +8 (+1 Wis, +7PP) SKILLS 20PP (80R) Bluff 9 (+10)Skill Mastery Climb 2 (+10/+5) Diplomacy 4 (+5) Gather Information 4 (+5) Intimidate 9 (+10)Skill Mastery Knowledge (Streetwise) 5 (+5) Languages 1 (Atlantean, English [Native]) Notice 9 (+10)Skill Mastery Search 10 (+10) Sense Motive 9 (+10)Skill Mastery Sleight of Hand 6 (+10/+8) Stealth 6 (+10/+8) Survival 4 (+5) Swim 2 (+10/+5)Swimming FEATS 15PP Attack Focus (Melee) 2 Beginners Luck Dodge Focus 5 Fearless Interpose Luck 2 Move-by action Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack POWERS 68PP Draconic Power 8 (16PP Array; Feats: Alternate Power 5) [21PP] (Descriptors: Dragon, Magic) Base Power: [16PP] (Additional Descriptors: Draconic Might) Enhanced Strength 10 (Feats: Accurate 1, Affects Insubstantial 2, Improved Critical 2 [18-20], Variable Descriptor [blunt/piercing/slashing]) [16PP] Alternate Power: [16PP] (Additional Descriptors: Fire, Molten Breath) Damage 8 (Extras: Area [Type: General; Shape: Cone; Size: 80ft], Secondary Effect; Flaws: Action [Full]) [16PP] Alternate Power: [10PP] (Additional Descriptors: Psionic) Emotion Control 8 (Flaws: Sense-Dependent [Visual]; Feats: Mind Blank, Subtle) [10PP] Alternate Power: [16PP] (Additional Descriptors: Fool's Gold, Greed Magic, Psionic) Illusion 8 (Sense Types: Auditory + Visual; Flaws: Action [Full], Phantasm; Feats: Progression 8 [2,500ft / 1/2-mile radius]) [16PP] Alternate Power: [16PP] (Additional Descriptors: Wing Buffet, Wind) Trip 8 (Extras: Area [Type: General; Shape: Burst; Size: 40ft]; Knockback, Flaws: Range [Touch]) [16PP] Alternate Power: [5 + 5 + 5 = 15PP] (Additional Descriptors: Greed Magic, Psionic) Mind Control 8 (Flaws: Limited [One Command: "Tell me what your heart desires"], Sense-Dependent [Auditory]; Feats: Subtle) [5PP] Super-Senses 5 (Valuable Object Awareness; Descriptor Frequency: Very Common; Sense Type: Olfactory, Default: Radius, Ranged; Extras: Acute, Tracking) [5PP] Telelocation 8 (Range: 2,000 miles / Continental; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Can only sense relative direction, not exact location]; Limited [Personal possessions and close acquaintances]; Feats: Subtle) [5PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 4 [4PP] Immunity 20 (Magic; Flaws: Limited [Half Effect], Feats: Selective) [11PP] Impervious Toughness 8 (Drawback: Weak Point [Behind his neck]) [7PP] Morph 1 (Dragon Form, Extra: Duration [Continuous], Flaw: Action 2 [Standard Action], Feat: Metamorph ) [2PP] Leaping 3 (x10, Running Long Jump: 180ft long x 90ft high) [3PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 1 (Slow Fall) [2PP] (Descriptors: Dragon Magic, Spectral Wings) Swimming 1 (2.5MPH, 25ft per Move Action; Can take 10 on Swim checks) [1PP] Super-Senses 6 (Acute Tracking Normal Olfactory Sense; Danger Sense [Sense Type: Olfactory]; Darkvision; Uncanny Dodge [Sense Type: Olfactory]) [6PP] TOTALS Abilities (22) + Combat (14) + Saving Throws (11) + Skills (20) + Feats (15) + Powers (68) = 150/179 Power Points
  5. Player Name: Eternal Phoenix Character Name: Chronia Power Level: 8 (180/182 PP) Trade-Offs: +2 Damage, -2 Attack(Chronal Blast); +2 Attack, -2 Damage (Chronoscythe Slash & Time Freeze); +2 Defense, -2 Toughness Unspent PP: 2 In Brief: A sort of teenage chronomancer by way of Monkey D. Luffy, so she’s got the hardest head of all time. Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrase: “Time’s on my side!” “Time flies when you’re having fun.” Theme: “King”, by Rustage Alternate Identities: Kendra Farron Identity: Secret (technically) Birthplace: Freedom City Occupation: Student Affliations: Claremont Academy Family: Serah Farron (aunt), Claire Farron (mother) Age: 16 (Born in 2004); several centuries (actual due to time travel) Apparent Age: Mid to late teens Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Eyes: Green Hair: Blond Description: History: Once upon a time (about sixteen years ago) a girl was born named Kendra Farron. She grew up a bit aimless, then one day (a little before her sixteenth birthday) wandered into the wrong library. This library was of arcane lore. The first book she chose was one on chronomancy, because she didn’t know what that meant. Such an important book was, of course, booby trapped. Kendra Farron fell through time with the book in her arms. She was lost for a very long time…and then left the library five minutes later with the book back on the shelf where it belonged. The Kendra who left was a regular enough teenage girl. The one who returned was still a teenage girl (because like hell she’d miss out on her life because of some booby trap) but she was much more. She was a chronomancer. Normally, one would expect superheroes to intervene at this point, and one would not be wrong. However, it was a certain tiny woman, with a white streak in her hair. The two got on like a house on fire, having similar personalities, and she inspired Kendra to chase becoming Empress of Time. To that end, Kendra disappeared for brief (in current time) yet long (for her time) stretches. Immune to aging with her magic in effect, she would remain for decades if not centuries watching and participating in the grand sweep of history. Ah, it was so cool. She made friends, took sides, and in general was quite irresponsible with the past and future, but thanks to her mentor running interference this didn’t draw other attention. She merely split off a few (hundred) more parallel universes. It was her use of her magic at home that finally drew attention. And over her “I’m actually a lot older” objections (which no one believed because she’d frozen her own time a little too well) she was enrolled in Claremont. Minors don’t get a say, you see. Especially when they’re as gifted and irresponsible as Kendra. Personality & Motivation: Kendra maintains a highly childish mentality. As such, while she may be a cheerful young woman, there are certain things about which she is extremely greedy and/or selfish. For example: She wouldn’t share her lunch with God Himself if He asked, touching her Chronoscythe (or her stuffed rabbit Mr. Pibbles) is tantamount to begging for a butt kicking, and may the aforementioned God help you if you hurt someone she considers a friend. She also seems to think that what she decides on a subject is all that matters to the point of taking action and not listening to literally anyone afterward. One could call it the mentality of an Empress. She’s kind of strange in that combat or seemingly certain doom makes her excited instead of afraid. Hell, she’s not even trying to be a hero. Heroes have to share their stuff, and like hell she’s gonna share her Chronoscythe or Mr. Pibbles. She’s just making friends and having adventures. Ironically, despite this, she’s about as close to the superheroic ideal as it is possible to be. She’s got plenty of kindness, compassion, honor, and loyalty…just as long as you stay away from her hot button issues. And, now and then, she shows that she is exactly as intelligent and perceptive as her ability scores indicate, with a surprising maturity to go with them. Leaving everyone to wonder just how much of her childishness is an act. Because while she may come across as a simple minded childish idiot, it’s not true at all. She simply knows exactly who she is and what she wants to do with her life. Become the Empress of Time. This requires to her to jaunt through all of time, make friends whenever she goes, and have exciting adventures while she’s there. The end point being when all of time knows her name and calls her a true and loyal friend. Of course, while her definition of an exciting adventure tends to end with the day saved and bad guy booty firmly kicked…there’s plenty of Lawful folks who’ll say she’s only inciting chaos for her own amusement. Sigh. This is gonna take a while… Power Descriptions: Kendra is a chronomancer. A time mage. She casts spells, uses rituals, and enchants items to manipulate and control time itself. A pale blue clockwork gear hovers over/around her hands or the Chronoscythe when she’s casting a given spell. Extra Effort (not power stunts, though) will make her eyes glow brightly in the same color. The book she learned from taught a Hermetic method, but through practice for her it’s become close to effortless. It’s been a long time since she needed to invoke or speak incantations. She only needs a effort of will to start an effect. What she doesn’t know is that this is because she’s become a battery of chronal energy. She really did freeze her own time too well. While the Chronoscythe is a foci, she’s not powerless without it. She’s out of practice using the powers normally wielded through it without the help, so they’re power stunts off her Temporal Shift. Powers & Tactics: Chronomancy is usually something that would make someone faster, like a speedster. Not here. She can do that, but it’s not her schtick. With her Chronoscythe (an enchanted weapon she made herself), she can slash a seemingly endless amount of times (time magic speeding up the strikes and providing a temporal echo of the attack the next round), unleash a blast of pure chronal energy, rewind time to heal wounds, or freeze someone in time. And only those capable of chronomancy can use her weapon, as she can technically do those things without it (those being power stunts off her Teleport with the Action [full] flaw). The Chronoscythe just makes her life so much easier, allowing to both move and attack instead of one or the other. Her Chronal Uncertainty Field protects her from hostile attack, enhancing both raw durability and evasion. She can Temporally Sidestep attacks, as well, retconning sure hits to have never happened. As a skilled mage, she can both see and analyze magic. She has access to both Post and Precognition, but there are concealed places in time so she can’t always see if she does use them. Lastly, she can stop time, move, and restart it when she’s elsewhere. That is her Temporal Shift (the aforementioned Teleport). The alternate for that is, of course, what Time Controllers are best known for; moving very fast. It has its uses. The Feature speaks for itself. Tactically, she’s got three options. Blast, Paralyze, or Strike. There isn’t a given tactic she favors more than any other, but she does try to avoid combat. And if that fails, Rule One of being a mage is never let them touch you. Ranged combat with both Blast and Paralyze. Power stunts with the Chronoscythe include Drain Toughness 6 (Accurate 2, Affects Objects, Autofire) for rapidly aging walls, armor, and the like into uselessness. Healing with the Affects Objects, Restoration, or Resurrection Extras instead of Action. (Rewinding time in other ways). Or perhaps an alternate version of Blast at rank 6 with Accurate 2 and Autofire. Or just Area Burst. There’s possibilities. She can also stunt a different version of Temporal Shift, her Teleport. It is Teleport 8 (Attack [Reflex], Range 2 [perception], Limited [to Objects that do not exceed her Maximum Load], Limited [must be able to physically reach target]). It’s always been used to get her Chronoscythe back after someone takes it from her, but it could have other uses, too. Complications: Accident (Careless Exuberance): Kendra’s not careless with time or her own stuff. Heavens no. And in ordinary situations she doesn’t break anything. But when the extraordinary comes to visit, she gets excited as per usual, and sometimes in her exuberance just breaks stuff. Her apology always seems vaguely perfunctory, too. A GM may award a hero point for something important breaking or someone become hostile because her apology wasn’t good enough. Enemy/Relationship/Rival: One of the problems with being a time traveler is that it exponentially increases the amount of people you could possibly know. Friends who need help, enemies who want to kill you, rivals who want to outdo you, and all the descendants and legacy holders thereof. And you may not meet any of them in proper chronological order. Kendra is no exception to this. When old friends, enemies, or rivals show up (whether the current Kendra has met them or not), a GM may award a HP. Motivation (Adventure!): Kendra is in the hero game not because she wants to be a superhero (she doesn’t, really, just keeps working out that way) but because it’s a thrill and a half. So she’s a pathetically easy mark for any activity that’s dangerous and exciting. This goes both ways. She can become too bored with the current situation and decide to…liven it up a bit. A GM may award a hero point to her for the former and more likely to everyone else for the latter. Power Loss (must to be able to move): Kendra, naturally, needs to be able to move to use her Chronoscythe. But it goes futher than that. She needs to be able to move to use chronomancy at all. If she’s immobilized, her only available powers are Features (Temporal Inertia) and Immunity (Aging, Time). A GM may award a Hero Point for this circumstance. Quirk (Uncooperative): Kendra isn’t one for elaborate planning. As mentioned, she’s not an idiot. She knows when patience is required and when acting would be more dangerous to others than not acting. With that in mind, she always takes the direct approach to dealing with problems. Bad guys misbehaving? Beat them up. End of plan. Friend captured? Go rescue them. End of plan. She is by choice neither stealthy nor subtle nor particularly obedient and will, just by existing, ruin any plan that calls for her anything other than her normal self. When this becomes a problem, the GM may award HP as they see fit. ABILITIES: 0+2+0+10+10+10=32 Strength 10 (+0) Dexterity 12 (+1) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) COMBAT: 12+12=24 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +6 Base (+10 Chronoscythe Slash, +10 Time Freeze) Grapple: +6 Defense: +10 (+6 Base, + 4 Shield, +3 Flat Footed) Knockback: -6 w/ Force Field, 0 without SAVING THROWS: 4+3+5=12 Toughness: +6 (+6 Force Field); Impervious 6 Fortitude: +4 (+0 Con, +4) Reflex: +10 (+1 Dex, +3, +6 Enhanced Reflex) Will: +10 (+5 Wis, +5) SKILLS: 76 SP= 19PP Bluff 10 (+15) Concentration 10 (+15) Craft (artistic) 10 (+15) Diplomacy 5 (+10) Gather Information 5 (+10) Knowledge (arcane Lore) 10 (+15) Knowledge (theology & philosophy) 5 (+10) Language 1 (Latin, English Native) Notice 10 (+15) Sense Motive 10 (+15) FEATS: 14PP Artificer Eidetic Memory Equipment 2 Improvised Tools Move-by Action Precise Shot Ritualist Second Chance (KN (arcane lore) checks for Ritualist) Skill Mastery (Bluff, Craft (art), KN (arcane lore), Sense Motive) Takedown Attack Taunt Ultimate Effort (KN (arcane lore checks)) Uncanny Dodge (Auditory) Enhanced Feats Evasion 2 Improved Initiative Luck 4 Seize Initiative Equipment 2 (10EP) Name (Headquarters) (Location: Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [10EP] Concealed 1 Defense System Library Living Space Pool Power System Sealed Security System Self-Repairing Workshop Powers [1EP]: Super Movement 3 (Time Travel 3: Anytime) POWERS: 79PP (all powers have “Magic” as a source descriptor, and all have Temporal as a effect descriptor unless one is noted) Device 5 (25PP Container, Feats: Restricted [must be able to use chronomancy], Subtle [magically collapsible]; ; Flaw: Easy to Lose) (Chronoscythe) [17PP] 25DP Total Array 10 [23 DP, Feats: Alternate Power 3] (Chronomancy) Base Power: Strike 6 (Feats: Accurate 2; Extras: Autofire, Secondary Effect) (Chronoscythe Slash) [20/20DP] (slashing effect descriptor) Alternate Power: Blast 10 (Chronal Blast)[20/20DP] Alternate Power: Healing 6 (Feats: Persistent, Regrowth; Extra: Action [standard]) (Quick Rewind) [20/20DP] Alternate Power: Paralyze 6 (Feats: Accurate 2; Extras: Alternate Save [Reflex], Range [ranged]) [20/20DP] Enhanced Feats 2 (Improved Initiative, Seize Initiative) [2DP] Enhanced Reflex 6 (Feats: Evasion 2; Extra: Linked +0) + Force Field 6 (Extras: Impervious, Linked +0) + Shield 4 (Extra: Linked +0) [24PP] (Chronal Uncertainty Field) Features 1 (Temporal Inertia: Chronia has uniquely “anchored” herself in the space-time continuum, making her immune to changes in history. She recalls the “true” version of historical events, even if no one else does.) [1PP] Immunity 3 (aging, Time descriptor) [6PP] (Timeless) Luck Control 1 (force re-roll; Feats: Luck 4; Flaws: Limited [attacks against Chronia]) [5PP] (Temporal Sidestep) Super Senses 11 (Analytical Magic Awareness (visual), Postcognition, Precognition, Time Sense; Flaws: Post & Precognition Unreliable [may not work at GM's discretion]) [9PP] Teleport 7 (700 ft. as move action, 200 miles as full action; Feats: Alternate Power, Change Direction, Easy; Extra: Accurate; Flaw: Limited [to places she can physically reach]) [17PP] (Temporal Shift) Alternate Power: [7+7=16/16] [1PP] (Temporal Acceleration) Quickness 7 (perform routine tasks at 250x speed, Feat: Subtle) Speed 7 (1000mph, 8800ft/rd; Feat: Subtle) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +6 Melee 15 Toughness Damage Chronoscythe Slash +10 Melee 21 Toughness Damage Chronal Blast +6 Ranged 25 Toughness Damage Time Freeze +10 Ranged 16 Reflex Paralyze TOTALS: Abilities 32 + Combat 24 + Saving Throws 12 + Skills 19 + Feats 14 + Powers 79– Drawbacks 0= 180/182
  6. Chitin Power Level: 8 (200/200PP) Unspent Power Points: 0PP Trade-Offs: Bush Cricket: +3 Attack / -3 Damage; +3 Defense, -3 Toughness Orchid Mantis: -2 Attack / +2 Damage; +3 Defense, -3 Toughness Yellowjacket: None Offensively; +3 Defense, -3 Toughness Kabuto Beetle: -2 Attack / +2 Damage; -2 Defense, +2 Toughness In Brief: Ingenious innovator with insect-inspired inventions! Catchphrase: “Chitin online!” Theme: Anything Goes by Maki Ohguro Alternate Identity: Ryder Fujioka (Secret) Birthplace: Freedom City, New Jersey Residence: Claremont Academy dormitory Base of Operations: Smoothie Shack Occupation: Student, juice bar server/delivery person Affiliations: Claremont Academy Family: Shotaro “Shawn” Fujioka (father), Jenny Fujioka (older sister) Description: Age: 16 (DoB: April 3, 2004) Gender: Male Ethnicity: Japanese-American Height: 5’9” Weight: 130 lbs Eyes: Brown Hair: Strawberry blonde (dyed from black) Ryder’s lean build is emphasized by his rapid, emphatic body language. His angular jawline is softened by the broad smile that typically dominates his face along with expressive brown eye, all framed by tousled hair that hangs past his ears and has been dyed a strawberry blond. He prefers to dress in loose clothing in neon colours, often splattered with oil or paint depending on the project that currently has his attention. He is rarely seen without a long, red scarf which belonged to his mother and a chunky belt with a novelty buckle made up to look like a colour printer’s ink cartridge. The base form of the Chitin armour is a black jumpsuit with white and silver armoured pieces including reinforced boots, chest plating and a full face helmet with large oval eye pieces reminiscent of an insect. The armour assumed each of its specialized forms by incorporating the associated Robug drone into the helmet’s faceplate and adding additional armour in a specific colour: cyan for the bush cricket mode, magenta for the orchid mantis mode, yellow for the yellowjacket mode and gunmetal grey for the kabuto beetle mode. Aesthetically, each form is patterned off of its namesake. History: A third-generation Japanese-American, Ryder was a precocious but easily distracted child, raised by a single father alongside an older sister. As he grew teachers complained about his doodling and apparent non-sequitur outburst when called upon while his test scores remained exemplary and the cheerful oddball proved equally popular with and ridiculed by his classmates. Advanced classes were in some ways a better fit but Ryder found he still had trouble focusing on anything outside his current particular interest or working with his more decorous peers. Outside of school he took joy in two things above all: building with his own hands and going fast. By the time he was thirteen his garish but effective modifications to his hand-me-down bicycle had given his family’s combination juice bar and ice cream parlour, the Smoothie Shack, a reputation for quick delivery and given his father some unwanted experience with first aid. The palm-sized insect-themed robots he built from spare parts over the summer his leg was in a cast only gave him new avenues to both help out and create unintended chaos. With his imagination captured by the fantastical vehicles that race through Freedom City’s streets and the high tech power suits that soared through her skyline, Ryder used his Robugs to chase after his heroes and see them in action for himself. He arrived on the scene too late to watch Dragonfly handily subdue a villain and rescue a number of bystanders but did stumble upon one of her drones which had been damaged in the course of directing the evacuation of a collapsing building. Curiosity outweighing discretion, Ryder took the drone’s remains home and studied it, reverse engineering some of the limited version of Dragonfly’s hallmark spatial manipulation technology with which it was equipped. Mind exploding with new possibilities the now hyper focused teenager set to work designing and building