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  1. SPACE RANGER III Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: DEF+1/TOU-1 In Brief: The grandson of the original Space Ranger and Illyra, caught in a teleport loop between Earth and space! Theme: Cosmic Castaway - Electrasy / Commander Shepard - Miracle of Sound Alternate Identity: J'onn "John" Shepard Birthplace: Houston, Korus Residence: Houston, Korus Base of Operations: Intergalactic Occupation: Intergalactic Adventurer, Protector of Korus, Galactic Defender Affiliations: Space Ranger I, Space Ranger II, Korus Family: Allura 'Allie' Shepard (Mother, Space Ranger II, Missing in Action), Tavarann Hag-Shepard (Father, Councillor), Charles 'Chuck' Shepard (Maternal grandfather, Space ranger I, Retired), Illyra Vey-Shepard (Maternal grandmother), Arran Vey (Maternal great-grandfather) DESCRIPTION Age: (DoB: August 2001) Apparant age: Early 20'es Gender: Male Ethnicity: 1/4 Terran, 3/4 Koruan Height: 6’ Weight: 185 lbs. Eyes: Blue Hair: Black J'onn looks like a Caucasian Terran male, with blue eyes and short black hair. Aside from his eyes being a slightly lighter style of blue and a different hair style, he is the spitting image of his grandfather, Chuck Shepard, when he was in his prime. J'onn will usually wear his Space Ranger uniform. The uniform is primarily blue from the front, though the back, and the side of his arms and thighs are white. The white parts of the suit covers J'onn's neck, with thick black lines running up the front and an upside down back triangle shape at the front with the center of J'onn's neck being black. A black line runs from the point of the triangle and to his white belt, where he wears a dark grey buckle with a small control panel that controls the suit. All white line on the suit is divided from the blue with thick black lines. A six pointed star intersects the upside down triangle on the right side of J'onn's chest. He wears slightly flared black boots and gloves. When activated, the suit creates a white helmet with a see-through orange-yellow glass-like faceplate over his face. J'onn's ray guns are cast in a dark grey metal, with black grips. Five red lines run along the back of each, along with one at the very end of the barrel. He uses a white jetpack that seems to attach directly to his suit, with two light blue square exhaust ports. J'onn will often add jackets or other accesories on top of the uniform, depending on personal preferences at the moment. HISTORY Charles 'Chuck' Shepard is hero. There's no doubt about that. A daring Earthborn astronaut found himself lost in outer space on the planet Korus during the late 1960'es. Once home to an advanced civilization, Korus had been all but destroyed in a war hundreds of years before. On Korus, Chuck became known as the Space Ranger, and with the aid with a group of Koruan survivors, including the warrior Illya, her father Arran Vey and the shapeshifting Groob, Chuck was eventually able to aid the Koruans in rebuilding their civilization. Though given the chance to return home, the Space Ranger decided to remain as Korus' hero and a cosmic champion. Chuck would eventually marry Illyra, who would give birth to their daughter Allura 'Allie' Shepard. While never a major cosmic hero, Chuck was nonetheless a respected hero known by most cosmic powers, though more for his efforts to restore Korus than for any large scale cosmic heroics. He worked together with the Star Knights and other cosmic heroes through the years, building a solid legacy as the Space Ranger. While Korus would never become a major cosmic power, and they were just fine with that, the ancient artificats, including the Spatial Gates, wold ensure that they remained somewhat independent of the major cosmic empires. During the 1990'es, Chuck decided to retire and passed the Space Ranger mantle to his daughter. Allie served both Korus and known space with distinction for years, eventually falling in love with the Koruan politician Tavarann Hag. Allie gave birth to her son J'onn in 2001, and she would marry Tavarann soon after. Following the birth of J'onn, Allie continued to serve as the Space Ranger while Tavarann would eventually rise to the rank of councillor in the Koruan parliament. J'onn grew up to be a cocky young man, always seeking the thrill of adventure that he was sure his mother and grandfather felt. Tragedy struck when Allie defended Korus from the Communion forces during the Incursion. While her ultimate fate remains unknown, the second Space Ranger disappeared during the cosmic crisis. As far as the people of Korus were concerned, they needed a Space Ranger. Urged by his father and trained by his grandparents, J'onn 'John' Shepard rose to the occassion. Unfortunately, his first trip through a Koruan Spatial Gate to visit the Earth went very wrong, and J'onn was bombarded with spatial energies. The energy infused his body, causing J'onn to randomly teleport between Earth and his previous location in space, often at the worst time possible. J'onn Shepard travels the stars and Earth to find a way to undo the accident, doing what good he can along the way, sometimes by accident, sometimes on purpose. The scion of a proud tradition, the third Space Ranger will have to learn what it takes to live up to his family's legacy. PERSONALITY & MOTIVATION J'onn is an inexperienced rookie. He has received plenty of training, but he has little actual experience, which he generally hides by pretending he knows more about the current situation than he actually does. He is a thrillseeker, longing for adventure among the stars, journeys into the great unknown and everything he might meet there. If he happens to do some good along the way, that's a definite bonus, but that is not what defines him. Despite J'onn's usual cocky demeanor, he is gravely aware of the pressure of being the third Space Ranger. The people of Korus judges just about anything he does as their champion, and some times, this pressure will just be too much to bear. Does he do the thing he wants to do or the thing he should do? Only time will tell. POWERS & TACTICS Face first into the fray, J'onn is rarely a subtle fighter. He can use tactics, but he prefers the simple solutions: Blasting his enemies with his Ray Guns while flying around them on his jetpack, staying mobile and out of reach if at all possible. POWER DESCRIPTIONS While J'onn's hybrid Terran and Koruan physiology is slighty enhanced compared to a normal human, the majority of his abilities are honed skills or technology. Like his predecessors he wears a space suit that can be sealed to provide life support and comes equipped with a personal force field. The suit can quickly be hidden away in his belt, appearing or disappearing almost instantly. He also wears a jetpack, much like his grandfather did. He travels through space in the Star Lance, a custom built spaceship. The most impressive part of J'onn's arsenal are his Ray Guns, a pair of advanced pistols from the pre-war Korus. The weapons were found by the original Space Ranger and eventually passed on to J'onn. Through both voice activation or a small dial, the Ray Guns are able to shoot a number of rays with a wide variety of effects, from laser rays that burn the target to X-Rays, Proton Rays, Zero-Point Rays, Freeze Rays, Shock Rays and much more. Owing to J'onn's skills with the weapons, he is able to perform impossible shots, ricocheting rays around an area, almost making it seem like the blasts originate from somewhere other than the muzzle of the Ray Guns. J'onn has a Translator Implant embedded in his body that allows him to understand, read and speak any language. COMPLICATIONS Commander Shepard: J'onn has a lot to live up to. His mother and grandfather are fabled heroes of space, protectors of Korus and defenders of the universe. It's not always easy to be compared to his predecessors, either being expected to be able to do anything they could or simply being underestimated for being the newest Space Ranger. A GM can award J'onn a Hero Point if his legacy makes a situation more complicated, for instance by having other underestimate or overestimate what he knows and can do. Cosmic Castaway: J'onn was exposed to cosmic energies from a failing Koruan Spatial Gateway, which causes him to teleport between Earth and outer space at semi-random intervals. J'onn will randomly appear or disappear from a scene, often at the worst times, such as disappearing while he is helping allies or appearing in the middle of a firefight. A GM can award one of Space Ranger's allies a Hero Point if he is sent back to space or Earth at the wrong time, or his sudden appearance causes complications. Space Ranger: The Space Rangers before J'onn have fought their share of cosmic villains and worse during their careers, protecting Korus and the greater universe along the way. Old enemies of his predecessors may come calling or react negatively to see a new Space Ranger taking up the mantle. The GM can award J'onn a Hero Point if a situation is complicated by predecessors' old enemies, for instance if negations are made more difficult by old enemies reacting negatively to J'onn's presence or they arrive to join a battle against Space Ranger. Spatial Gates Are A Scary Place: Travel by Koruan Spatial Gates are instant, bringing you from one gate to the next. You walk through the entry gate, you appear at your destination gate. J'onn has learned that isn't always the case. There's something hiding in the space between the gates, something that has seen J'onn. It's gaze follows him even into real space. Rarely, J'onn will feel the gaze of the being hiding in the space between the spatial gates, momentarily distracting him. This can make him miss a crucial shot, stumble over words or just make a mistake. If this happens, the GM can award J'onn a Hero Point. Welcome To Earth: J'onn has spent around half his time on Earth and half his time in outer space since the accident with the Koruan Spatial Gateway. While he is at home on Korus and