his own power suit: the Chitin armour. His first test run garnered mixed results and the attention of the drone’s owner... Personality & Motivation: Ryder exudes cheerful idealism nearly to the point of naivety. He believes deeply in the basic decency of people and that everyone deserves the opportunity to work toward their best, most genuine selves. As such he is willing to go above-and-beyond to help complete strangers with little provocation, which can lead him to unintentionally cross personal boundaries. Similarly his curiosity is both Ryder’s greatest asset and greatest liability. He draws connections and makes rapid intuitive leaps when presented with new information, sometimes outpacing his common sense. Still, he would much rather beg forgiveness than miss out on an opportunity to learn something new. Powers & Tactics: While he delights in friendly competition and putting his inventions to the test Ryder loathes true conflict. If words have failed and people are in danger, however he is a tenacious fighter who will oppose more powerful opponents without hesitation and continue so long as he can get to his feet. Outside of the Chitin armour Ryder is reasonably coordinated but untrained in any specific hand-to-hand discipline, relying heavily on the speed and strength granted by his inventions. If a particular tactic is proving ineffective he will swap to a different armour mode and press on. Power Descriptions: Activating the CMYK Driver belted around his waist allows Ryder to access the sub-space dimensional pocket where the Chitin power armour is stored. From the outside this spatial warping looks like ribbons of multicoloured light extending from the belt briefly before the armour’s base form is super imposed over his body. Pressing a Robug to the front of the armour’s helmet prompts it to rearrange itself and incorporate into the faceplate before specialized armour components are retrieved from sub-space and installed. The cyan bush cricket themed mode adds mechanized improvements to speed and leg strength, allowing for prodigious leaps. The magenta orchid mantis mode unfolds blades from the armour’s forearms which use the same spatial technology to slip through defences and a camouflage package for blending into surroundings. The yellow yellowjacket mode features additional targeting hardware and hexagon shaped recesses across the arms and chest plate which can launch a flurry of wasp-shaped ballistics. Finally, the gunmetal grey kabuto beetle form puts all resources toward additional durability and musculature enhancement with blunt implements curving over the fists to better utilize that crushing potential. Complications: Presented by HAX: The Chitin armour system is based heavily on technologies for which Mara Hallomen AKA Dragonfly holds the patents, which the armour’s insect theming does nothing to obfuscate. Rising Dreamer: Ryder’s optimism can cause him to ignore potential consequences to his actions or give the benefit of the doubt when that might be unwise. Snack Amigo: Ryder works part-time to support his family’s restaurant, the Smoothie Shack, placing demands on his time outside of school. Abilities: 2 + 4 + 6 + 12 + 2 + 6 = 32PP Strength: 12/20CMY/30K (+1/+5/+10) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 8 + 6 = 14PP Initiative: +10 Attack: +4 Base, +6 MeleeMK, +11 MeleeC, +8 RangedY Defense: +11CMY/+6K (+3 Base, +3 Enhanced Defence, +5 Dodge FocusCMY), +3 Flat-Footed Grapple: +7/+11MY/+16C/+20K Knockback: -2CMY/-8K Saving Throws: 2 + 4 + 7 = 13PP Toughness: +5CMY/+10K (+3 Con, +2 Protection, +5 ProtectionK) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+2 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 112R = 28PP Acrobatics 8 (+10) Computers 9 (+15) Craft [Artistic] 4 (+10) Craft [Electronic] 9 (+15) Craft [Mechanical] 9 (+15/+19 Robugs) Diplomacy 12 (+15) Disable Device 4 (+10/+18 Robugs) Drive 8 (+10) Handle Animal 2 (+5) Knowledge [Life Sciences] 4 (+10) Knowledge [Physical Sciences] 4 (+10) Knowledge [Technology] 10 (+16) Languages 1 (English [Native], Japanese) Notice 9 (+10) Perform [Oratory] 7 (+10) Sense Motive 12 (+13) Feats: 24PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 2 Beginner’s Luck Challenge (Combat Diplomacy) Challenge (Fast Acrobatic Bluff) Eidetic Memory Equipment 1 Evasion 2 Improved Initiative 2 Improvised Tools Interpose Inventor Luck 2 Move-By Action Power Attack Second Chance (Emotion Control) Set-Up Takedown Attack 2 Equipment: 1PP = 5EP Electric Scooter (Vehicle) Size: Medium [0EP]; Strength: 10 [0EP]; Defence: 10 [0EP]; Toughness: +6 [1EP] Features: Alarm [1EP] Powers: Speed 3 (50MPH) [3EP] Powers: 63 + 29 = 92PP Device 15 (CMYK Driver Belt; 75PP Container; Flaws: Hard-to-Lose; Feats: Restricted 2 [Authorized Users], Subtle) [63PP] (technology, powersuit, spatial) When activated the driver uses spatial exchange technology to summon the Chitin power-suit armour. Each mode is accessed via the corresponding Robug. Communication 4 (Radio, 1 mile; Flaws: One-Way; Feats: Subtle) [3PP] Enhanced Defense 3 [6PP] Enhanced Strength 8 (to 20 [+5]) [8PP] Immunity 2 (Suffocation) [2PP] Protection 2 [2PP] Super-Senses 7 (Radio [Accurate (+2), Danger Sense] [4PP], Visual [Infravision, Tracking, Ultravision] [3PP]) [7PP] Chitin Armour Modal Array 22 (44PP Array; Feats: Alternate Power 3; Drawback: Action [Move Action to Switch]) [46PP] Base: Bush Cricket Instar - “Hop to it!” Concealment 6 (All Visual, All Radio; Flaws: Displacement) [6PP] Damage 0 (Extras: Autofire [5], Feats: Mighty) [6PP] (CMYKick) Enhanced Feats 10 (Attack Focus [Melee] 5, Dodge Focus 5) [10PP] Leaping 5 (x50, 750’ Running Long Jump, 187’ High Jump) [5PP] Quickness 3 (x25; 1 Minute to Standard Action) [3PP] Speed 4 (1000’ Move Action, 100MPH) [4PP] Super-Movement 2 (Wall-Crawling, Water Walking; Flaws: Limited [While Moving]) [2PP] Super-Senses 8 (Auditory [Accurate (2), Extended 1, Ultra-Hearing], Visual [Analytical 2, Counters Obscure (Darkness)]) [8PP] AP: Orchid Mantis Instar - “Say your prayers!” Concealment 4 (All Visual; Flaws: Blending) [4PP] Concealment 10 (All Sense Types; Flaws: Limited to Machines) [10PP] Damage 5 (Extras: Linked [+0], Feats: Affects Insubstantial 2, Improved Critical, Mighty) [9PP] + Drain Toughness 10 (Extras: Affects Objects, Linked [+0]; Flaws: Limited [Objects Only]) [10PP] (CMYKutters; dimensional, electromagnetic) Enhanced Feats 5 (Dodge Focus 5) [5PP] Super-Movement 2 (Wall-Crawling 2) [4PP] Super-Senses 2 (Visual [Counters Concealment]) [2PP] AP: Yellowjacket Instar - “Kick the nest!” Damage 8 (Extras: Area [Targeted, 80’ Cone], Selective; Feats: Homing 2) [26PP] (CMYKuarrels) Enhanced Feats 5 (Attack Focus [Ranged] 4, Dodge Focus 5) [9PP] Obscure 3 (Visual, 25' radius; Extras: Independent) [9PP] (CMYKover) AP: Kabuto Beetle Instar - “Can’t beat this!” Enhanced Feats 4 (Improved Grab, Improved Grapple, Improved Throw, Improved Trip) [4PP] Enhanced Strength 10 (to 30 [+10] Total) [10PP] Immovable 3 (Extras: Unstoppable) [6PP] Immunity 20 (Electrical Effects, Fire Effects; Flaws: Limited [Half Effect]) 10PP Protection 5 (to 7 Total) [5PP] Super-Strength 4 (Effective Str 50, 12.8 ton Heavy Load, Feats: Countering Punch) [9PP] (CMYKudgels; gravity) Device 8 (Robugs; 40PP Container; Flaws: Easy-to-Lose; Feats: Multiple Devices 3, Restricted 2 [Authorized Users]) [29PP] (technology, robotics) The Robugs are a quartet of semi-autonomous, palm-sized drones resembling a bush cricket, orchid mantis, yellowjacket and kabuto beetle respectively. Base: 6 + 4 + 3 + 16 + 10 + 1 = 40PP Communication 5 (Auditory, 5 mile range; Feats: Subtle) [6PP] Comprehend 2 (Speak to and Understand Animals) [4PP] Enhanced Skills 3 (Craft [Mechanical] 4, Disable Device 8) [3PP] ESP 5 (Auditory, Visual, 5 mile range; Extras: Simultaneous; Flaws: Limited [Reachable by Robugs]; Feats: Rapid 1 [10x search speed]) [16PP] Move Object 3 (Strength 15; Extras: Range [Perception]; Feats: Precise) [10PP] Alternate Power 1 [1PP] AP: Instar Swarm - "Four colour dream! Now WAKE UP!" Duplication 12 (180PP; Extras: Horde; Feats: Mental Link, Progression 2 [5 Duplicates]; Drawbacks: Limited [One of Each Instar Form]) [38PP] Drawbacks: -3PP Normal Identity (Major, Uncommon; Standard Action to activate CMYK Driver, Unable to access Chitin armour without belt) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Unarmed (C) Touch DC 20 Toughness Damage Unarmed (K) Touch DC 25 Toughness Damage CMYKutters (M) Touch DC 20 Reflex Drain Toughness [Objects Only] Touch DC 25 Toughness Damage CMYKuarrels (Y) Area DC 22 Toughness Damage [General Area] Totals: Abilities (32) + Combat (14) + Saving Throws (13) + Skills (28) + Feats (24) + Powers (92) - Drawbacks (-3) = 200/200 Power Points
  7. Ultra Girl Power Level: 8/10 (150/159PP) Unspent Power Points: 9PP Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness In Brief: She's kind-hearted and overachieving teen who also happens to be a robotic paragon of truth and justice. Catchphrase: "Need a hero?" and "Kicking it to ultra!" Theme: My Life As A Teenage Robot Alternate Identity: Courtney Wright (Secret) Birthplace: Emerald Cities, Washington and Oregon Residence: Arcadian Peaks, Emerald Cities Base of Operations: Arcadian Peaks Home Occupation: High School Student Affiliations: None Family: Norene "Nora" Wright/Ada Wakefield (Mother) Description: Age: 10 (Date of Creation: 2010) Apparent Age: Late Teens Gender: Female Ethnicity: Robo-American Height: 5'7" Weight: 225 lbs. Eyes: Blue Hair: Golden Blonde Physical Appearance: Courtney has the hallmark, arguably even generic, looks of the stereotypical All-American teenage girl. She’s a blonde with golden locks that fall slightly past her shoulders with bright blue eyes that stand out on a heart-shaped face that’s marked by prominent dimples and high cheekbones. Beyond that, she’s not particularly tall, being only slightly above average height for a teen, and while she’s conventionally pretty she’s more approachably cute than uniquely stunning. Her costume comes right out of the superhero’s guide to crime-fighting fashion. Taking liberal inspiration from her idols in Ms. Americana and the various incarnations of Lady Liberty, Courtney’s costume is a patriotic star-spangled, striped and tri-colored collage of red, white and blue. Accordingly, to really capture the iconic paragon image, her costume comes with trademark navy blue cape and mantle. History: Courtney Wright remembered having a more or less normal upbringing. Her mother Norene was an electrician who practiced her trade across much of the country. Because of that Courtney had to move a lot, but even so, she recalls having a loving and stable childhood, one filled with summer adventures with friends, Christmases with the grandparents in Miami, and quaint family game nights on weekends. Of course, her life wasn’t entirely picturesque. Her father passed away when she was young, and her mother became overprotective after he passed. Courtney dealt with these changes with the same stubborn positivity that she approached most things in life. So when she and mother moved to Emerald City, she didn’t despair that it meant losing touch with another group of friends. If anything she was excited to go to high school in a big city. There were so many new people to meet! Her mother was nervous, more nervous than usual, but Courtney entered Arcadian High in good spirits. In no time at all she made new friends, joined new clubs and tried new things. One of those new things ended up being attending a street race happening on the southern fringes of Arcadian Peaks. Courtney was apprehensive about it, but her new friends reassured her that there was no chance that things would go bad. It turned out they were wrong. There was an accident on the road. One of the driver’s cars suddenly went out of control, its MarsTech operating system catastrophically going haywire. And as luck would have it did so perilously close to where Courtney and her friends were watching the race. With there being no time for any of them to escape the impending crash it seemed likely that a tragic loss of life was about to occur. But it didn’t. Somehow, by some hitherto untapped instinct, Courtney unthinkingly stood in the way of the fast approaching vehicle while everyone else tried to make some futile last-ditch effort to get of the way. She should have become a smear on the road for that, but she didn’t. Inexplicitly, she survived having a nearly three thousand pound sport’s car crash into her. More than that, she not only survived the impact, but also stopped the car in its tracks with her bare hands! Still in a semi-aware fugue, Courtney causally tore off the ruined car’s door and dragged its unconscious driver away from the wreck. It was while she was taking the racer to safety that she finally noticed that her hands had been torn, revealing a bloody mess of ruined flesh and electronics underneath it. Terrified by what she saw, Courtney bolted from the scene, using the chaos and confusion of the crash to get away unseen before the police could arrive. Not knowing where else to go, and desperate for answers, she ran home. When Courtney’s mother saw the exposed metal and electronics that were hanging from her daughter’s arms she knew the masquerade was over and that it was time to come clean. The truth, as her “mother” told it, was that Courtney wasn’t born. She was made. Designed in the secret RD faculties of the MarsTech corporation nearly ten years ago as part of Project Spartoi, the supposed greatest innovation in weaponized drone technology. A line of semi-autonomous robots that were to be sold on the market as a bold new alterative to both private security and public policing. Security guards slacking on the job? No problem! A Spartoi-drone never tires, complains or takes lunch breaks. Issues with the local police force? Consider it solved! A Spartoi-drone is utterly incorruptible and would succeed where a human officer would error. One of the lead managers of this project was Emerald City native Dr. Ada Wakefield. Though one of the world’s great scientist minds when it came to advanced robotics, Ada’s live was one marked with frequent loss. Her father died while she was young, and her mother followed suit while she was still in school earning her doctorate at Carnegie Mellon University. It was during this difficult time that Ada met a follow student by the name of Aaron Ross. He was smart, kind, and understood what she was going through, having lost his own parents when he was young. By the time they graduated, they had become couple, and by the they moved to Emerald City to take up job opportunities in MarsTech, they were married. For a time the they were happy, both rising in their careers at MarsTech, but things went awry when they accidental uncovered encrypted project files that revealed that Project Spartoi was part of a strange conspiracy by MarsTech to further cement its control of the city using its drones. Terrified by the implications and the perversion of their work, the pair tried to expose MarsTech’s plans. Unfortunately, when Aaron tried to bring their findings to Emerald City’s local AEGIS chapter he disappeared, as did all their evidence against MarsTech when a corrupt AEGIS squad raided their home in Southern Shore. With Aaron possibly dead, and their evidence out of reach or destroyed, Ada went forward with their agreed upon Plan B to ensure that Project Spartoi would at least be severely impeded in the short-term if not entirely stopped. Sneaking into MarsTech one last time, she stole the prototype AI core they were working on and various other critical components to Project Spartoi before vanishing from the city altogether. She spent years afterwards in hiding, moving across the country to evade MarsTech while at the same working tirelessly to reprogram the stolen AI for good. At first, Ada only saw the AI as a weapon that could one day be used against MarsTech, a means to an end, but as the years went by she started to see the burgeoning consciousness as something of an adopted child, something that could be nurtured beyond its origins. Using a mix of her own replicated memories along with entirely fabricated ones, Ada subverted the AI’s original violent operational protocols and made it more humane, more human. Ada explained that Courtney’s childhood memories, appearance and even her enrollment in high school were all part of an attempt to nurture humanity within a machine originally meant to only serve MarsTech and its plans. In truth, Courtney had only been truly self-aware for about a year since Ada returned to Emerald City with a new identity. That’s how Courtney Wright was “made.” Courtney took all this as about as well as one could inspect. First, she was in disbelief, but that quickly gave way to an anger very much directed at her “mother.” How could she lie to her about everything? How much of herself was just fabrication? Was her whole life just some kind of sick science experiment? Her mother tried to defend herself, swearing up and down that she fully intended to eventually reveal the truth to her once she thought she was ready for it. Courtney wasn’t sure what to believe. She still doesn’t now, but in the end, she did accept that MarsTech was dangerous if it was willing to create an army of drones in some shadowy plot. So, she decided that night that she’d use her newly discovered abilities and go investigate MarsTech, but on her terms and as her own person. Whomever or whatever that was now. Personality & Motivation: Courtney decidedly subverts the common sci-fi trope of androids being coldly logical beings. She is an almost cloyingly upbeat and out-going person, the kind of bright and thoughtful teen that many parents dream of raising. Accordingly, her motivations as a hero and person is largely that of the good Samaritan, the earnest desire to use her abilities and powers to help the world. Whether this drive to help is a reflection of her mother’s own youthful dreams of making the world a better place through technology or a trait all her own is up for debate, but either way Courtney strives to be the greatest hero she can be. Beyond basic do-goodery, Courtney also wants to take down MarsTech, the very organization responsible for her creation and the one that would surely seek to reclaim or “retire” her if they ever learned of her existence and true nature. Though she hides it well underneath her plunky exterior, Courtney constantly worries about her identity a person. Many of her memories of childhood and adolescence are not her own, being instead the copied and imprinted memory engrams of her mother’s own sanitized and edited upbringing. Where “Courtney” begins and “Norene” ends is once again something of a philosophical question, one that makes Courtney deeply troubled on an existential level, though she is loath to admit it or think much about it. Some of this angst was grown into a subconscious distrust and barrier between herself and her mother, who Courtney feels gave her a false sense of humanity and normalcy only to cruelly take the rug right from under her when the charade came to an abrupt. Regardless of these of those fears, Courtney does ultimately consider herself to be human and doggedly identifies as such. Powers & Tactics: Courtney is a mechanical paragon, a synthetic lifeform made out a complicated composition of highly advanced alloys, synthetic organs and other esoteric materials. As such, all of her powers and abilities are technological in effect, nature and origin. Like most paragons in the style of the late Centurion she’s superhumanly strong and resilient, fully capable of lifting a fighter jet over her head at her maximum strength and durable enough to withstand heavy weapons fire. Her robotic body also means she’s immune to bodily ailments that could fell even a superhuman, like diseases, poisons, suffocation, and various hazardous environmental conditions. Beyond her strength, Courtney also has various other internal weapon systems at her disposal, such as embedded laser weapons and magnokinetic suspension rays, the latter of which she can use to lift herself and fly. Lastly, she has an array of technopathic powers on account of her positronic brain’s ability to interface wireless with technology. Owning to her inability to use lethal force, along with a general temperament and ethos against such violence, Courtney uses her abilities to quickly end fights by neutralizing her opponents into unconscious or incapacitation. She goes about doing this by using her super strength to either grapple or knock out baddies, with the extra speed and maneuverability provided by her ability to fly making it easier to rush into striking range. There are also her optic beams, which can serve as a far-reaching ranged attack whenever melee is not a viable option. Her ability to manipulate metallic objects can similarly be used for ranged attacks as well for more nonviolent and creative uses, such as clearing rubble or restoring urban debris. Her technopathic abilities also have tactical utility as they allow her to wireless listen on to radio frequencies, communicate long distances electronically, track electrical signals and accomplish a host of other types of