in space, he is very much a fish out of water on the Earth. All that he knows of the planet are the stories that his grandfather has told him, filtered through age and nostalgia. The GM can award J'onn a Hero Point if his lack of knowledge of the Earth causes complications. ABILITIES 4 + 6 + 8 + 6 + 6 + 4 = 34PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 12 + 12 = 24PP Initiative: +3 (+3 Dex) Attack: +6 Base, +6 Melee, +10 Ranged, see Power attack bonuses in DC Block Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) / +20 Proton Ray (+10 Ranged Attack, +10 Move Object) Knockback: -4 (TOU/2) SAVING THROWS 4 + 5 + 5 = 14PP Toughness: +9 (+4 Con, +5 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 80R = 20PP Acrobatics 7 (+10) Bluff 8 (+10) Diplomacy 3 (+5) Disable Device 2 (+5) Drive 7 (+10) Intimidate 3 (+5) Knowledge [Cosmology] 2 (+5) Knowledge [Galactic Lore] 7 (+10) Knowledge [Technology] 7 (+10) Language 2 [Native: English; Learned: Koruan, Lor] Medicine 2 (+5) Notice 7 (+10) Pilot 7 (+10) Search 2 (+5) Sense Motive 7 (+10) Stealth 7 (+10) FEATS 32PP Ambidexterity Attack Focus [Ranged] 4 Dodge Focus 5 Equipment 15 Jack-of-All-Trades Luck 3 Move-By Action Precise Shot 2 Equipment: 15PP = 75EP The Star Lance (Vehicle; Spacefighter) [75EP] POWERS 6 + 25 + 8 + 12 + 5 = 56 Comprehend 3 (Read All, Speak All [1 at a time], Understand All) [6PP] (Descriptors: Translator Implant, Technology) Device 8 (40DP Container; Flaws: Easy-to-lose; Feats: Multiple Weapons 1) [25PP] (Descriptors: Ray Guns, Technology) Ray Array 17.5 (35PP Array; Feats: Alternate Power 5) [40PP] (Descriptors: Cosmic) BP: Blast 10 (Extras: Autofire; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Laser Ray, Heat, Laser) AP: Drain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: X-Ray, Radiation) AP: Move Object 10 (Extras: Damaging; Feats: Affects Insubstantial 2, Indirect 3) (Heavy load: 12.8 tons) {35/35} (Descriptors: Proton Ray, Dimensional, Electromagnetic Energy) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Zero-Point Ray, Quantum Energy) AP: Snare 10 (Extras: Regenerating; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Freeze Ray, Ice, Cold) AP: Stun 10 (Extras: Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Shock Ray, Electricity) Device 2 (10DP Container; Flaws: Hard-to-lose) [8PP] (Descriptors: Jetpack, Technology) Flight 5 (250 MPH, 2500 ft./rnd) [10DP] (Descriptors: Jetpack Flight) Device 3 (15DP Container; Flaws: Hard-to-lose) [12PP] (Descriptors: Space Suit, Technology) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Smart Suit) Immunity 9 (Life Support) [9DP] (Descriptors: Life Support System) Protection 5 (Extras: Force Field (+0)) [5DP] (Descriptors: Force Field) Hybrid Physiology 0.8 (4PP Container; Feats: Innate) [5PP] (Descriptors: Hybrid Physiology, Alien, Human) Leaping 1 (Distance x2; Running jump 24 ft.) [1PP] Speed 3 (50 MPH, 500 ft./rnd) [3PP] DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Freeze Ray 100 ft. DC20 Ref (staged) Fail: Entangled>5: Bound and Helpless +10, Crit 18-20, Indirect 3 Laser Ray 100 ft. DC25 Tou (staged) Damage +10, Crit 18-20, Indirect 3, AUtofire Proton Ray 100 ft. DC25 Tou (staged) Damage, +Grapple +20 +10, Crit 18-20, Indirect 3 Shock Ray 100 ft. DC20 Fort (staged) Fail: Dazed >5: Stunned>10: Unconscious +10, Crit 18-20, Indirect 3 X-Ray 100 ft. DC20 Fort (staged) Toughness Drain +10, Crit 18-20, Indirect 3 Zero-Point Ray 100 ft. DC20 Ref (staged) Fail: Slowed 1 round>5: Paralyzed +10, Crit 18-20, Indirect 3 Totals: Abilities (34) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (32) + Powers (56) - Drawbacks (0) = 180/180 Power Points
  2. ROCKET Power Level: 12 Effective Power Level: 10 Power Points: 180/191PP Unspent Power Points: 11 Trade-Offs: DEF+5/TOU-5, No Offensive trade-off In Brief: The nephew of Johnny Rocket II races unto the scene as the Super Scientific Rocket! Catchphrase: "Let's rocket!" Theme: Yellow Line - REDLINE OST Alternate Identity: Jason "Jay" Jacob Wade Birthplace: Freedom City Residence: Atomic Tower, Freedom City Base of Operations: Atomic Tower, Freedom City Occupation: Adventurer, Student/Member at Atom Academy Affiliations: Atom Academy, Johnny Rocket II Family: Jillian "Jill" Wade (Mother, unemployed nurse, born 1978), David Ross (aka Speed Freak, father, unemployed nurse, born 1977. Currently serving time in prison), John "Johnny" Wade II (aka Johnny Rocket II, uncle, professional super hero, born 1982), Chris Penny (John's husband, paramedic, born 1981), Jacob "Jake" Wade (Grandfather, born 1954), John "Johnny" Wade I (aka Johnny Rocket I, maternal great-grandfather, deceased) DESCRIPTION Age: DoB: 1998, August 6th Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 160 lbs. Eyes: Blonde Hair: Blue Jay stands at 5'9'' and weighs 160 lbs, with a slim runner's physique. He has long since given up on trying to tame his blonde hair, which will invariably be a mess after he has moved at super speed. Jay prefers shorts and t-shirts, clothes tight enough that they won't restrict him when he's running. He almost always wears running shoes. At Atom Academy, he wears the stand blue, black and white uniform, with blue pants and white boots and gloves with black trim, a white belt with an Atom logo, and blue shirt with black left arm and side, with the tri-colored Atom logo in a white circle on the left side of his chest, divided equally between the blue and black parts of the uniform. On Jay's uniform, the logo have been altered slightly, adding a black rocket between the red, yellow and blue rings of the Atom logo. He wears a pair of pale blue googles that feed him information and acts as a communicator. HISTORY Jason Jake Wade was part of a heroic legacy even before he was born. While father David Ross was, as he would often say himself, a nobody, his mother Jill was the granddaughter of the original Johnny Rocket and the sister of the second Johnny Rocket. While never exhibiting any powers herself, Jill would often tell Jay stories of his heroic relatives, of their exploits and victories. Jay practically grew to worship his great-grandfather and uncle, and he would always look forward to their visits. Uncle Johnny was soon his favorite person in the world. Jay was a bright kid. Maybe a bit too bright. He was several grades ahead in school at the least, studying advanced topics even as a child. David, always having had difficulty connecting with his son, started spending less and less time at home. He would be gone for days, further straining his relationship not just with Jay, but with his girlfriend Jill. Eventually, Jill disappeared along with David. Jay was taken in by uncle Johnny and his boyfriend Chris while they searched for his missing parents. Months later, as Johnny fought one of his recurring foes, a speedster that called himself the Speed Freak. Always able to escape, Speed Freak had brought a super fast woman to help him as he and Johnny had clashed several times over the past few months. Finally, Johnny won and unmasked Speed Freak and his accomplice... and found David and Jill! As they soon learned, David had grown to resent at first Johnny and the rest of the Wade family, and later his own son. He had used Zoom to become fast enough to fight Johnny for years. Finally reaching his break points months earlier, he had kidnapped Jill and drugged her into a state where she would help him in his fights against Johnny. In his delusions, he believed that he was saving Jill from her brother and their evil child. David was sent to prison, while Jill, damaged in both body and mind from the ordeal, were given all the help that Johnny's considerable resources could provide. With David behinds bars and Jill unable to take care of Jay, uncle Johnny was appointed as his official guardian. Jay was happy with Johnny and Chris, who made sure he could visit his mother as often as possible. Any visit to his father ended in failure, until they, at last, agreed to stop. Johnny and Chris' nurtured Jay to learn all that he could, helping him grow into a bright young man well on his way to a promising academic career. He had his pick of colleges, but decided to take his time to decide. Near the end of 2019, David escaped, rampaging across the world to find Jill. Johnny sought to stop him, and they finally clashed outside Johnny's home in Freedom City. Seeing his father and uncle fighting triggered something in Jay. Suddenly, he moved as fast as Johnny, if not even faster! The powers inherited from the first Johnny Rocket might have skipped Jay's mother, but soon he was moving at rocket speed! Together, they defeated David, sending him back behind bars. Jay spent most of 2020 learning how to control his speed from Johnny. He took name Rocket, continuing the family tradition. Near the end of year he received an invitation to attend the soon-to-open Atom Academy. PERSONALITY & MOTIVATION Despite the whole situation with his parents, Jay is a generally happy, if slightly awkward, young man. He is highly intelligent, even considered gifted. He is naturally curious, though also cautious. Despite the stereotype for speedsters, he is not a "run in without a plan" type, and instead likes to take his time. Of course, for Jay that still means moving in much quicker than almost anyone else. Since joining Atom Academy he has found a love of exploration. He will often spend his private time exploring across the world or learning new subjects. Jay is not content to simply use his powers as they are, instead being determined to explore the full extent of what he can do and how. Jay has developed a habit of pushing bad thoughts away rather than deal with them, if at all possible, and as such he has a lot unresolved feelings about his father and the things he did as Speed Freak, including what he put Jay's mother through. Despite it all, he has some good memories of his father, leaving him rather conflicted. He makes sure to visit his mother whenever possible. POWERS & TACTICS All of Jay's powers revolves around speed and how