tech wizardy and manipulations. Complications: Damn Skinjobs! (Secret/Prejudice): Courtney is an android. A very, very deceptively human android, but an android all the same. She is very intent on keeping this a secret. Not only because it may lead to her being found out by MarsTech, but also because she fears the prejudice that may come from being outted as a non-human in her civilian identity. GM Suggestion: Give Courtney a Hero Point if someone not only discovers her identity but also threats to expose her android nature to the public. Overprotective Mother (Detriment): Courtney loves her mother, but the revelations regarding her true identity and actions have created in a rift in their relationship There’s also the fact that her mother is something of a helicopter parent who’s determined to keep an eye on all her super heroics. GM Suggestion: You can give Courtney a Hero Point if her mother’s overprotectiveness or actions somehow impairs her ability to be a hero. Boot Up, Go to School, Save the City (Responsibility): Courtney is still a high school student with an active social life and is not yet willing to abandon it and fully dedicate herself to her superhero persona and vendetta against MarsTech. GM Suggestion: Consider giving Courtney a Hero Point in the event that her social life comes into conflict with her superhero alter ego. Ethical Programming (Honor): Like most superheroes Courtney has a moral code and lines that we will not cross. That means no undue brutality, abandoning people in life or death situations, and definitely no killing. Unlike most superheroes though these ethics are literally programmed into her neural net as fundamental behavior protocols. GM Suggestion: Consider granting Courtney a Hero Point if her inability her break moral code somehow makes her life and/or ability to be a superhero more difficult. Rookie Hero (Accident): Courtney is new to the superhero game, and while she is thoroughly dedicated to learning the ropes, the fact remains that she is quite new to it and will make mistakes due to her inexperience and naiveté. GM Suggestion: Feel free to give Courtney a Hero Point if her aforementioned inexperience leads to her making a rookie mistake. Also feel free to come up with ways for her to mess up!. Nixing successful rolls, putting negative modiifers on certain rolls, etc. Renegade Corporate Property (Enemy/Obsession): Courtney knows that MarsTech is corrupt is determined to see the corporation fall. She also knows that they will do everything in their power to “retire” or repossess their “stolen property if they ever find out she’s their missing prototype. GM Suggestion: Consider giving Courtney a Hero Point if her she has a negative or violent encounter with the employees and agents of MarsTech. More Human Than Machine (Detriment): Most robots have issues passing for human let alone fully understanding the complex web of passions, psychologies, and motivations that drive humanity. For better or worse, this isn’t the case with Courtney, who is just as susceptible to typical emotions as most humans. GM Suggestion: Consider nixing Courtney’s successfully Will saves or Immunity when it comes to effects or powers that deal with or induce strong emotions. Abilities: 2PP Strength: 10/30 (+0/+10) Dexterity: 10 (+0) Constitution: N/A Intelligence: 18 (+4) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16PP Initiative: +4 Attack: +6 Melee (+4 Base, +2 Attack Focus), +4 Ranged (+4 Base), +8 Blast (+4 Base, +4 Accurate) Grapple: +6/+16/+20 (+6 Melee Attack, +0/+10 Strength, +4 Super-Strength) Defense: +4 (+4 Base), +2 Flat-Footed Knockback: -9 Saving Throws: 12PP Toughness: +12 (+12 Protection; Impervious 5) Fortitude: Immune Reflex: +6 (+0 Dex, +6PP) Will: +6 (+0 Wis, +6PP) Skills: 40R = 10PP Computer 7 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Knowledge (Pop Culture) 1 (+5) Knowledge (Technology) 8 (+12) Notice 8 (+8) Feats: 10PP Attack Focus (Melee) 2 Eidetic Memory Interpose Jack-of-All-Trades Luck 2 Quick Change Speed of Thought Takedown Attack Powers: 105PP Flight 1 “Magnetic Self-Propulsion” (10 MPH / 100 Ft. Per Move Action) [2PP] (Magnetic, Technology) Immunity 30 “Android Body” (Fortitude Effects) [30PP] (Construct, Technology) Immunity 10 “Positronic Brain” (Psionic Effects; Flaw: Limited [Half-Effect]) [5PP] (Construct, Technology) Impervious Toughness 5 “Bulletproof Chassis” [5PP] (Construct, Technology) Quickness 2 “Internal Hyper-Processor” (x5; Flaw: Mental Tasks Only) [1PP] (Construct, Technology) Ultra Power Array 4 (8PP Array, Feats: Dynamic, Dynamic Alternate Powers 1) [11PP] (Construct, Technology) Base Power: [8PP] “Ultra Self-Propulsion” Flight 0-4 (0-100 MPH / 0-1,000 Ft. Per Move Action) (Magnetic, Technology) Alternate Power: [8PP] “Ultra Nano-Boost” Super-Strength 0-4 (Lifting Strength: 10/30/50, Heavy Load: 100 lbs./1,600 lbs.-12 tons.) (Construct, Technology) Protection 12 “Hyper-Alloy Endoskeleton” (+12 Toughness) [12PP] (Construct, Technology) Regeneration 5 “Nano-Active Bloodstream” (+5 Recovery Bonus) [5PP] (Nanites, Technology) Super-Senses 4 “On-Board Sensor Array” (Communication Link [Norene Wright, Sense Type: Radio], Extended 1 [Auditory: 100 Ft.], Extended 1 [Visual: 100 Ft.], Infravision) [4PP] (Construct, Technology) Weapons Systems Array 10 (20PP Array, Feats: Alternate Powers 2) [22PP] (Construct, Technology) Base Power: [20PP] “Nano-Boosted” Enhanced Strength 20 (+20 Strength) (Construct, Technology) Alternate Power: [20PP] “Laser-Vision” Blast 8 (Feats: Accurate 2, Variable Descriptor 2 [Energy]) (Energy, Technology) Alternate Power: [20PP] “Magno-Emitters” Move Object 8 (Effective Strength: 40, Heavy Load: 3 tons.; Extras: Damaging; Feats: Accurate 2, Precise, Subtle; Flaw: Limited [Ferrous Metals]) (Magnetic, Technology) Variable Power 1 “Technopathic Protocols” (5PP Variable Pool, Tech Powers, Extras: Action 2 [Free]) (Electromagnetic, Technology) [8PP] Example Powers: Drawbacks -5PP Vulnerability (Electricity Effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+6) Touch DC 15 Toughness Damage (Physical) En. STR Unarmed (+6) Touch DC 25 Toughness Damage (Physical) Blast 8 (+8) 80 Ft. DC 23 Toughness Damage (Energy) Move Object 8 (+8) 80 Ft. Grapple vs. +16 Pinned/Bound (Magnetic) Throw Object 8 (+8) 80 Ft. DC 23 Toughness Damage (Physical) Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (10) + Feats (10) + Powers (105) - Drawbacks (5) = 150/159 Power Points
  8. Kid Celtic Power Level: 8/10 (150/152 PP) Unspent Power Points: 2PP Trade-Offs: 0 In Brief: Neo-Druid, Looking to live up to the family legacy. Catchphrase: Theme: Queen of Argyll (Tempest) Alternate Identity: Victoria 'Tori' Griffen Birthplace: London, England Residence: currently: Freedom City, USA Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Clarence and Nadia Griffen (parents), Thomas Griffen (younger brother), Michael Griffen (younger brother) Description: Age: 16 Apparent Age: Teenager Gender: Female (CIS) Ethnicity: European Height: 5' 3" Weight: 122 lbs Eyes: Green Hair: Ginger After generations that took after the all american Human Tank, Tori was born with her great grandmother's flaming red hair and brilliant green eyes. As a teen, she has the sort of ginger corkscrews that are clearly entirely natural and also a pain to manage. After a disastrous preteen episode where she tried for 'cute short hair' and ended up looking uncomfortably like little orphan Annie, Tori keeps her hair long enough that it can be clipped back from her face or braided to try and keep her mop of curls under control. Like most redheads, she's pale with a smattering of freckles across her skin. Now that her abilities have awakened, Tori has vivid woad tattoos on her skin that wrap around her biceps and forearms, shoulders, thighs and ankles, and over her face and under her hairline. In addition to abstract symbols, the animals whose spirits she taps into are also depicted in her markings. She has a notched brow over her left eye. When she's not in costume, Tori wears baggy jeans and cropped t-shirts with heavy boots. Her aesthetic tends towards vaporwave. Her wardrobe at bedtime is a revolving collection of shirts from nonprofits focused on the environment that she's collected over the years. In costume, as Kid Celtic, Tori wears tight leggings and knee high leather boots that match her leather corset. She has a wrap skirt that covers her to mid thigh and is split up the side for ease of movement. She wears bracers and a fur trimmed cloak although she's been known to shuck the cloak right before launching herself at an enemy. She wears greens and browns with the bright blue of her woad markings on display. If Tori has time, she'll braid the sides of her hair back to help keep it from her face. History: Tori was born to the British aristocracy. After the death of Human Tank and Lady Celtic, Lady Celtic's estranged parents involved themselves in the lives of their orphaned children. Eventually, their son would rise to a position of prominence in the Ministry of Powers. He married and had children of his own, including Tori's father. Unlike her great grandmother, Tori's black sheep position in the family was more one of fond indulgence. While Tori's parents and younger brothers are content to be in the upper class, enjoying the perks and privileges, Tori has been raging against capitalism and the monarchy since middle school. At fourteen, she eschewed her parents' Anglican faith to embrace Wicca which they took in stride. Until her Awakening, her parents assumed that it was a phase that would mellow with time. It was not a phase. On her sixteenth birthday, Tori awoke and left her home in a near trance. When her feet touched the manicured green lawn of her parents' grounds, she was sucked into a portal and greeted by the same Druid that had awoken her great-grandmother. When she emerged, Tori was covered in the mystic tattoos of Lady Celtic's legacy, her sleeping clothes tattered and her bare feet covered with fresh earth. Thankfully, her parents were more phlegmatic about such things than the original Lady Celtic's had been. Her grandfather had been called and his connections at the Ministry of Powers had been tapped. Within a few hours, admission to Claremont had been secured for Tori's sophomore year. Personality & Motivation: Stubborn and strong willed. Tori has a strong sense of right and wrong and at an early age, she realized that a lot of the adults in her life didn't seem to be taking things like climate change or poverty as sincerely as Tori felt like they should be. Yes, they're complicated problems but her family is not without power or influence. The dichotomy of the deep love for her family and her deep frustrations with them have shaped large parts of Tori's personality. She was relieved, even eager, when she was chosen to bear the Lady Celtic mantle. At least now she could DO something rather than feel powerless and impotent. Tori will always chose to act rather than stand by, even if she doesn't know for certain what the right course of action is. She knows she's intense but Tori hasn't learned to throttle that for other people's comfort yet. Honestly, she struggles with whether or not she should throttle her passion for the people around her. She feels the injuries done to the world around her keenly, even more so now that she's awakened. Tori didn't have a lot of friends before gaining magic, and she has less now. She's always been the kid that asks for donations to non profits instead of presents. Tori has half a dozen animals that she's adopted that were injured and nursed back to health. She's a person who feels deeply and wears her heart on her sleeve. Tori has little to no poker face. Even if she manages to keep her mouth shut, it's going to be pretty clear if she thinks you're a jerk just by her expression. Powers & Tactics: Tori's abilities come from her connection to nature. In addition to a strong connection to all things green and growing, and a natural affinity for animals, Tori can call plants from the earth to meet her needs. Beyond that, she can open her mind to the spirits of wild creatures that once roamed the British isles. When she does, a ghost of the creature appears behind her like a corona as her powers activate. These aspects allow her to channel different elements, taking on aspects of that creature as well as abilities associated with them. In a fight, Tori is generally an up close and personal kind of fighter. She fights with the same sort of ferocity that colors much of her actions. There are certainly people who grew up with stories of her great grandmother that are a little horrified by the more animistic intensity of her successor. Power Descriptions: Tori's woad markings glow when she's accessing her powers, the corona of the animals that she's channeling show when she's shifting from one form to another or when she's tapping into their more obvious magic. Her magic aura is always in the blues of her woad markings. Complications: Recognizable: Lady Celtic is a famous legacy and even in her civvies, Tori can't hide her woad markings. (To be fair, she wouldn't if she could. She's stubborn like that.) One With Nature: Tori has strong feelings about disrupting the natural balance or extensive ecological damage. Even if it's the 'right' course of action, she's not going to go along with it. Family Ties: There are expectations on Tori. Her family has been entangled with the British Ministry of Powers for generations and there's every expectation for Tori to return. That's a lot on a sixteen year old's shoulders... and Tori's never been all that good at doing what she's told to start with. Insubordinate: Tori has never liked being told what to do. She's bound to chafe a bit under the rules of Freedom City's super powered school. ABILITIES 40PP Strength: 14 (+2), Heavy Load: 175 lbs. Dexterity: 14 (+2) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 18PP Initiative: +2 (+2 Dex) Attack: +4, +8 Magic Grapple: +6 (+4 Melee Attack, +2 Strength), +16 Plant Control (+8 Attack, +8 Move Object) Defense: +8/+6 (+5 Base, +1 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback Resistance: -4/-3 SAVING THROWS 7PP Toughness: +8/+6 (+6 Con, +2 Force Field) Fortitude: +6 (+6 Con, +0PP) Reflex: +6 (+2 Dex, +4PP) Will: +6 (+3 Wis, +3PP) SKILLS 48R = 12PP Concentration 5 (+8) Knowledge (Arcane) 12 (+15) Knowledge (History) 2 (+5) Knowledge (Life Sciences) 2 (+5) Knowledge (Theology/Philosophy) 2 (+5) Languages 2 (English [Native], Gaelic, Old Irish) Notice 5 (+8) Search 5 (+8) Sense Motive 5 (+8) Stealth 3 (+5) Survival 5 (+8) FEATS 5PP Dodge Focus Luck 2 Ritualist Track POWERS 68PP Comprehend 4 (Animals 2 [Speak To; Understand]; Plants 2 [Speak To, Understand]) [8PP] (Descriptors: Nature Magic) Emotion Control 8 (Extras: Action 3 [Reaction], Area [Type: General; Shape: Visual Perception]; Flaws: Limited [Animals], Limited [Love], Range 2 [Touch], Uncontrolled; Feats: Subtle) [9PP] (Descriptors: Nature Magic Aura) Force Field 2 (Extras: Linked [Shield]; Feats: Selective, Subtle) [4PP] (Descriptors: Force Magic) Shield 2 (Extras: Linked [Force Field]) [2PP] Magic 16 (32PP Array; Feats: Alternate Power 3; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [33PP] (Descriptors: Nature Magic) Base Power: [32PP] (Additional Descriptors: Clinging Vines, Grasping Branches, Plant Control) Snare 8 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Range [Touch]; Feats: Chokehold, Indirect 3, Progression [Area Size] 2 [200ft radius], Reversible, Subtle) [32PP] Alternate Power: [32PP] (Additional Descriptors: Plant Control, Plant Growth) Create Object 8 (Range: 800ft; Max Volume: 8 cubes; Toughness: 8; Lifting Strength: 40, Heavy Load: 3 tons; Extras: Duration [Continuous]; Feats: Indirect 3, Progression 2 [25ft cubes], Selective, Stationary, Subtle) [32PP] Alternate Power: [32PP] (Additional Descriptors: Plant Control) Move Object 8 (Range: 10 80ft Increments, 800ft Max; Lifting Strength: 40, Heavy Load: 3 tons; Extras: Damaging; Feats: Accurate 2 [+4 Attack], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating/attacking plants directly, or using animated plants to move/attack other things]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Plant Control, Plant Shaping) Transform 8 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [2,500 lbs.], Subtle) [32PP] Morph 1 (One Form: Animal Spirit; Feats: Metamorph 4) [5PP] (Descriptors: Animal Spirit Channeling, Nature Magic) Spirit of The Cunning Fox Spirit of The Hungry Wolf Spirit of The Raging Bear Spirit of The Wise Owl Super-Senses 7 (Magic Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged, Tracking) [7PP] (Descriptors: Magic) ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Create Object Ranged DC18 Reflex Trapped Dropped Object DC18 Reflex Avoided DC23 Toughness (Staged) Damage (Physical) Move Object Ranged Grapple vs +16 Pinned/Bound DC23 Toughness (Staged) Damage (Energy or Physical)* Snare Touch/Area DC18 Reflex 1/2 Effect DC18 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC18 Fortitude Transformed** *Variable Descriptor. Energy against Plants, Physical against everything else. **Plants only. Totals: Abilities (40) + Combat (18) + Saving Throws (7) + Skills (12) + Feats (5) + Powers (68) - Drawbacks (0) = 150/152 Power Points
  9. Shooting Star Power Level: 10 (150/165PP) built as PL8 Unspent Power Points: 15PP Trade-Offs: -5 Attack / +5 Damage -4 Defense / +4 Toughness In Brief: Once crippled girl gains superpowers fixing her body, which she uses to help those around her. Alternate Identity: Alice Armstrong (Secret) Birthplace: Freedom City Residence: The Fens, Freedom City Occupation: Student Affiliations: None Family: Calvin Armstrong (Father), Linda Armstrong (Mother), Aaron Armstrong (Brother) Description: Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'10 Weight: 14824lbs (185.3 sans Density) 108.1lbs if Muscle Atrophied Eyes: Blue Hair: Black Alice is tall and well developed, with a well toned muscles and a curvy hourglass figure. Her hair has grown out from a pixie cut to be a bit more shaggy. It looks light and bouncy, but anyone who touches it finds that it is heavier than it appears, although still soft. She has full lips and a slightly concave button nose. She has high cheekbones and large expressive blue eyes that seem to invite people around her to be comfortable. As a civilian Alice wears dull, often very loose clothes, many are hand-me-downs from her brother that have been modified to fit her figure better, although they still hang loose off of her. As Shooting Star she wears a white body-glove with sky blue boots and gloves, her cape is similarly white, with a blue trim around the edges. She wears a bronze breastplate over her torso, although she doesn't need the armour. To conceal her identity she wears a cowl that lets her hair out but covers her eyes and nose. Unlike most heroes her suit is not made of any advanced materials, and mostly she relies on her own invulnerability and it's form fitting nature to resist damage as bullets and blades normally don't penetrate her skin, so the costume does not tear, but the suit and especially the cape does often end up dirtied or torn, and there are often holes, tears and dents in her breastplate. Some example images: https://imgur.com/a/CbF4Jhi *There are notes as to inaccuracy regarding clothing History Alice grew up in the Fens suffering from a condition that caused her muscles to atrophy, straining her parents already tight funds further. She spent the majority of her childhood tied to a wheelchair, only able to walk with help from others. Her parents both worked full time to make ends meet, while she and her older brother went to school. Even when very young she was very intelligent for her age, excelling in all her subjects while her brother, four years older than her excelled in the physical areas where she could not. Then on her twelfth birthday she woke up to a nest of splinters as her bed shattered beneath her. On reflex she tried to escape the collapsing bed, and found herself flying. Quickly she calmed down, lowering herself to the floor, and finding that her once atrophied muscles were now developed and toned. Her parents and brother burst into the room having heard the noise to find their daughter standing next to a bed that looked like a freight train had been dropped on it while staring at a body that was no longer scrawny and weak. Quickly she decided to become a superhero, as she had enormous strength, was incredibly tough and could fly incredibly fast, even capable of flying outside the atmosphere, and surviving up there, although she did ruin one of her favourite outfits discovering that she could survive reentry. Soon she became the hero Shooting Star, and fought to protect people. When she was fourteen, she fought a local super who was hiring themselves out to anyone willing to pay, including super villains, as hired muscle, only to find out that it was her brother. He didn't find out her identity, but she was shaken, knowing that he was out there doing mercenary work for villains. Her and her brother both developing powers for no reason intrigued her and she investigated, finding that beneath their house was a now inert divine artefact of the Greek Goddess Astraea that had been leaking power into the house since before her or her brother's conception, causing a mutation in both her and her brother. As a result they are both more susceptible to divine powers as now that they have been affected so strongly by the divine, it is easier to do again. Still she goes out almost every day outside school to fight crime, although so far she has avoided another confrontation with her brother. Personality & Motivation: Alice believes in doing good for goodness' sake. People need helping and she has the ability to do so, so she does so, but she would be lying if she said that that was the only reason. She enjoys the thrill of using her powers, pushing herself to the limits, the rush of dropping from orbit as flames curl around her. The adrenaline as she throws down with a villain, she laughs as villains try to pummel her to no avail, and grins when they can hurt her, savouring the chance to flex her muscles against a worthy opponent. Alice's love of both conflict and peace seem an oxymoron, but she enjoys a life without limits, she can fly to the Moon or Mars, or even further on a whim, and she takes full advantage of this fact. She has freedom and power and sees no point restricting herself as Shooting Star, living a life she would call 'sublime', with peaks and valleys taller and deeper than those of others, she allows herself to be more joyous and more melancholy, greater anger and humour, but she knows that to live like that all the time is not something she can do, so she treasures her time as Alice, living a poor but happy life, and occasionally taking breaks, floating in orbit and just looking down at the Earth or out at the stars, taking time to relax and emotionally recharge. Power & Tactics: Alice enjoys a straight fight, using her paragon power set to overpower her foes, relishing the challenge of a powerful foe. That is not to say Alice is simple however, while she enjoys her fights she also wants to protect people and stop the villains. If she finds that brute strength in a slug match won't win the day she will change up her tactics, fighting smarter if she has to, although her tendency to pick straight fights can get her in a lot of trouble. Her powers are her enormous density and strength, an incredibly high flight speed and the ability to fly and survive in space. She can fly at FTL speeds outside atmosphere, but has never tested to see her upper limits. Her mutation has left her vulnerable to divine powers, as the circumstances that caused her Power Descriptions: Her powers are simple, she is denser than osmium and incredibly tough and strong due to this fact, capable of propelling herself through both atmosphere and void and immune to the dangers involved. Complications: If people broke into my house and started searching for money, I'd start looking with them. Alice's parents struggle to make ends meet, both working full time to barely cover all of the bills and groceries. Alice may find herself in a position where her lack of funds disadvantages her. Oops, was that me? Alice's density and speed are both capable of causing large amounts of damage to public property or people. Alice's power can cause problems for her such as getting trapped due to her density or causing damage by flying too low and too fast. Where do you think you're going, Miss Armstrong? Alice goes to a public school, not Claremont, as such she cannot slip away to be a superhero at will. Alice's superhero duties get in the way of school, causing her trouble with the staff. Blood runs thicker. Alice's brother works as a super powered mercenary working for the highest bidder, often supervillains. She does not know why he went down this path or how far he has gone. She is conflicted about this situation because she does not want to fight her brother, whilst wanting to stop him from pursuing his current path and wanting to keep him out of jail while also wanting to preserve her own identity. Due to the complex feelings and difficult decisions regarding her brother, Alice is not sure how to handle a situation which involves her brother, and may worsen the situation by either hesitating too long or acting too quickly. Can I have some help please? If something causes Alice's density power to stop her muscles will revert to their previously atrophied state. She cannot move without assistance like that and cannot fight at all. If something interrupts Alice's Density power she cannot take any strenuous action. If she cannot fly she will not be able to move under her own power, needing either assistance or a wheelchair. Fickle and Temperamental Alice's powers are derived from an artefact of the Greek Gods, and when they find out about it they will likely act on the information in some manner. When the Greek Gods learn of the nature of Alice's power they may choose to act upon the information however they choose, claiming her as a champion, attempted murder or anything in between. This can easily complicate her life. Abilities: -8 + 4 + 8 + 8 + -2 + 10 = 20PP Strength: 36/2 (+13/-4) (Carrying Capacity: 58.9 tons) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 4 + 4 = 8PP Initiative: +2 Attack: +3 Melee (+2 Base, +1 Melee Attack Focus), +2 Ranged (+2 Base) Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Grapple: +21 (+3 Melee, +13 Strength, +5 Super-Strength) Knockback: -15 Saving Throws: 4 + 6 + 5 = 15PP Toughness: +12 (+4 Con, +8 Density), 8 Impervious Fortitude: +8 (+4 Con, +4 Base) Reflex: +8 (+2 Dex, +6 Base) Will: +4 (-1 Wis, +5 Base) Skills: 32R = 8PP Bluff 5 (+10/+14 Attractive) Diplomacy 5 (+10/+14 Attractive) Gather Information 5 (+10) Knowledge (Physical Sciences) 6 (+10) Notice 6 (+5) Sense Motive 5 (+4) Feats: 8PP All-Out Attack Attack Focus [Melee] 1 Attractive Dodge Focus 2 Interpose Luck 2 Powers: 58 + 25 + 4 + 9 = 96PP Density 17 (Hyperdense Body; Extras: Duration (Continuous), Unstoppable 5 (Applies to Immovable), Flaws: Permanent, Feats: Subtle 2) [58PP] (Divine, Mutation) Density Sub-Powers: Enhanced Strength 34 Immovable 5 Impervious Protection 8 Super-Strength 5 (Carrying Capacity: 58.9 tons) Flight 12 (50,000mph; Feats: Subtle) [25PP] (Divine, Mutation, Gravity) Super Movement (Space Travel) 2 [4PP] (Divine, Mutation, Gravity) Immunity 9 (Life Support) [9PP] (Divine, Mutation) Drawbacks: -5PP Vulnerability (Divine; Frequency: Very Common; Intensity: Major [+100% Effect Rank]) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC28 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (8) + Saving Throws (15) + Skills (8) + Feats (8) + Powers (96) - Drawbacks (-5) = 150/165 Power Points
  10. Madame Raven Power Level: 8/12 (180/201PP) Unspent Power Points: 21 Trade-Offs: +2 Attack / -2 Damage In Brief: A time displaced Callie Summer enjoys the 21st Centuy. Catchphrase: Don’t forget to like and subscribe. Alternate Identity: Calliope “Callie” Sen (Public) or Calliope “Callie” Summers (Secret) Birthplace: Hong Kong Residence: Apartment in New York and the dorms in Claremont Base of Operations: Claremont Academy, Bayview, Freedom City, New Jersey Occupation: Student and Influencer Affiliations: Students of Claremont Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self) Description: Age: 16 (DoB: 24st August 1973) Apparent Age: 16 Gender: Female Ethnicity: Asian / European mix Height: 5’7” Weight: 110 lbs Eyes: Green Hair: Black Whilst still having a little baby fat around the face Callie still shows the beauty that she inherited from her mother, though often marred by the scowl she got from her father. At the right angle, she also looks similar to her older duplicate, but not quite the same, like how on movies and television they hire a younger actor they hire to play the child version of the main character but they don't quite look the same. Not that Callie really minds as since her arrival she's made an effort to stand apart from her older self, cutting her hair short rather than the long hair that she's almost always used to wear it. Her clothes and makeup are all of the most fashionable available, but everything is either ethically sourced or from thrift stores. Her costume is a variant on the classic Raven costume, but made up of common available materials, the costume is mostly heavily modified motorcycle leathers with a pair of long lace-up boots. When needed she wears a domino mask, the only think she kept from the original Raven costume. Finally the cloak is a home made traditional cloth cloak with the scalloped feather like design at the bottom. Even her utility belt is a makeshift affair, a little less graceful than the original Raven design. Many of the gadgets insides are from those borrowed from the Raven suit, though she is very capable of making her own. History: Knowing nothing about her past as the granddaughter of the criminal mastermind Doctor Sin Callie grew up a fairly normal life, if one of incredible comfort as her father was one of the richest men in America. She also didn’t know that he was the masked Vigilante Raven, Duncan making sure that she was isolated from this world but also socially aware taking part in many of his many charities. She lived in New York, and experienced all the city had to offer, as well as going to the very exclusive St Thomas Aquinas Academy in Freedom City. On the eve of her sixteenth birthday, where at her party she’d learn that she was the daughter of Raven and granddaughter of Dr Sin, she was suddenly awoken by a strange woman in her apartment who was dressed in strange clothes that no one in ‘89 would dress. Her nanny / bodyguard Winnie Napier tried to stop the woman but in the struggle there was a flash of light and the pair found themselves in 2020, with the strange time traveller being nowhere to be found. The two quickly determined that they had somehow been transported thirty years into the future. As her older self wasn’t around Callie and her guardian took up residence whilst they decided what to do, as was the habit of her father the place was well enough stocked to keep then supplied for weeks. Whilst learning about the world through television and, eventually, computers and the internet. Staying inside for now Callie began to notice something odd about the dimensions of the apartment. Whilst her father hadn’t told her his secret, he had made sure to teach her the skills to be able to analyse the world around her, as well as self defence, along side the regular education. These skills allowed her to find where her future self had kept a spare version of the costume, even though she had given up the mantle a few years ago, and it didn’t take much to figure out that someone who lived here was the hero Raven (though she hadn’t figured out it was the future her). She couldn’t help but try on the costume and going a little stir crazy going out and about in New York city, and one thing led to another and she ended up stopping a mugging. That was it and she was hooked going out most nights to fight crime whilst she spend day, mostly afternoons, getting up to speed with modern culture. Becoming fascinated with social media she began to post blogs and video’s in character as Madame Raven. Her senior version had already began to suspect something was going on before Callie began posting on the internet and she quickly worked out where Callie and Winnie had been staying. And then with a quick trip from Freedom City to New York the Callie’s finally met each other. Both being as strong willed as each other the meeting didn’t go well but the younger Callie saw the wisdom in enlisting the aid of the adult herself. All travelling back to Freedom City the older Callie with the assistance of her father and the League determined that this was a younger version of herself and that it appeared to be her from the past, though the timeline didn’t appear to have changed. This was perplexing and they decided it was best to keep the younger Callie here whilst they figured out what as the truth, meanwhile they’d need to do something with the younger Callie whilst they investigated further. So it was decided, not that the younger Callie had a choice in the matter, that she would again attend Claremont and learn alongside other teen heroes. But she was strictly forbidden from going out heroing, though Callie had other ideas on this matter... Personality & Motivation: Whilst Callie tries to play it cool she genuinely enjoys being a hero, and being in the future, leading to her sometimes getting a little over enthusiastic. A cheerful upbeat eternal optimist she all tries to see the bright side of any situation and to encourage others to carry on despite the bleakness of the situation. A people person Callie enjoys the company of others, though she respects others boundaries, more than happy to keep up both sides of the conversation. With the natural charm of her mother she finds it easy to get on with most people, with only her own future self being hard to reach for many reasons. Powers & Tactics: Having now powers Madame Raven has to work hard to gain any advantage in a situation. Often that means improvising by using whatever is at hand to achieve that goal. She has a few gadgets which she uses often in a crisis, having studied other raven using these weapons in many situation. Whilst she has no formal training she has inherited a quite tactical mind that she can use to her advantage, though she often suffers from either her inexperience or overconfidence. Power Descriptions: Callie is a peak human with no powers, mostly through hours of exercise and education that her father had encouraged her to do. Her brief time as a hero as well as her further education at Claremont has increased her abilities to among the best a human can achieve at her age. Complications: A congress of Ravens: her future self is the Headmistress of the school and as such tries to interfere in Callie’s life, even if she tries to be subtle. This often places Callie in situations she really doesn’t want to be in. A conspiracy of Ravens: Someone bought her into the future, potentially breaking the timeline, who and why are unknown. She may occasional suffer weird temporal effects at the most inopportune of moments. An aerie of Ravens: Whilst she more or less acclimated to the 21st century this isn’t her home time and sometime she feels lost in a world isn’t her own. She hides it mostly but someone in the know could trigger her homesickness. A murder of Ravens: Over the years the Raven has gained a number of enemies overs the years, both her father and (future) self. A storytelling of Ravens: Being a fervent blogger and you-tuber much of Madame Ravens superhero life is well documented, something that a villain can use to counter an attack or gain an advantage on her. Unkindness of Ravens: Though she hides it well Callie has a certain amount of uncertainty, having been a hero for less than a years. Someone playing on those insecurities could effect her efficiency in a conflict. Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP Strength: 18 (+4) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 16 + 12 = 28PP Initiative: +10 Attack: +8 Base +12 Unarmed, +10 Ravenrangs Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +12 Knockback: -4 Saving Throws: 4 + 4 + 3 = 11PP Toughness: +4/+8 (+4 Con, +4 Body Armour) Fortitude: +8 (+4 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+5 Wis, +3) Skills: 172R = 43PP Acrobatics 9 (+15) Skill Mastery Bluff 9 (+15) Climb 11 (+15) Computers 3 (+10) Craft (Chemical) 3 (+10) Craft (Mechanical) 3 (+10) Diplomacy 4 (+10) Disable Device 8 (+15) Drive 4 (+10) Escape Artist 9 (+15) Gather Information 9 (+15) Intimidate 9 (+15) Skill Mastery Investigate 8 (+15) Knowledge (Streetwise) 8 (+15) Knowledge (Tactics) 8 (+15) Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish) Notice 10 (+15) Skill Mastery Pilot 4 (+10) Search 8 (+15) Sense Motive 10 (+15) Sleight of Hand 9 (+15) Stealth 9 (+15) Skill Mastery Survival 5 (+10) Swim 6 (+10) Feats: 34PP Attack Specialization (Ravenrangs) 1 Attack Specialization (Unarmed) 2 Benefit (Raven Legacy) 1 Benefit (Wealth) 2 Challenge (Fast Startle) 1 Dodge Focus 2 Equipment 9 Evasion 2 Hide in Plain Sight Improved Initiative 1 Jack-of-All-Trades Luck 3 Quick Draw 1 Skill Mastery (Acrobatics, Notice, Intimidate, Stealth) 1 Startle Takedown Attack 2 Ultimate Skill (Escape Artist) 1 Uncanny Dodge (Auditory) 1 Well-Informed Equipment: 9PP = 45EP Costume (Protection 4 [Feats: Subtle]) [5EP] Reinforced Gloves (Strike 2 [Feat: Mighty]) [3EP] Grapple Gun (Super-Movement [Slow Fall, Swinging, Wall-Crawling 1], Speed 1) [7EP] Utility Belt 8 (16PP Array) [18EP] Flash Bangs (Dazzle 4, Visual and Auditory, 40ft Range, 20ft Area [Extra: Area (Burst)]) [16PP] Smoke Bomb (Obsure 4, Visual, 40ft Range, 50ft Area [Extra: Independent]) [8PP] Stun Grenade (Stun 4, 40ft Range, 20ft Area, [Extra: Area (Birst), Range]) [16PP] Ravenrangs (Damage 2 50ft Range [Feats: Mighty 4, Improved Range 1 Extra: Range 1]) [5EP] Burglar's Kit [1EP] Cell Phone [1EP] Flash Googles [1EP] Gas Mask [1EP] Flashlight [1EP] Mini-Tracer [1EP] Rebreather [1EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Flash Bangs Range DC 14 Fort/Ref Dazzle Ravenrangs Range DC 21 Toughness Damage Reinforced Gloves Touch DC 23 Toughness Damage Stun Grenade Range DC 14 Fort Stun Totals: Abilities (64) + Combat (28) + Saving Throws (11) + Skills (43) + Feats (34) + Powers (0) - Drawbacks (0) = 180/201 Power Points
  11. Paper Power Level: 10 built as 8 (155/166PP) Unspent Power Points: 11PP Trade-Offs: None In Brief: Ex-juvie, out on conditional parole for ‘good behavior’, that can control paper and shape it to his will. Catchphrase: None Theme: ‘Good Left Undone’ by Rise Against, ‘Youth of a Nation’ by P.O.D. Alternate Identity: Leon Moore (Secret) Birthplace: Seattle, WA Residence: Claremont Academy Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy Family: Foster brother and sister Description: Age: 16 (DoB: March 19, 2004) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 175 lbs. Eyes: Grey Hair: Black Description: Black hair, cut short and brushed back except for a few bangs that won't cooperate. Leon keeps himself in shape, and trains to keep his agility. He likes to dress casually in his free time, anime/cartoon themed t-shirts and jeans usually. His ‘costume’ use to typically consists of a black short sleeved shirt with red trim, blue jeans and sneakers. He has though agreed to a change of colors to reflect the school’s colors. This is easy for him since his ‘costume’ is usually made of paper made to look and act like regular clothing. This is accompanied by a slim, black backpack with a few various books in it at any time, along with some personal items. Several small black pockets on straps around arms (1 on each), thighs (2 on each) and 2 each hip of his belt. Each pocket is large enough to hold a deck of index cards. Hanging on back of the belt is a case that holds 2 large rolls of paper about the width of receipt tape and hundreds of yards long. History: Born in Seattle to a teen mother, she moved to Freedom City when he was still young with her then boyfriend. When Leon began to show signs of not being ‘normal’ the man abandoned them. His mother felt she could not take care of a ‘special’ child and surrendered him to the foster system without telling them of his ‘nature’. Shortly there after she returned to family in Seattle. Leon has not had any contact with her since. In the system since age 8, Leon was moved from home to home several times, unable to settle, acting up, and trying to run away. At first, he blamed his powers for his mother abandoning him. When he was 11 he landed in the same foster house as two other children hiding their powers. With their help he accepted his powers and embraced them. The three agreed that they could only rely on each other and swore to always be there for the each other. Believing the system was a failure and that no one else could or would see them as more then either a burden or a paycheck, the three ran away together and turned to small crimes to do what they thought they needed to survive. Personality & Motivation: Leon has always been a bit of a show off. He was also the most ‘energetic’ of his trio of foster siblings. Not bad kids by nature, they simply felt let down and abandon by an over taxed system. Although feeling they had to do what they had to, to survive, none of them ever wanted to hurt anyone. Leon would never give up his siblings, and would never turn his back on them. He isn’t likely to trust anyone quickly, and even if he does, he would just be waiting for the other shoe to drop. If asked why he saved the officer he just shrugs and dismisses it as an act of stupidity on his part, not willing to admit he couldn’t stand to see someone get hurt. Power Descriptions: Leon can control and manipulate paper, altering its shape and strength at his will. He can make paper stronger than metal and sharper than any normal blade. He can make it solid enough to resist liquids and gas. He can even have it resist heat and fire to a point. It can easily protect from an explosion with little harm to the paper, but repeated or continued exposure could eat away at the paper eventually. Shaping it, he can create nearly anything from simple weapons and gear to clothing and simple golems. Many pieces of smaller papers can be melded into a single, seamless construction and when done with them the constructs fall apart into their original pieces, or what’s left of them. Aside from his power over paper, or perhaps more because of it, Leon has taught himself how to use simple weapons. These would cover most blades, clubs/maces, spears/staves, bows and arrows, and throwing objects. All things he can easily create with paper. Skill wise, Leon is quick and agile from practicing often. He is not overly strong, equal to anyone his size that works out every so often. He has also developed a firm sense of balance. Complications: And I don’t give a damn about my bad reputation: Reputation: Leon and his foster siblings have records with the juvenile courts, and he doesn’t care if others know. Being predisposed to thinking that, in the end, everyone is looking out for themselves. It’s just a flesh wound: Disability: Leon lost his left arm not long ago during a robbery attempt. During the robbery Leon and a rookie officer were caught in a building collapse, he protected the officer, but his arm was crushed mid bicep. Leon uses his powers to create and maintain a paper arm that looks real enough. ABILITIES 0 + 8 + 8 + 6 + 4 + 6 = 32PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +4, +8 Paper Control Defense: +8 (+5 Base, +3 Dodge Focus), +3 Flat-FootedUncanny Dodge Grapple: +4 (+4 Melee Attack, +0 Strength), +20 Paper Control, +26 vs Paper Knockback Resistance: 4/2 SAVING THROWS 4 + 4 + 6 = 14PP Toughness: +8 (+4 Con, +4 Force Field) Fortitude: +8 (+4 Con, +4PP) Reflex: +8 (+4 Dex, +4PP)Evasion 2 Will: +8 (+2 Wis, +6PP) SKILLS 100R = 25PP Acrobatics 6 (+10)Skill Mastery Bluff 7 (+10)Taunt Climb 5 (+5) Computers 7 (+10) Concentration 8 (+10) Disable Device 7 (+10) Escape Artist 6 (+10)Ultimate Skill Gather Information 7 (+10) Knowledge (Pop Culture) 6 (+9) Knowledge (Streetwise) 7 (+10) Knowledge (Technology) 7 (+10) Notice 8 (+10)Skill Mastery Search 7 (+10) Sleight of Hand 6 (+10)Skill Mastery Stealth 6 (+10)Skill Mastery FEATS 13PP Dodge Focus 3 Evasion 2 Improved Initiative Luck 2 Skill Mastery (Acrobatics, Notice, Sleight of Hand, Stealth) Taunt Ultimate Skill (Escape Artist) Uncanny Dodge 2 (Sense Types: Auditory, Visual) POWERS 53PP Comprehend 1 (Languages 1 [Read/Write Any]) [2PP] (Descriptors: Mutation, Paper Control) Comprehend 2 (Objects 2 [Speak To; Understand]; Flaws: Limited [Books, Paper, Paper-like objects]) [2PP] (Descriptors: Mutation, Paper Control) Force Field 4 (Extras: Impervious 5) [9PP] (Descriptors: Mutation, Paper Control, Paper Shields) Paper Control 15 (30PP Array; Feats: Alternate Power 5) [35PP] (Descriptors: Mutation, Paper Control) Base Power: [30PP] (Additional Descriptors: Lift Paper) Move Object 13 (Lifting Strength: 65, Heavy Load: 100 tons; Extras: Range [Perception]; Flaws: Limited [Paper]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [30PP] Alternate Power: [30PP] (Additional Descriptors: Lift Stuff With Paper) Move Object 12 (Lifting Strength: 60, Heavy Load: 50 tons; Range: 10 80ft Increments, 800ft Max; Feats: Accurate 2 [+4 Attack], Improved Pin, Indirect, Precise, Subtle) [30PP] Alternate Power: [30PP] (Additional Descriptors: Paper Projectiles) Blast 8 (Range: 10 80ft Increments, 800ft Max; Extras: Penetrating [4 ranks, Effective Damage 12]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [30PP] Alternate Power: [19PP] (Additional Descriptors: Paper Weapons) Damage 8 (Extras: Penetrating [4 ranks, Effective Damage 12]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Improved Critical 2 [18-20], Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [19PP] Alternate Power: [30PP] (Additional Descriptors: Shape Paper) Create Object 8 (Range: 800ft; Max Volume: 8 cubes; Toughness: 8; Lifting Strength: 40, Heavy Load: 3 tons; Extras: Duration [Continuous]; Feats: Precise, Progression 2 [25ft cubes], Selective, Stationary, Subtle) [30PP] Alternate Power: [28PP] (Additional Descriptors: Paper Cocoon) Snare 8 (Range: 10 80ft Increments, 800ft Max; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Obscures Senses 2 [Sense Types: Auditory, Visual], Reversible, Subtle, Tether) [28PP] Super-Senses 5 (Paper Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Mutation, Paper Control) ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Lift Paper* Perception Grapple vs +26 Pinned/Bound Thrown Paper Throwing DC23 Toughness (Staged) Damage (Physical) Lift Stuff With Paper Ranged Grapple vs +20 Pinned/Bound Thrown Object Throwing DC23 Toughness (Staged) Damage (Physical) Paper Cocoon Ranged DC18 Reflex (Staged) Entangled/Bound Paper Projectiles Ranged DC23 Toughness (Staged) Damage (Physical)** Paper Weapons Touch DC23 Toughness (Staged) Damage (Physical)** Shape Paper Dropped Paper Ranged DC18 Reflex Avoided DC23 Toughness (Staged) Damage (Physical) Paper Trap Ranged DC18 Reflex Trapped *Limited to Paper. **Variable Descriptor: Bludgeoning, Piercing, and/or Slashing Damage. TOTALS Abilities (32) + Combat (18) + Saving Throws (14) + Skills (25) + Feats (13) + Powers (53) - Drawbacks (0) = 155/166 Power Points
  12. Parhelion Power Level: 13 (as PL 8, 197/200PP) Unspent Power Points: 3 Trade-Offs: None. In Brief: Prince of an interdimensional union, come to bring freedom to Earth-Prime. Catchphrase: "What?" Theme: Shadowkeep OST: Salvation Alternate Identity: Leroy Remilikun Ransome-Conte, 'Li'(childhood nickname) Birthplace: New Atlantis City, Earth-W Tech 94527 Residence: Freedom City, Earth-Prime Base of Operations: Claremont Academy Occupation: Prince, philanthropist Affiliations: Claremont Academy, New Atlantis, Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle), Siblings by age: Older by 8-12 years Olokuye Ransome-Moko(elder sister), Olokode Ransome-Moko(elder sister), Olukoju Ransome-Seyi(elder sister), Olufon Ransome-Moko(elder sister), Older by 2 to 6 years Olaore Ransome-Seyi(elder sister), Olaiunu Ransome-Moko(elder sister), Oludotan Ransome-Seyi(elder sister), Olukoraiwa Ransome-Seyi(elder sister), Two deceased brothers, Equal age or 1 year difference Olagoke Ransome-Moko(elder sister), Oluyemi Ransome-Moko(elder sister) Younger Olutoye Ransome-Moko(younger sister), Oloroo Ransome-Conte(younger sister, blood) Description: Age: 17 (DOB: August 10th, 2002) Apparent Age: Late teens Ethnicity: Yoruban Nigerian/African-American Height: 6'5"/1.98m Weight: 205lbs/95.25kg Eyes: Gold Hair: Black Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is long and bejewled, hanging to his back in thick curls and rope-like braids meshed in precious metals or glittering with precious stones. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar. His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather. On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. As Parhelion, he uses his powers to shape a suit of crystalline black armor made from 'black diamond', actually a sheathe of extremely high-density ambient light and radiation energy. History: Leroy was born the third son and 13th child to the ruler of Earth-2, a dimension incorporating many Earths into one massive civilization. As a child he wandered the wild and monster-haunted worlds without fear, guarded by three of his mother's oldest friends. From the Rings of Refuge where the greatest of monsters can learn to be kind again, to the subterranean empires of the dragons, he went on countless adventures, making friends seemingly everywhere he went. His future seemed bright and certain. However, it soon became clear that he was not on the path to the One Power, the power underpinning the cosmos, the power that, as child of the leader to untold billions, he must have to be worthy of any status. When his efforts proved so feeble he needed a Phoros, one of the living stars, planted into his heart to grant him any powers at all, his fate was sealed. His friends were commanded to forget him, and he was restricted to New Atlantis so as not to become a liability. His mother's mind changed, however, when she heard about Claremont Academy, the crucible on her homeworld of Earth-Prime where new heroes were forged. Shortly after his 16th birthday Leroy and his dragon, the acolyte he had named Dio, departed for another world. Taught that his mother's homeworld languished under shadow and evil, Leroy wasn't expecting to find friends, a new faith and even true love there, but now that he has he needs to start answering some hard questions. Time isn't standing still, and his dreams won't happen on their own. He's no longer the Sun Dragon, now he is the reflection and herald of a greater brilliance. The Sun Dog, the Parhelion. Personality & Motivation: Leroy is passionate about everything he does, rarely solemn or even really calm unless there's something seriously wrong with him. He wants to love everybody, thinking that the only way for others to accept him is if he accepts everyone else unconditionally, but is slowly coming to understand that sometimes you just can't get along with someone else and making allowances for someone into infinity does nobody any good. This comes close on a deeper realization that he's not the sort of person his culture wants him to be on almost any level, from his fervent new faith to his total unsuitability or interest as a warrior. He doesn't want to kill or conquer, but that's the very foundation of his civilization. His relationship with Judy Cahill has especially changed his attitude. The women in his life had all been both physically and spiritually imposing, powerful beyond reckoning and singularly-devoted to their path to the One Power. That someone can be so opposite to that and still be strong internally, still determined to protect the weak and do good in the universe, has awakened Leroy to ideas he still doesn't understand. He's not yet matured, however, merely changing the absolute centre of his universe from his mother to the unbelievably idealized version of Judy he firmly believes is her true self. Powers & Tactics: Parhelion charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire. His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself. Power Descriptions: Parhelion's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power over gravity has extended to the creation of the superficially crystalline 'black diamonds', actually hyper-condensed forms of energy that act as solid interfaces between dimensions, allowing the transmission, storage and spontaneous creation of nearly any other form of energy. This naturally includes solid, liquid and gas phases of matter. As well, Sun Dragon's internal biology has been extensively altered, granting him enormous strength, ability to survive in hostile environments and durability. Complications: Anger: Leroy was brought up never to ignore injustice or wrongdoing, beyond reason or compromise. Bound: Parhelion would never willingly abandon his dragon Dio for any reason. Darkness: Leroy is paralyzed with fear in the dark, and struggles to enter places with dim or no light. Difficult Birth: The Phoros spark placed within his body is steadily, if slowly, growing. Random power fluctuations, crippling pain or abrupt ejection into space are some of the milder side-effects. Enemies: Though he's largely unaware of it, New Atlantis is based on the violent conquest of other worlds, and Parhelion is a much softer target than most of his family. Fully-Articulated: Under the shadow of greater power all his life, Leroy cows all too easily to his perception of proper authority. Lives With His Dad: Sun Dragon lives with his dad, anti-prison activist and musical instructor Lavernius Conte, on weekends and holidays. Mission: Parhelion is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard. Relationship(Judy Cahill/Daystar) As boyfriend of a member of the First Family of the United States, Leroy must work carefully to keep her secret safe from the myriad of enemies who would be all too happy to know about it. Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted. Responsibility(Powers): Parhelion power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from. Temptation(Power): Anything that seems like it will make Leroy more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible. Abilities: 16 + 4 + 16 + 4 + 4 + 8 = 52 PP Strength 26 (+8) Dexterity 14 (+2) Constitution 26 (+8) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 6 + 6 = 12 PP Attack: +3 (+8 Melee) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Initiative: +12 Grapple: +35 w/Super-STR, +16 w/out Knockback: -6/-2 Saving Throws: 0 + 4 + 4 = 8 PP Toughness: +8 (+8 CON, +0 [Other]) Fortitude: +8 (+8 CON, +0) Reflex: +6 (+2 DEX, +4) Will: +6 (+2 WIS, +4) Skills: 80r = 20 PP Diplomacy 8 (+11/+15 w Attractive)Skill Mastery Gather Information 7 (+10) Handle Animal 3 (+5) Intimidate 12 (+15)Skill Mastery Knowledge (Cosmology) 8 (+10) Knowledge (physical sciences) 8 (+10) Knowledge (tactics) 10 (+12)Skill Mastery Language 3 (Native: High Atlantean, Comanche, English, Yoruban) Medicine 8 (+10) Notice 8 (+10)Skill Mastery Perform(Dance) 2 (+5) Ride 3 (+5) Feats: 54PP Attack Focus (Melee) 5 Attractive Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1) Dodge Focus 5 Fearless Inspire Interpose Leadership Luck 2 Master Plan Sidekick 30 (Dio) Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice) Startle Powers: 2 + 44 + 12 + 1 = 59 PP All powers have the Cosmic descriptor along with any others given Comprehend 2 (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Limited(Languages from Earths))[2PP] Training Warp Array 20 (40PP Array; Feats: Alternate Power 4) [44PP] Dimensional, Gravity Dynamic Base Power: Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area(Burst, 5ft per rank, 25ft radius); Feats: Dynamic, Selective, Subtle)[23 PP] + Obscure 8 (40ft Visual Concealment; Extras: Duration(Continuous), Flaws: Range(Touch); Feats: Tether) [17PP] Light AP: Create Object 20 (black diamond constructs; Extras: Affects Others, Duration [Continuous]; Flaws: Action [Full], Permanent, Range [Touch]; Feats: Extended Reach [10ft], Innate, Precise, Subtle) [24PP] + Dimensional Pocket 3 (Extras: Duration 2(Continuous; Flaws: Action 1(Full); Feats: Progression(Weight) 7(10kLbs)[16PP] AP: Immunity 80 (Lethal Damage, Flaws: Changed to Non-Lethal Damage; Non-Lethal Damage, Flaws: Limited(Half-Effect))[40PP] AP: Move Object 18 (STR: 90, Max Load: 6.4K tons; Extras: Area(General, Burst(5ft radius sphere per rank); Flaws: Limited(Direction, attract/repel); Feats: Indirect 3, Tether)[40PP] DAP: Super-Strength 19 (Mass-Shifting; as STR 45, +95 to Carrying Capacity rank(+103), Maximum Load 25k tons; Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[22PP] + Drain Toughness 8 (Extras: Affects Objects; Feats: Affects Insubstantial(1/2 effect), Dimensional)[18PP] Immunity 12(Life Support, Own Powers, Sleep, Hunger/Thirst) [12PP] Biology Super-Senses 1 (Communication Link(Dio))[1PP] Psychic Drawbacks: (-1) + (-4) + (-3) = -8PP Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP] Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage(Staged) Ground Strike Burst(270ft) DC 23 STR/REF Tripped Shockwave Cone(170ft) DC 23 TOU/DC17 REF/STR Damage(Staged) Abilities (52) + Combat (12) + Saving Throws (8) + Skills (20) + Feats (54) + Powers (59) - Disadvantages (8) = 197/200 PP
  13. In Brief: Spider-Man as re-imagined by Guillermo del Toro, with bits of Robin and Daredevil mixed in. Character: Octoman Power Level: 14 (Built as PL8) Tradeoffs: None Power Points: 206/207PP Unspent Points: 1 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Sensational Cephalopod"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio "Ben" Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: The Claremont Academy dorms during the week, and an apartment in the West End on the weekend Occupation: Student Affiliations: Claremont Academy (Student) Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), several unnamed aunts, uncles, and cousins DESCRIPTION Age: 16 (Date of Birth: 2003) Apparent Age: 16 Gender: Male Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino. Height: 5'7" Weight: 140 lbs. Hair: None (Formerly Black) Eyes: Yellow (Formerly Brown) Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds all over his skin, which appear to be scars but are actually new orifices. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood generally sprays instead of dripping. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. HISTORY Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. PERSONALITY & MOTIVATION Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty lonely and sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. POWERS & TACTICS Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has no bones left in his body. They have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which makes it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. His body will recover inside a couple of hours from wounds that would kill or cripple a normal person, or at least leave them bedridden for days. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is; he has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch until they are hundreds of feet long. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body through a series of new orifices. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. That internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. COMPLICATIONS Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with. Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human. Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear, such as missing important dialogue. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words. Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time. Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character. Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this. Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition". Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him. Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep. Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate. Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types. Status (Minor): It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him. ABILITIES 2 + 4 + 4 + 8 + 4 + 8 = 30PP Strength: 26/12 (+8/+1), 56/12 Lifting (Heavy Load: 58,880 lbs. [29.44 tons] / 130 lbs.) Dexterity: 26/14 (+8/+2) Constitution: 26/14 (+8/+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT 6 + 6 = 12PP Initiative: +12/-2 (+8/+2 Dex, +8 Enhanced Improved Initiative, -4 Deafened) Attack: +8 Melee (+3 Base, +5 Melee Attack Focus), +3 Ranged (+3 Base) Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8 Melee Attack, +8/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +6 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/1 SAVING THROWS 0 + 0 + 6 = 6PP Toughness: +8/+2 (+8/+2 Con) Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +8/+2 (+8/+2 Dex, +0PP)Evasion 2 Will: +8 (+2 Wis, +6PP) SKILLS 72R = 18PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 13 (+17)Distract, Fascinate, Fast Task (Feint, Taunt), Skill Mastery, Taunt Computers 13 (+17)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill Craft (Electronic) 1 (+5) Disguise 0 (+5/+4, +10 or +50 with Morph) Escape 0 (+14/+2, Automatic with Insubstantial) Knowledge (Current Events) 6 (+10) Knowledge (Physical Sciences) 1 (+5) Knowledge (Pop Culture) 11 (+15) Knowledge (Technology) 6 (+10) Knowledge (Theology & Philosophy) 1 (+5) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 3 (+15/+5)Deafened Search 1 (+15/+5) Sleight of Hand 3 (+15/+5)Skill Mastery Stealth 3 (+15/+5) Swim 4 (+15/+5)Swimming FEATS 24PP Attack Focus (Melee) 5 Chokehold Distract (Bluff) Dodge Focus 5 Fascinate (Bluff) Fast Task 2 (Feint, Taunt) Grapple Finesse Luck 2 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion 2 Improved Initiative 2 Uncanny Dodge (Sense Types: Olfactory) POWERS 116PP Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract; 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 12 [12PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Feats 4 (Evasion 2, Improved Initiative 2) [4PP] (Descriptors: Mutation, Super-Reflexes, Super-Senses) Enhanced Skills 36 (Acrobatics 4, Disguise 1, Notice 10, Search 10, Sleight of Hand 4, Stealth 4, Swim 3) [9PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Brain Tissue Distributed Throughout Body, Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, No Skeleton, Shapeshifting) Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH, 250ft per Move Action; Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP] Base Power: [14 + 12 = 26PP] (Descriptors: Mutation, Super-Strength) Enhanced Strength 14 [14PP] Super-Strength 6 (Lifting Strength: 56, Heavy Load: 58,880 lbs. [29.44 tons]) [12PP] Alternate Power: [22 + 4 = 26PP] Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation) Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [24PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9; Any Form; +45 Disguise) [24PP] Alternate Power: [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] Alternate Power: [26PP] (Descriptors: Mutation, "Tentacle Storm") Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 6 (Acute Tracking Smell/Taste; Danger Sense [Sense Types: Olfactory]; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation, Suckers) Abilities (30) + Combat (12) + Saving Throws (6) + Skills (18) + Feats (24) + Powers (116) - Drawbacks (0) = 204/207 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC23/16 Toughness (Staged) Damage (Physical) Additional Limbs 250ft Max, + Elongation 60ft Increments Ink 25ft DC18 Reflex Dazzle (Visual + Olfactory) DC18 Fortitude Recover Tentacle Storm Touch/Area DC18 Reflex (Staged) Entangled/Bound (200ft Cone) Venom Touch DC18 Fortitude (Staged) Slowed/Paralyzed
  14. Morning glory In Brief: Your pretty standard paragon build. With maybe a big of campy booster gold personality. Character: MorningGlory. Power Level: 8 Tradeoffs: None Power Points: 150/150 Unspent Points: 0 Alternate Identity: Holly May Thomas. Identity: Public. Legal Status: Minor. Birthplace: Alternate Dimension Philadelphia, Pennsylvania County, United Kingdom. Base of Operations: Claremont Academy. Residence: Claremont Academy. Occupation: High School Student and Hero. Affiliations: Claremont Academy. Family: Unknown. DESCRIPTION Age: 17. Apparent Age: 17. Gender: Female. Ethnicity: British/Chinese. Height: 5'9" Weight: 160lbs. Hair: Black. Eyes: Black. HISTORY Holly that is to say THIS Holly was born in Philadelphia, Pennsylvania County in the North American lands of the United Kingdom. At some point early in her life she was the only survivor of a house fire that saw the deaths of both of her parents. And she was subsequently raised as a ward of the state. Her school and behavior while growing up fluctuated a great deal. Bouncing between orphanages and foster families, She wasn't so much a bad child as she was simply a difficult one. And by the time she had reached the age of thirteen she was at the best of times a problem to deal with. Playing hooky form school and escaping her children's homes on regular occasions to go out and stay with friends and some times simply in abandoned buildings. She was also slowly getting into low end criminal activities not really robbery but vandalism and steeling / stripping out valuable items for pocket change. A activity that often saw her and her friends wandering the city late at night, and it was on one of these nights that she and her friends where in a back ally in down town when a man stumbled in with them. Staggering and then collapsing onto the ground. On closer inspection they found that he was bleeding profusely and had stopped breathing. Most of her friends ran but Holly stopped to try and preform some amount of First Aid. The man seaming to largely ignore her attempting instead handing her a small wooden box while trying to mouth words to her to no real luck. She would have kept trying but at that point she both caught sight and heard others coming, at first she thought it might be her friends coming back with help. But instead two men moved down the ally each carrying a gun in there hands. But they didn't seam to notice the dying man until they almost tripped over him. And thankfully they hadn't seen Holly slip off down another part of the ally. She kept going until she was sure that they where not following before stopping to catch her breath. Finally remembering the box she had been handed. She checked it looking like a simple wooden box with a flower carved into it, a simple lid held on by a unlocked clasp. Opening it she found what looked like a gem stone. A number of thoughts went through her head, sell it? Turn it in? Hide it. A man had most likely been killed for it. None of these thoughts matters a moment later, the instant she touched it she was hit with a blinding flash of light. From that day on she became a hero. Not just a Hero her worlds first and only SUPER hero. The stone having given her powers far beyond a normal human, there where heroes already, but they where all mortals with skills and equipment. No Holly became Morning Glory taking the name of the flower that had been carved into the small wooden box. Yes she was a hero a flying bullet proof super strong hero. And it was never any question, with these powers she could have been a tyrant, but she had already seen enough suffering in her short life, she didn't want to cause anymore. And from the first moment she helped a person, a car crash victim who had been pinned in his car. She knew that by fate or by her own will she had been given these powers to help people. And for the next four years that's what she did, she helped people. Not just the people of her home people all over the world. She saved lives, stopped evil doers and even ended a few wars. With nothing to really stand in her path with real power, yes there where villians who by way of technology posed a threat but they had to get the jump on her or team up. And she had help also. More then she did four years before, her actions had lead to a increasing number of people taking to the streets to use skills and inventions to fight crime and help. Then... Holly showed up. No not that worlds Holly another worlds Holly. Appearing in a twisting portal of magical energy stepping out just long enough for Morning Glory to look confused before she herself was engulfed in the mystical energy and.. ejected. Not where she had been, but rather in the same place in another world. One like her own but so much different. And the most important differences was that here, she wasn't a hero. Luckily the change of outfit and hair between the two was enough to stop the team of heroes that where on location from attacking her thinking she was the OTHER her... They didn't however trust her enough to just let her go. And she was far to confused to agree to go with them until the police showed up. And thus started her time on earth prime. This world version of her being a low level magical villain, having stolen some other magical item and apparently used it to trade places with her either by accident or by choice. And this new world was a shock to her system, there where other super heroes. Not only that, she wasn't as far as she could tell even that powerful here. But.. She was still a hero right? She was still a good person she still wanted to help so she simply asked how to help and got a less then impressive answer... High school. While she is concerned about what is happening back in her own reality, her total lack of understanding how magic works makes it difficult for her to really return as of yet. PERSONALITY & MOTIVATION Holly IS Morning Glory even in her old world she was never really that bothered if some one knew who she was. She's helpful and happy almost to annoyance of others. With a can do outlook on life, and while she does have a strong sense of right and wrong she also believes that everyone can reform. Everyone has good in them. So she's never above trying to talk to people, that goes for both friends and foes alike. She believes in people, perhaps a bit to much. And she wants to help people, her personality can come off as artificial or vapid at times, but it all comes from a place of really wanting to be a force for good in the world. Motivation: Doing Good: Doing good is indeed its own reward. Because it is after all the right thing to do. Motivation: Justice: Part of being good is always seeking justice, not vengeance. But justice. Motivation: Responsibility: If your the strongest you can do what ever you want right? So then what makes some one the best? Choosing to do something good with strength. Motivation: Recognition: Morning Glory is the greatest hero in the world.. Just not THIS world. And that's actually really kind of a bummer. POWERS & TACTICS Morning Glory is accustomed to being the strongest and fastest thing around, so she never really developed much in the way of tactics. She does know how to put her back into it, and how to pull a punch. She knows how to avoid getting hit and how to put herself in the line of fire also. But for the most part her strength and speed are what she uses to get most of the work of being a super hero done. Her toughness and quick recovery time also means that she is hard to put and keep down. And her ability to go almost anywhere with no food, water, sleep or air also makes her very helpful at rescuing people. Her powers are less then subtle, both her flight and use of strength and speed causing a visible collection of white and gold static electricity to emit from her almost like she herself is putting off a huge amount of energy. COMPLICATIONS Honor: As the world greatest hero... Morning Glory is above dirty tricks and fighting dirty. And would never do anything to tarnish her reputation. Temper: While she heroic to a fault that does also mean getting mad at the sheer depths that criminals will lower themselves to. And she's not hard to play if you know how. Appearance After the effect of the Gem worked there literal magic on her Holly was a tall well built girl. Keeping her dark hair and eyes. Indeed she was more or less the same person she had always been, just... better. And she more or less stopped using normal clothing after that. First using durable cargo pants and a wet suit top. But as she became famous people started to help her with her 'costume' high tech durable materials. Largly keeping the tight wet suit feel. But adding heavy boots and gloves. As well as a belt, and eventually a cape. Clasped with a set of metal flowers. Abilities: 16 + 2 + 16 + 2 + 2 + 10 = 48PP Strength: 26 (+8) Dexterity: 12 (+1) Constitution: 26 (+8) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base, +6 Melee, +8 Unarmed. Defense: +8 (+5 Base, +3 Dodge Focus, +3 Flat Footed) Grapple: +15 Knockback: -7 Saves: 2 + 6 + 7 = 15PP Toughness: +8 (+8 Con) [7 Impervious] Fortitude: +10 (+8 Con, +2) Reflex: +7 (+1 Dex, +6) Will: +8 (+1 Wis, +7) Skills: 40R = 10PP Bluff 0 (+5, +9 w/ Attractive) Craft: Artistic 5 (+6) Diplomacy 5 (+10, +14 w/ Attractive) Gather Information 3 (+8) Intimidate 5 (+10) Medicine 2 (+3) Notice 9 (+10) Search 4 (+5) Sense Motive 7 (+8) Feats: 13PP Accurate Attack All-out Attack Attack Focus: Melee 1. Attack Specialization: Unarmed 1. Attractive Dodge Focus 3 Fearless Interpose Move-by Action Power Attack Takedown Attack 1 Powers: 14 + 5 + 3 + 4 + 2 + 15 = 43PP All descriptors: Magic. Immunity 14: (Aging, Critical Hits, Life Support, Sleep, Starvation and Thirst) [14pp] Impervious Toughness 5. [5pp] Regeneration 3: (Bruised +1, Injured +2) [3pp] Super Strength 1: (+5 Carry STR, Heavy load: 1.8k lbs; +1 STR to some checks [PowerFeats: Groundstrike, Shockwave]) [4pp] Flight 1: (Speed: 10 mph, 88 ft/rnd) [2PP] Mystic Power Array (10PP Array, Power Feats: Dynamic Base Power, Dynamic Alternate Power 2) [15DP] (Magical) DBP: Flight 5+1: (Speed: 500 mph, 4400 ft/rnd, perform routine tasks at 50x speed) (10pp) DAP: Speed 5 + Quickness 5 (Linked; Speed 250mph, 2200 ft/rnd. ) (10pp) DAP: Super Strength 5+1 (+30 Carry STR, Heavy load: 29.4 Tons; +6 STR to some checks) [10pp] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage [Physical] Totals: Abilities (48) + Combat (20) + Saving Throws (15) + Skills (10) + Feats (13) + Powers (43) - Drawbacks (0) = 140/150 Power Points
  15. Nightlife (AKA “Graveyard Shift” AKA “Shifty”) Power Level: 8 (180/185 PP) Unspent Power Points: 5 Trade-Offs: -2 Attack / +2 DC, -2 Defence / +2 Toughness In Brief: Sometimes undead master of bones! Catchphrase: “Time to die”, “I come alive at night!” Themesong: Bon Jovi “Wanted Dead or Alive” Alternate Identity: Ariel Cloud Birthplace: Freedom City Residence: Freedom City, Downtown Base of Operations: Freedom City (Loiters around graveyards..) Occupation: DJ Affiliations: None Family: Death Description: Age: 22 Apparent Age: 22 Gender: Female Ethnicity: Caucasian. Sort of. Height: 5’9” Weight: 55 Kgs Eyes: Green Hair: Blondish. Appearance: As default, Nightlife is a palid, anorexic and wan figure that looks half dead at best. Her hair is half falling out and thin, her skin is as white as snow, and so thin you can see pale veins beneath. However, this 'betwixt life and death state is something that she would appear as if her alternate forms are nullified and she is unable to change back. When alive, she is a tallish, slimish woman with a healthy glow, olive skin, and short cut blonde hair, usually dressed in party / club clothes, and often with headphones on. When dead, her eyes become white, her skin takes on a slightly green hue, and her hair becomes shocking white. She often dresses more "punk" when undead. This form has a dusty constitution; she is able to reform it into whatever shape she pleases, including things like floating through the air and seeping through gaps and cracks. History: Death is an abstract entity, its thread passing through Gods and Space and Time. And at one point in its infinite (and beyond) existence, Death decided to create life. A sort of experiment. Death ground the bones of a thousand forgotten corpses to dust. In the cauldron of oblivion, he brewed the dust under enchanted moonlight, adding to his mix black orchids and mushrooms from the wild fae realms that were blacker still. The dying breaths of a thousand souls fell into the cauldron and from it was born the daughter of death. She was human, really, as Death had intended. It was just that she was the daughter of death. Death placed her on earth by an orphanage, another abandoned baby that grew through the care home system relatively unscathed, although many professed she was somewhat odd, especially at the dead of night. In fact, some souls were outright creeped by her! By the time she was twenty, the Daughter of Death was a lover of life, a hit on the party scene, dancing and DJing her way to fame. She truly came alive at night. And then she died. She didn’t know quite how, but one frosty midnight, where the moon shone full and bright, she simply died. Not that that stopped her. Quite the reverse! She now understood that she was able to die whenever she pleased, becoming a creature of bone dust, a cloud of undeath. Awesome! Now its time to be a superhero! Personality & Motivation: Nightlife is a confident, sassy, fun loving woman who loves a party. She is generally friendly and supportive, and has her finger on the pulse of night life (obs!). She has seen a fair bit of misery in the care home system, and seen plenty of problems on the streets (and she is very anti-drugs because of it). She has a love of superheroes, idolising many of them, and when she found out she had her own powers, she felt it only naturalise to become her heroes! Powers & Tactics: Nightlife can create bones out of her body on a whim, throwing them to injure, or ensnare her targets. They appear at rapid speeds and can explode when fired, creating even more havoc! She can also move any bones, and hence is able to move many living creatures (or even some corpses), even breaking them with her power. She is highly resilient to injury and immune to any biological attack or need (such as sleep, food, or oxygen!). Normally, she is what might be called “Super-Alive”! her skin glows, her senses are super acute, she heals remarkably quickly (particularly from serious injury) and as a result, she is very attractive. She can become “undead”. In this form she is basically bone dust, although she can assume any shape, fly, and solidify her form. However, Nightlife can only change from “dead” and “alive” forms at night. She will usually operate at night because of this. She prefers to use her “dead” status when a hero, as it preserves her identity, but she would not be averse to using her “alive” form for related espionage or social challenges, and even as a full blown hero (if she has a mask!) It is possible that she can assume a “half-dead” form, either voluntarily or via something like nullify during the daytime (meaning she could not assume her dead or alive form). She becomes a rather pasty looking, normal woman in this case, deprived of the powers of death or life (although still able to command bones!) Power Descriptions: Nightlife’s only visible powers are the spontaneous creation and propulsion of bones from her body. She is able to move bones remotely, and can do this essentially invisibly. Complications: Daughter of Death: As Nightlife is linked to an abstract entity, she may be a person of interest to various other divine persons or abstract entities, or even worldly sorcerers. This may be a benign interest, but others may view her with suspicion or malice. Many supernaturally sensitive persons (such as shamans or witches) will be uneasy around her, recognising her for what she is. Some theologans or spiritualists may find her an abomination. Dreadful Dust Changing into her “dead” state causes a quite visible and lingering cloud of bone dust that can has a characteristic odour. This is far from subtle and may cause problems particularly if Nightlife is trying to be subtle or deceptive Don’t Stop The Party Nightlife is a party girl, prone to burning the candle at both ends, drink (although she doesn’t normally get drunk) and dance and PARTY. She is usually listening to music and can be distracted. No Soul To Speak Of Nightlife's soul is corrupted by her divine / abstract lineage. She has a soul and all the vulnerabilties of one, but on the flip side she has no advantages of a regular one in the most part. This means that beneficial effects like healing, boosting, and so on may well fail. Killing Trance Of course, as a hero, Nightlife would never kill voluntarily. However, if she ever did, by accident or other circumstance, she would find the passing of that soul quite overwhelming to her own sensibilities (as existing behind life and death). At best, she will be fascinated, but quite possibly distracted disorientated or even catatonic! Abilities: 0 + 2 + 0 + 2 + 4 + 10 = 18 Strength: 10 Dexterity: 12 (+1) Constitution: 10 Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 Defense: +6, +3 Flat Footed Grapple: +6 Knockback: -5 Saving Throws: 0 + 4 + 6 = 10 Toughness: +10 (+10 Protection) Fortitude: Immune (Either as construct or complete immunity depending on alternate form) Reflex: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 72 R = 18 PP Bluff 4 (+9) [Potential additional +8 when Alive/Attractive in play] Craft [Artistic] 4 (+5) Craft [Electronic] 2 (+3) Diplomacy 4 (+9) [Potential additional +8 when Alive/Attractive in play] Intimidate 10 (+15) Knowledge [Art] 4 (+5) Knowledge [Pop Cultue] 4 (+5) Knowledge [Streetwise] 4 (+5) Notice 4 (+6) [Or 13 [+15] When in Alive Form) Perform [DJ] 10 (+15) Perform [Dance] 6 (+11) Search 0 (+1) [Or 4 (+5) When in Alive Form) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 3PP Benefit 1 [Wealth, Well Off] Favoured Opponent: Undead Improved Initiative 1 Powers: 30 + 37 + 30 + 10 = 107 All powers have divine and necromancy descriptors in addition to others noted. Alternate Form 5 (Extras: Continuous, Feats: 1 Extra Alternate Form, Drawbacks: Can only activate/change at night [-1]) 30 PP “Life and Death!” Base Form: “Alive!” [6 + 16 + 3 = 25 PP] (Glowing with health!) Enhanced Attributes 6: Notice +9, Search +4, Attractive 2 (6 PP) Regeneration 14 (+9 To recovery check, Disabled 2 [1/hour], Injured 3 [1/minute], Feats: Persistent, Regrowth) [16 PP] Super Senses 3 (Extended 1/x10 to normal visual, auditory, hearing) [3 PP] Alternate Form: “Dead” [-10 + 7 + 2 + 14 + 12 = 25 PP] (Cloud of bone dust) Reduced CON to Zero (Becomes a construct) [-10 PP] Flight 2 (25 mph, Extras: Continuous, Feats: Subtle) [7 PP] Immunity 2 (Critical Hits) [2 PP] Insubstantial 2 (Extras: Continuous, Feats: Selective, Subtle) [14 PP] Morph 3 (Any Form, +15, Extras: Continuous) [12 PP] Bone Array (33 PP array, Feats: Alt Power 4) [37 PP] [Also Has Bone Descriptor] BP: Blast 10 (Extras: Autofire, Feats: Variable Descriptor [Bone*], Improved Critical 2) [33/33 PP] AP: Snare 10 (Extras: Autofire, Feats: Reversible, Improved Critical 2) [33/33 PP] AP: Telekinesis 8 (40 STR, Extras: Damaging, Perception Range, Flaws: Limited to things with bones in them [-1], Feats: Precise, Subtle) [26/33 PP] AP: Blast 8 (Extras: Burst Area, Feats: Progression, Decrease Area 8, [1-40’r], Variable Descriptor 1 [Bone*]) [33/33PP] AP: Snare 8 (Extra: Burst Area, Feats: Progression, Decrease Area 8 [1-40’r], Reversible) [33/33 PP] *Projected bones can be of variable form (i.e. Slashing/Piercing/Bludgeoning) Immunity 30 (Fort Effects) [30 PP] Protection 10 [10 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Bone Blast Ranged DC 25 Tough (Autofire) Damage Bone Cage Ranged DC 25 Reflex (Autofire) Snare Bone Explosion Range/Burst DC 25 Tough Damage Bone Cages Range/Burst DC 25 Reflex Snare Totals: Abilities 18 + Combat 24 + Saving Throws 10 + Skills 18 + Feats 3 + Powers 107 = 180/185 Power Points
  16. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 206/216PP Unspent Points: 10 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 Here is a new DC chart for the "Combat" section reflecting the changes: ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal, Incurable) Blood Drain Touch/Grapple DC18 Fortitude* Drain Constitution* Opposed Will vs +8** Mind Reading DC18 Will (Staged)** Sickened/Nauseated/Incapacitated Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +8** Mind Controlled DC18 Will** Transformed (Memory Altered) Psychic Invisibility Personal DC18 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses. SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 32R = 8PP Craft (Culinary) 1 (+5) Handle Animal 0 (-) Intimidation 1 (+13/+5, +15 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 11 (+15) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 1 (+12/+4) Ride 0 (-) Search 0 (+12/+4) Sense Motive 0 (+12/+3) Stealth 0 (+15/+2) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 7 (35EP) EQUIPMENT 7PP = 35EP POWERS 168PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Restoration, Total Flaws: Limited [Objects], Personal, Source [Blood]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria) Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP] Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain, Mind Reading], Flaws: Requires Grapple) [8PP] Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs; Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [7 + 2 = 9PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [15PP] (Additional Descriptors: Mist Form) Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP] Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP] Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], Distracting, Sense-Dependent [Visual], Feats:Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP] DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (8) + Feats (2) + Powers (168) – Drawbacks (13) = 206/216 Power Points
  17. Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform (Keyboards) 4 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
  18. Curveball Power Level: 8 (128/149PP) Unspent Power Points: 21 Trade-Offs: None In Brief: Four armed mutant baseball girl Alternate Identity: Jasmine "Jazzy" Rita Jagger Birthplace: San Francisco Residence: Emerald City Occupation: Commercial Endorsements Affiliations: None Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach) Age: 21 Apparent Age: 21 Gender: Female Ethnicity: (Mainly) Caucasian Height: 5'7" Weight: 68 Kgs Eyes: Blue-Green Hair: Short Blonde History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents. Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed. Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already. Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! Personality & Motivation: Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise and can be a bit obsessive about it. She has developed a bit of a comradery with other freaks and weirdoes. She particularly likes campaigning for the living and dead victims of Darwin-X. Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done. Powers & Tactics: Jazzy was always athletic, but her physical abilities are slightly improved, in particular, she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement). Her arms are no adjusted to provide incredible throwing power and speed, although only for light objects. Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!) Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats. Complications: Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that. The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this... Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out. Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual). Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20 Strength: 12/20 (+5) Dexterity: 18/20 (+5) Constitution: 16/20 (+5) Intelligence: 10 Wisdom: 10 Charisma: 14 (+2) Combat: 18 + 18 = 36 Initiative: +9 Attack: +9 Defense: +7,+4 Flat Footed Grapple: +12 (+16 Using All four arms) Knockback: -3 Saving Throws: 5 + 5 + 5 = 15 Toughness: +7 (+5 Con, +2 Protective Vest) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +5 (+5) Skills: 15 PP = 60 R Acrobatics 8 (+13) Skill Mastery Bluff 4 (+6) Climb 8 (+13) Skill Mastery Intimidate 4 (+6) Knowledge [Pop Culture] 6 (+6) Knowledge [Streetwise] 2 (+2) Notice 4 (+4) Perform [Acting] 4 (+6) Sense Motive 4 (+4) Stealth 8 (+13) Skill Mastery Swim 8 (+13) Skill Mastery Feats: 15 PP Acrobatic Bluff Ambidexterity Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar] Equipment 2 Evasion 2 Improved Aim Improved Critical 2 (Thrown Baseball) Improved Initiative 1 Precise Shot 2 Quick Draw 1 (Draw) Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim) Takedown Attack 1 Equipment: 2PP = 10EP Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP] Undercover Shirt (Protection 2, Subtle) [3 EP] A half dozen baseballs ready for throwing [0 EP] Powers: 2 + 14 + 1 +1 + 5 + 3 = 26 (All powers have mutant descriptor) Additional Limbs (2 Extra Arms) [2 PP] "Four armed" Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost" Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP] Speed 1 (10mph) [1 PP] Super Senses 5 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles], Low-Light Vision, Microscopic Vision [Dust] ) [5 PP] Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms" Throwing Distances For Light Load (14 Kgs / 133 Lbs max) Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage Baseball Bat Touch DC 22 Tough Damage Thrown Baseball Ranged DC 22 Tough Damage Thrown Paperclip Ranged DC 17 Tough Damage Abilities 20 + Skills 15 + Feats 15 + Powers 26 + Combat 36 + Saves 15 = 128/149 PP
  19. Chance Lebeau Power Level: 8/12 (180/185PP) Unspent PP: 5 Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness In Brief: Dashing rogue tuning over a new leaf. Alternate Identities: Chance Lebeau (Secret) Birthplace: Somewhere Occupation: Gambler, Nightclub Owner, Grifter Affiliations: The Fix, Pier 6 (Nightclub) Family: Child (Deceased) Age: 179 (DoB: 1825) Apparent Age: Early 30s Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 200 Eyes: Green Hair: Blond Chance has always been handsome, sometimes its dressed down and sometimes its cleaned up. He can rock a tux as easily as he can his jeans and battered hat but most of the time, he plays heavily into his good ol' boy southern charm with jeans, jacket and cowboy hat. Tall, blond and tan, without the trappings or scruff, he could very easily blend into a Hollywood gala. He's certainly got the charisma for it. He doesn't look out of place behind his bar, though, as Chance has always been able to blend into his surroundings. History: Chance's family were part of settlers heading out west. Born in 1825, the Frontier was sold to the family as a great land of riches. The trail, however, was a lot harsher than they had ever anticipated. They settled along the border of Texas and Lousiana after Chance's mother died along the trail. Motherless, Chance's father was not the best of role models as gambling and drink took over his life as he drowned in his grief. Still, despite the bad habits that he picked up, Chance grew up and settled down. He married a local girl, and had a child of his own. Despite his best efforts to not become his father, fate had other plans. With the war between North and South, his small family was caught in the middle and despite his best efforts to avoid the entire thing, his wife and child were killed during one of the many skirmishes. With nothing to hold onto, like his father before him, Chance took the only solace he could find. Gambling and drinking away his future, he would have likely ended up in the gutter until by chance he sat down at a game where the only price to enter was the one thing he no longer gave a damn about; his soul. Personality & Motivation: Chance is a man who has lost everything, several times over, and is still on his feet and walking. He tries to make the best of it, really, although Chance would be the first to tell you that if the world was remotely fair, he'd not have been the one 'blessed' with immortality. It's hard for Chance to make attachments but once he does, the threat of loss is an ever present motivation. He tries not to let people get to close - keeping them at an amiable arm's length where they don't actually get much past Chance's charming surface. He's certainly no 'lone immortal', as his bar is ever full and he knows most of their names at a glance. He even likes them. It takes, however, a great deal to actually touch the man behind the mask. He could be anywhere in the world, but he's here in Bedlam. Originally, it was just supposed a stop along the way but one of the few more-than-friends asked for a single favor. "Look after my bar," his old grifting partner asked, and then had the ill grace to die. Chance can't just walk away from that promise but it's just a bar. At least, that's what he tells himself. Powers & Tactics: Chance would rather talk himself out of any problems that might come his way. Just because he can fight, doesn't mean that's ever his go to. For Chance, physical violence is a last resort; the final ace in his pocket. He'd much rather people go for the razzle dazzle of his bluster, or his misdirection. In a conflict, Chance would rather escape. If he has to fight, though, he's all the more dangerous because it means that either he's been cornered with no other option or, worse, one of the very few things he cares about is being threatened. Complications: Deal with the Devil: He's made a deal for his soul and while he's currently got the upper hand, every gambler knows that a winning streak can't last forever. History Catches Up: Two hundred years is a long time to live, Chance has done a lot and seen a lot, and some days that's not a good thing. Abilities: 2 + 8 + 4 + 4 + 8 + 10 = 36PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 / 30 (+5 / +10) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Base, +7 Melee, +13 Unarmed, +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -2 Saving Throws: 4 + 4 + 6 = 14 Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4 Base) Reflex: +9 (+4 Dex, +4 Base) Will: +10 (+4 Wis, +6 Base) Skills: 128R = 32PP Bluff 10 (+20) [Skill Mastery, Second Chance] Diplomacy 10 (+20) [Skill Mastery, Second Chance] Disable Device 8 (+10) Disguise 10 (+20) Drive 6 (+10) Escape Artist 11 (+15) Gather Information 10 (+20) [Skill Mastery] Intimidate 5 (+15) Knowledge: Art 3 (+5) Knowledge: Business 3 (+5) Knowledge: Current Events 3 (+5) Knowledge: Popular Culture 3 (+5) Knowledge: Streetwise 8 (+10) [Skill Mastery] Language 2 (English [Native], French, Russian) Notice 6 (+10) Profession: Gambler 12 (+16) Sense Motive 6 (+10) Sleight of Hand 6 (+10) Stealth 6 (+10) Feats: 37PP Attack Focus: Melee 3 Attack Specialization: Unarmed 3 Connected Contacts Defensive Roll 1 Distract: Bluff Dodge Focus 6 Equipment 4 Fascinate: Bluff Fascinate: Diplomacy Luck 2 Quick Change 2 Second Chance 2 (Bluff, Diplomacy) Set-Up Skill Mastery 1 (Bluff, Diplomacy, Gather Information, Knowledge: Streetwise) Taunt Teamwork 3 Ultimate Effort 2 (Bluff, Diplomacy) Well-Informed Equipment: 4R = 20EP Headquarters [20EP] (Toughness 10 [1EP], Size: Large [2EP], Features [17EP] (Communications, Computer, Concealed 2 (DC +15), Cover Facility, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System 3 (DC 30), Workshop) Powers: 5 + 10 + 10 + 6 + 10 = 41PP Device 1 (Flaws: Hard to Lose, Feats: Subtle) [5PP] (Earbud; Technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5PP] Drain Wisdom 8 (Extras: Range 2 [Perception], Alternate Save [Will], Flaws: Action [Full], Sense Dependent [Auditory], Feats: Subtle, Insidious) [10PP] (Razzle; Infernal) Enhanced Charisma 10 [10PP] (Dazzle; Infernal) Mind Reading 8 (Extras: Action 2 [Free], Flaws: Distracting, Limited [Surface Thoughts], Limited [Requires Interaction], Feats: Subtle 2) [6PP] (Cold Read; Training) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; Magic) Create Object 2 (Max Size: 2 x 5' Cubes; Flaws: Range [Touch], Feats: Precise, Subtle 2) [5PP] Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Move Object 3 (Flaws: Duration [Concentration], Feats: Subtle 2) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Drain Wisdom Perception DC 18 Willpower Drain Wisdom Mind Reading Perception DC 18 Willpower Mind Reading (Surface Thoughts) Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (32) + Feats (37) + Powers (41) - Drawbacks (0) = 180/185 Power Points
  20. Player Name: Thunder King Character Name: The Tattered Man Power Level: 8/11 (150/173 PP) Trade-Offs: None Unspent Power Points: 23 In Brief: A murdered police officer, saved and empowered to save Bedlam. Residence: A cheap motel in Downtown Bedlam Alternate Identity: John Smith Identity: Secret Birthplace: Milwaukee, Wisconsin Occupation: Freelance and under the table work Affiliations: None Family: None he associates with Description: Age: 33 Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 185 Eyes: Gray Hair: Brown John's appearance varies by which face he's wearing, but his default appearance is of a man of average height and build, with a handsome but otherwise nondescript face. His hair is neatly trimmed and his face is clean shaven. He deliberately picked this face to make himself appear as bland and as uninteresting as possible, to make it easier to fade into crowds and keep his head down. John's costume is an old, tattered coat that's somehow connected to his powers. Despite being tattered and worn, it keeps him warm, and any further damage seems to somehow repair itself. With it, he wears a simple pair of black khaki pants, worn old boots and gloves. All in plain earth tones of black and brown, with a plain black cloth mask over his eyes, forehead and nose to stop 'John Smith' from being recognized. Power Descriptions: John is empowered by ghosts. He's stronger, tougher, and more perceptive than he once was. He can change his appearance to look like one of the ghosts did in life. He heals much faster than an ordinary person, and he can tap into the memory of places and objects that are associated with death. The visions he receives in this way, however, are often jumbled and twisted by emotion. History: He was born Stephen Chambers in Milwaukee, Wisconsin. He was an only child, raised by neglectful and abusive parents. His teenage years were full of anger, strife, and bad choices. However, sometime during high school he resolved to make something of himself. He emancipated himself and worked his way through college, trying to make a difference, wanting to be a cop. He served in Milwaukee for a time, and felt good about his life and the choices he made. Then, he transferred to Bedlam. He was in over his head and failed to see the warning signs. He knew Bedlam was bad, but he was unprepared for the scope of the corruption. He learned, though, six months into it. He was betrayed by someone he called a friend, and kidnapped. He saw things he shouldn't have seen. They dragged him out to an old abandoned lot and put two bullets in him, then buried him. Something about the gun or their aim went bad, because as bad as it hurt, he wasn't dead. The old lot was full of ghosts, the spirits of the slain. All the people who had been disposed of there over the years. They found him, clinging to life, and they concocted a plan. They poured power into him, supernatural, spiritual energy. They healed him, they strengthened him. They taught him a lot of what they knew about Bedlam, but the long years of haunting made much of their advice and knowledge incomprehensible. He doesn't quite know how long he was buried, some of his own memories were lost in the shuffle. He knows he was buried in autumn, and awoke in winter, and he doesn't quite know why. He dug himself out of his grave and discovered he was wearing a tattered old long coat, which he did not remember owning or wearing. He found himself some contacts for under the table work, and a motel that takes cash but doesn't ask questions. He introduces himself as John, John Smith, to all who ask. However, when rumors started up of a crazed man in an old coat sticking his nose in where it didn't belong, the rumors called him the Tattered Man. Personality & Motivation: Despite what happened, John's attitude hasn't gotten much worse. He's bitter about what happened to him, but he tries not to let it tear him apart. Whatever else happened, he's still alive. He feels that his newfound powers are more blessing than curse, because now he can fight Bedlam's corruption with the benefit of total anonymity. Powers & Tactics: John hits hard and moves fast, using basic self-defense techniques simply and efficiently. He can survive more than an ordinary person, but knows his limits. Therefore, he takes advantage of the environment and never fights fair when he can avoid it. Complications: Amnesia: There are some details about his former life that are fuzzy, up to and including the identities of his own attempted killers. He has most of the skills and knowledge that he used to have, but some of the minutae of his personal life remain a mystery. So Many Faces, So Little Time: John can change his appearance, but has a specific set of appearances he can take on. This means he has to be careful which faces he shows to whom, and can be caught if he's not careful. I am John Smith: John has no family, no friends, no support network, no job, and no real home. If it can't be done with cash or haggling, he can't do it. Through a Glass, Darkly: His postcognition is the ability to see visions of deaths in an area or on an object. However, this is done through the eyes of those who experienced it, either the killer, or the slain. What he sees is usually twisted and strange, difficult to understand and heavily influenced by emotional states. He has to parse what he sees and interpret it, and these interpretations are not perfect. Abilities: 4 + 8 + 6 + 8 + 4 + 6 = 36PP Strength: 14/26 (+2/+8) Dexterity: 18 (+4) Constitution: 16/22 (+3/+6) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +8 Attack: +8 Melee, +5 Ranged Grapple: +16 Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -4 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +8 (+6 Con, +2 protection) Fortitude: +8 (+6 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 104R = 26PP Acrobatics: 6 (+10) Computers: 4 (+8) Disable Device: 6 (+10) Disguise: 2 Escape Artist: 4 (+4) Gather Information: 8 (+12) Intimidate: 8 (+11) Investigate: 8 (+12) Knowledge (Civics): 6 (+10) Knowledge (Current Events): 6 (+10) Knowledge (Life Sciences): 6 (+10) Knowledge (Streetwise): 6 (+10) Medicine: 4 (+8) Notice: 8 (+12) Search: 8 (+12) Sense Motive: 6 (+8) Stealth: 8 (+12) Feats: 24PP Attack Focus (melee) 3 Beginner's Luck Dodge Focus 5 Elusive Target Fearless Hide in Plain Sight Improved Disarm Improved Initiative Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Quick Change Takedown Attack 2 Uncanny Dodge (Audio) Powers: 6 + 12 + 2 + 4 + 2 + 2 + 3 + 10 = 41PP All Powers are of the magic descriptor Enhanced Constitution 6 (to 22) [6PP] Enhanced Strength 12 (to 26) [12PP] Leaping 2 (x5; running jump 90ft; standing jump 45 ft, high jump 22 ft)[2PP) Morph 2: Broad Group (The dead buried in the abandoned lot) [4PP] Protection 2 [2PP] Regeneration 2 (Injured 1/5 minutes) [2PP] Speed 3 (50 mph, 440 ft. per move) [3PP] Super-Senses 10 (Accurate Audio, Darkvision, Postcognition) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (7) + Skills (26) + Feats (24) + Powers (41) - Drawbacks (0) = 150/173
  21. Dr. Rosa Thorne Power Level: 8/10 (173/196PP) Unspent Power Points: 23 Trade-Offs: None In Brief: One's an Occult Scholar the other a down on there luck private investigator, who happens now to share the same body. Together they fight the forces of the occult! Alternate Identity: Dr. Thorne, Occult Detective (Public) Birthplace: Milwaukee, Wisconsin Occupation: Former Occult Scholar, Private Investigator Affiliations: Black Rose Detective Agency Family: Phillip Thorne (Father), Rhosyn Thorne (Mother), Anissa Thorne (Sister) Description: Age: 26 (DoB: 1990) Gender: Female Ethnicity: African-American Height: 5'3" Weight: 140lbs Eyes: Brown Hair: Black Rosa has never been one to worry about her figure though she has always been active enough that she's never gotten too large, though she still has some curves about her. Likewise, she tends to wear only a little makeup, enough to allow her natural beauty to shine through. Countering this though Rosa has never had a day when she felt she should dress casually, still dressing even now as if she is about to go to a days work. Of the two of them, she's the one most likely to wear a sensible trench coat, if the weather calls for never as any kind of fashion statement. History: Rosa’s father had always told her that she could achieve anything that she could set her mind, something she’d taken to with some gusto. Whilst other followed the exploits of the brightly colored superhero’s Rosa was drawn to lesser known, but no less fascinating, exploits of those that fought the forces of the supernatural. She devoured every report and story of such thing, even sneaking into movies on such themes even if they were well above her age. A smart capable girl turned into an even more capable young woman who with a keen intellect had managed to gain an education at an early age in every field of occult studies, despite no magical talent of her own. She eagerly looked forward to a fruitful career in academia sharing thoughts and idea’s among her intellectual peers. Unfortunately for her many in the field where quite conservative in outlook not ready to listen to someone as young as she was, especially one of her gender and a few unfortunately of her race. Despite this, she soldiered on not willing to surrender so easily to those who wanted to put her down, instead of putting her efforts in pure academic research more and more esoteric subjects. But even she had days when despair would get the better of her and on one fateful occasion, she meets someone who would change her entire life. After one especially draining conference lecture, where her rather elegant discourse on a very poorly known aspect of occult lore had been dismissed out of hand by her audience, she was approached by a man with a literal Faustian pact. She of cause knew of him, the infamous Mr. Infamy, and in normal circumstance would have been fascinated to have the chance to talk to such a renowned occult figure of mythic proportions. But that day she was angry, tired and had maybe one too many whiskeys already and was more than willing to complain to him about how hard it was to get the kind of respect she was after in a field dominated by men. Rosa couldn’t remember exactly what she’d ask for but to the best of her knowledge if must have been something about being able to compete on an equal footing with men. When she awoke the next day she was in for a shock as the face she saw in the mirror wasn’t her own but of an older white man. And she wasn’t alone for now she was sharing her consciousness with that of the bodies original occupant, Liam Conners. Rather calm for such a momentous event the two of them quickly reached an uneasy peace and with a little investigation it was discovered that they could easily shift between the forms of Liam and Rosa. Such a victory was quickly tempered by another rather less pleasing revelation Dr. Rosa Thorne apparently had never existed all her documentation, achievements and right now more importantly saved money had vanished overnight. All they had to their name was a few dollars and a Private Investigation license to operate in a city that Rosa had never even heard of, that of Bedlam. Despite all this, both of them weren’t willing to give up completely and with Rosa help they managed to subtly alter the kind of business the now rebranded Thorne Investigations would deal with, a cesspool of a city like Bedlam tended to draw the worst of Supernatural entities something calling for their rather unique skills. Personality & Motivation: Rosa might be an excellent scholar but she isn’t exactly a people person she often crotchety and rude to people and tends to treat everyone like she’s the smartest person in the room, which to be fair in many situations this is true. It’s not helped by the fact that she’s extremely strong-willed and stubborn to a fault. She also has a very nasty habit of keeping things to herself only reluctantly revealing information when push comes to shove, not that she’s withholding information to herself she just want to wait until she has all the information to hand to come to a conclusion. Sometime the drive to discover the truth of a certain supernatural event or creature will overcome the necessity of dealing with said problem. Despite sometimes not seeming to care Rosa is a very passionate believer in helping people in trouble, making the city better by saving the souls (sometimes literally) one person at a time. Any friends she has are vanishingly rare since “moving” to Bedlam, lovers are nonexistent, very few can see beyond the hardened shell to the actually quite kind and generous person that lives under all that baggage. Powers & Tactics: If she can help it Rosa isn't really a fighter, that Liam's job, and will happily allow others to fight her battles for her. When it comes to magic matters, however, Rosa is more than happy to get involved, especially now that for some reason she can use all the knowledge she's gained over the years. She's still not one to rush into things, however, preferring to take the time to gather all the information before acting. Power Descriptions: The consciousness of Rosa are Liam are bonded together into a single entity and whilst both of them exist at the same time only one of their bodies, along with their accumulated skills and knowledge's, can be present at one time. With almost no effort they can shift between either of them, with the others mind taking a back seat to watch over and offer suggestions. With both always being active they remember everything that's happened since being bonded, through their own personalities can color their viewpoints, event prior to this are often only available when occupying that form. Whilst they have very different body shapes, and obviously, genders, the necessities of the bodies, for good and ill, are magically linked in such a way that they don’t have to make an effort to maintain both forms. This also means that if one of them get drunk or drugged the other would feel the effects and same goes for anything injuries the other might suffer. When one sleeps so does the other and as far as they can tell neither of the two consciousness's can operate independently of the other. Whilst neither of them are in a hurry to find out for certain it appears that anything specific to one form over the other does not appear to function, as far as they can tell Rosa would be incapable of getting pregnant for example. Somehow the bonding of the two has allowed Rosa to use the occult knowledge she had to collect to achieve real tangible results, but only when she's in her own form. Complications: Bedlam City Limits: Somehow her magical powers are tied to Bedlam, the further she gets from Bedlam the less her powers seem to operate. the knowledge behind the powers never, however, goes away. Never go home again: The whole world no longer knows of the existence of Rosa, including her family. But she still tries to keep an eye on them and help out where she can. Twin Shows: The transformation between Rosa and Liam is for most people completely unnoticed, they don't see the change happen just that one had left and other has taken their place. Supernatural creatures and extraordinary people, including but not restricted to supers, will notice the transition between the two. You want to do what?: Rosa tastes are very different from Liam and sometimes tries to take over when he's doing something she doesn't like. Abilities: 0 + 4 + 4 + 10 + 10 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +2 Attack: +8 Base Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -4 Saving Throws: 4 + 5 + 7 = 16PP Toughness: +2/8 (+2 Con, +6 [Force Field]) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +12 (+5 Wis, +7) Skills: 200R = 50PP Computers 10 (+15) Concentration 15 (+20) Craft (Artistic) 10 (+15) Drive 3 (+5) Escape Artist 13 (+15) Gather Information 15 (+15) Investigate 12 (+20) Knowledge (Arcane Lore) 15 (+20) Knowledge (Art) 10 (+15) Knowledge (Behavioural Science) 10 (+15) Knowledge (Current Affairs) 10 (+15) Knowledge (History) 10 (+15) Knowledge (Popular Culture) 10 (+15) Knowledge (Theology and Philosophy) 15 (+20) Language 9 (Arabic, French, English [Native], German, Greek, Hebrew, Mandarin, Japanese, Latin, Russian) Medicine 5 (+10) Notice 10 (+15) Search 10 (+15) Sleight of Hand 8 (+10) Feats: 12PP Artificer Dodge Focus 4 Eidetic Memory Fearless Luck 2 Ritualist Second Chance (Concentration) Well-Informed Powers: 6 + 21 + 8 + 8 = 43PP Force Field 6 [6PP] Magical Knowledge 8 (16PP Array; Feats: Alternative Power 5) [21PP] Base Power: Damage 8 (Mystical Blast; Extra: Range) [16PP] Alternate Power: Clairvoyance 8 (Sight beyond sight, 2000 miles) Alternate Power: Exorcism 8 Alternate Power: Nullify 8 (Dispel Magic, 80 ft radius) Alternate Power: Obscure 8 (Mystical Darkness, 80 ft radius, 1,000 ft) Alternate Power: Snare 8 (Mystical Snare, 80 ft range) Morph 4 (Twin Souls, single appearance Feats: Innate, Metamorph, Subtle 2) [8PP] Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Acute, radius, Ranged]) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Dispel Magic Ranged DC 18 Willpower Nullify Exorcism Ranged DC 18 Willpower Banish Mystical Blast Ranged DC 22 Toughness Damage Mystical Snare Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (50) + Feats (12) + Powers (43) = 173/196 Power Points
  22. Fox

    Gremlin (PL8)

    Character Name: Alice Ishikawa Power Level: 8-13 (8.5 w/ Sneak Attack) (180/204PP) Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 24PP In Brief: Young sneak-thief without a sense of purpose. Residence: Bedlam. Alternate Identity: The Gremlin (pejorative) Identity: Secret-ish. Birthplace: USA Occupation: Thief. Affiliations: The Fix, assorted Bedlam criminal groups Family: Estranged (mother, father, brother). Description: Age: 21 Apparent Age: 21 Gender: Female Ethnicity: Japanese Height: 5'1" Weight: 110lb Eyes: Brown Hair: Black/Brown When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards. Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes. She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere. History: Alice's life has been nothing if not defined by theft, even from birth. When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset. It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options. Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored. Personality & Motivation: Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large. Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite. Powers & Tactics: Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth. Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most. Power Descriptions: Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see. Complications: Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage. Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment. Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed. Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming. Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported. Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +14 Attack: +12 Melee, +8 Ranged Grapple: +18 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +6/+4 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +13 (+6 Dex, +7) Will: +7 (+1 Wis, +6) Skills: 156R = 39PP Acrobatics 13 (+19)SM Bluff 5 (+7) Climb 13 (+15)SM Computers 3 (+5) Concentration 4 (+5) Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC Disguise 4 (+6) Escape Artist 13 (+19)SM Knowledge [Current Events] 3 (+5) Knowledge [Streetwise] 8 (+10) Knowledge [Tactics] 8 (+10) Language 2 (English [native], Italian, Spanish) Medicine 4 (+5) Notice 11 (+12)SM Perform [Dance] 8 (+10) Search 13 (+15)SM Sense Motive 5 (+6) Sleight of Hand 13 (+19)SM Stealth 13 (+19)SM, SC Feats: 43PP Acrobatic Bluff Attack Focus (Melee) 4 Attractive Blind-Fight Defensive Roll 1 Dodge Focus 2 Elusive Target Equipment 5 Evasion 2 Fast Task 2 (Feint, Trick) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Instant Up Luck 3 Master Plan 2 Move-By Action Power Attack Prone Fighting Second Chance 2 (Disable Device, Stealth) Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Ultimate Effort (Stealth) Uncanny Dodge 2 (Auditory, VIsual) Redirect Equipment: 5 ranks = 25ep Binoculars [1ep] Climbing Equipment [1ep] Concealable Microphone [1ep] Knife [4ep] Masterwork Lockpicks [1ep] Medical Kit [1ep] Mini-Tracer [1ep] Night-Vision Goggles [1ep] Hideout [14ep] A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less. Toughness: 20 [3ep] Size: Tiny [-1ep] Features [12ep]: Communications Concealed 5 [DC +30] Fire Prevention System Gym Living Space Security System 3 [DC 30] Powers: 5+4+5 = 14PP Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp] Communication Link 4 (other earbuds; Feats: Subtle) [5dp] Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp] Damage 2 (Feats: Extended Reach, Improved Trip, Mighty) [5dp] Teleport 3 (300'; Flaws: Short-Range; Feats: Change Direction, Turnabout) [5pp] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC17 Toughness Damage (Staged) Knife Melee DC18 Toughness (19-20) Damage (Staged) Staff Melee +5' DC19 Toughness Damage (Staged) Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/204 Power Point
  23. Lou Lubrano: Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 13 (180/216PP) Unspent Power Points: 36 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push + Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972) Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumpled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but with his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Task 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry 1 (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/216 Power Points
  24. L0vel@ce / Sofí Orellana Power Level: 8/12 (180/187PP) Unspent Power Points: 7 Trade-Offs: Attack / Damage, Defense / Toughness In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel Catchphrase: Theme: Daft Punk (Pentatonix Cover) Alternate Identity: Sofía Orellana, aka L0vel@ce Birthplace: Hardwick Park, Bedlam City Residence: Bedlam City Base of Operations: Bedlam City Occupation: Hacker Affiliations: The Fix Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing. Description: Age: 27 Apparent Age: 27 Gender: Female Ethnicity: Latina Height: 5'2" Weight: 120 lbs Eyes: Brown, if she's not wearing contacts to change it. Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek. History: Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. Personality & Motivation: Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win. Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. Powers & Tactics: Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away. Power Descriptions: Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace. Complications: Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics. Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions. Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead. Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it. Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 16 = 32 PP Initiative: +4 Attack: +8 Unarmed, +8 Base Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: 4 (2 Flat-Footed) Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+4 Dex, +3) Will: +8 (+4 Wis, +4) Skills: 124r = 31 PP Bluff 6 (+10) Computers 13 (+20) Concentration 11 (+15) Craft (Electronic) 13 (+20) Craft (Mechanical) 8 (+15) Craft (Chemical) 8 (+15) Disable Device 13 (+20) Drive 6 (+10) Knowledge (Current Events) 3 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Technology) 13 (+20) Medicine 6 (+10) Notice 6 (+10) Search 8 (+15) Sense Motive 2 (+6) Feats: 9 PP Benefit: Wealth Defensive Roll x 4 Eidetic Memory Improvised Tools Inventor Online Research Equipment: Powers: = 52 PP Container 4 (Prodigy) [20 PP] (training) Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) {8} (training) Comprehend 1 (Computer Savvy; Electronics) {2} (training) Quickness 8 (One with the Code; Flaws: Limited to Software Only) {3}] (training) Quickness 4 (Quick Hands) {4} (training) Super Senses (Speed Reading; Visual; Rapid x 2) {2} (training) Feature (Video Game Historian) {1} (training) Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP] Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5} Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP] ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP] Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP] Feature 1(Record and playback Audio, Video, Radio) {1} Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29} Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24} Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24} Alternate Power: Damage 8 (Laser-Cutter; Extra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser Cutter; Extras: Affects Objects, Flaws: Objects only, Feats: Precise) {7} Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2, Tracking(Radio) 3, Tracking(audio) 3) {24} Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24} Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Flash-Bang Touch DC 18 Reflex Dazzle Taser Touch DC 18 Fortitude Stun Laser-Cutter Touch DC 23 Toughness Damage Hack the System Perception DC 18 Will Illusion Totals: Abilities (46) + Combat (32) + Saving Throws (10) + Skills (31) + Feats (9) + Powers (52) - Drawbacks (0) = 180/187 Power Points
  25. Savant Power Level: 8/15 (207/227PP) Unspent Power Points: 20PP Trade-Offs: +5 Attack / -5 Damage (unarmed), +3 Attack / -3 Damage (Collapsable Baton) , +4 Defense / -4 Toughness In Brief: Memetically enhanced genius atoning for the wrongs done while controlled by Labyrinth Catchphrase: Theme: Redemption Song Alternate Identity: Xavier Steadman, Subject 24005 Birthplace: Unknown Residence: Bedlam City Base of Operations: Bedlam City Occupation: Private Eye Affiliations: The Fix Family: Unknown Description: Age: 45 (DoB: 1971) Apparent Age: Also 45 Gender: Male Ethnicity: African American Height: 6'2" Weight: 210 Eyes: Grey Hair: Black Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling. He keeps his hair closely shorn in a no nonsense easily maintained style. He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job. When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam. History: His history is largely a blank slate. Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training. He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks. Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before the project. By the time he was twelve he had outstripped most of his tutors and phase two began. Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization. His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies. Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant. Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts. By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out. It took him nearly ten years to work his way free of the memnetic controls. More time still of active effort to plot an escape, he knew he'd get but one chance. Once they realized his programming was compromised he'd be a liability. He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of the world. Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily. But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of. In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims. A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work. A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton. Not someone to make waves but someone of integrity and a distant cold kindness. Personality & Motivation: Xavier is driven by shame and fear. Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of the mind returning and putting his brilliance once more to used for nefarious ends. He fears being weaponized again, turned to his former master's greater plans. Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong. His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien. He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down. If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit. Powers & Tactics: Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful. He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to. To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups. He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible. He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does. Power Descriptions: Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit. Complications: The Good: Xavier is trying to make right the wrongs he was part of while under labyrinth control. He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job. The Bad: Labyrinth wants him back or possibly just eliminated. Taurus hates loose ends. The Ugly: Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power. Man with No Name: Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past. Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 22 + 24 = 46PP Initiative: +10 Attack: +13 Unarmed, +11 Base Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Grapple: +14 Knockback: -2 Saving Throws: 4 + 5 + 5 = 14PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 68R = 17PP Bluff 4 (+4) Diplomacy 4 (+4) Gather Information 10 (+10) Investigate 10 (+20) Knowledge: Tactics 10 (+20) Notice 10 (+15) Search 10 (+20) Sense Motive 10 (+15) Feats: 16PP Ambidextrous Attack Specialization: Unarmed 1 Beginners Luck Eidetic Memory Equipment 1 Improvised Tools Jack-Of-All-Trades Luck 2 (4 Total) Master Plan 2 Power Attack Speed of Thought Teamwork 3 Equipment: 1PP = 5EP Collapsable Baton (Damage 2, Improved Crit (19-20), Mighty, Subtle) 5 Powers: 9 + 15 + 41 + 5 = 70PP Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats: Innate) [9PP] (Savantry) Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats: Innate, Luck 2) [15PP] (Savantry) Probability Control 10 (Polymath; Power Feats: Innate) [41PP] (Savantry) Device 1(Earbud; Flaws: Hard to Lose, Power Feats: Subtle) [5PP] Communication Link 4(Other Earbuds; Radio; Power Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Collapsable Baton Touch DC 20 Toughness Damage Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (16) + Powers (70) - Drawbacks (0) = 207/227 Power Points
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