he uses it. He rarely stands still, using everything he can to try to end a conflict. Jay tends to be creative in the use of his powers, finding new uses or utilizing his surroundings and technology to aid him, such as by using high tech tools to entrap his targets at incredible speeds, or simply moving debris on top of them to trap them, or using his speed to generate wind, fire or static electricity. Jay is curious, and likes to learn more about enemies he fights: Why they do what they do, how they do it, and how he can help them. He will rarely go all out and attack just to end a fight quickly, unless civilians somehow end up in danger. POWER DESCRIPTIONS Jay has inherited his great-grandfather's super speed, seemingly passed down as a genetic ability in the Wade family, as shown by Jay's uncle Johnny's powers. Though his great-grandfather gained his powers when he was splashed with experimental rocket fuel, Jay believes there might be more to it, though he has found little evidence of his theory. Jay is, to put it simply, able to move at super speed. His his body, his thoughts, his reflexes, everything happens faster, while not affecting his aging. While he needs to eat and drink more than a normal man, it is nowhere near the levels that would be expected for his abilities. By moving fast enough, Jay can run on walls or water, vibrate through walls or move so fast that he can't be seen. He is able to quickly use his momentum and relative speeds to hit with incredible force, build up static electricity to throw lightning, create fire or powerful gusts of wind. COMPLICATIONS Jay Rocket: Jay doesn't have a secret identity. With his uncle's identity being public, it wouldn't exactly be difficult for the press to figure him out, so he simply didn't bother. If Jay's lack of a secret identity complicates a situation, such as him turned away due to being a known hero, being more easily recognized or having friends and loved ones targeted by villains, the GM can award him a Hero Point. Not Johnny Rocket: Jay is well aware that he will probably always be in his great-grandfather and uncle's shadow. While he loves his uncle dearly, this also means that a lot of people expect him to be just like his uncle and great-grandfather when they started out as heroes, an impulsive hothead often in over his head. While Jay doesn't resent his predecessors for this, he might react harshly if others bring this up. If Jay's reaction to being compared to his predecessors complicates a situation, the GM can award him a Hero Point. Rocket's Rogues: While Jay has had little time to make enemies of his own, enemies of his uncle Johnny, or even particularly long-lived foes of his great-grandfather, might try to attack him for his predecessor's action. His own father, who goes by Speed Freak, might even seek him out to make him pay for his perceived slights. Since Jay joined the Atom Academy, he has only added more potential enemies, potentially becoming the target of the Atom Family's enemies. The GM can award Jay a Hero Point if his presence in a thread might bring unwanted complication if a potential foe seeks him out, further complicating a situation. Speed Freak: Jay has some very conflicted feelings about his father, who eventually turned to villainy and forced his mother into the same, requiring her to stay in a care center even almost a decade later. The GM can award Jay a Hero Point if any powers or scenes uses Jay's feelings of his father's, potentially making Jay automatically fail against the effect. Too Fast: Despite his apparent mastery of his speed, Jay is still learning how to use his powers, and he likes to experiment with them. Not everything he does is going to work. The GM can award Jay a Hero Point if they make one of his creative uses of the Variable Descriptor from the Rocket Speed Array backfire or just not work, or if his speed simple proves to be too much in a given situation. Why's and How's: Rocket is not just interested in fighting bad guys. He wants to know why and how. Why do the bad guy attack people? Can they talk him out of it and get him to stop? How does the super science gun works? Can they take it apart and use it for good? The GM can give Jay a reason to not just attack, but study an enemy, giving him pause for long enough to cause potential complications, giving him a Hero Point in return. ABILITIES 0 + 10 + 10 + 14 + 6 + 4 = 44PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) / 30 (+10) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +18 (+10 IntSpeed of Thought, +8 Improved Initiative) Attack: +4 Base, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Base Attack) / +8 (+4 Base Attack, +4 Super-Strength [While moving]) Knockback: -2 (TOU/2) SAVING THROWS 3 + 0 + 5 = 8PP Toughness: +5 (+5 Con) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +0, +7 Enh. Reflex Save) Will: +8 (+3 Wis, +5) SKILLS 56R = 14PP Computers 5 (+15) Craft [Electronic] 5 (+15) Craft [Mechanical] 5 (+15) Diplomacy 8 (+10) Knowledge [Physical Sciences] 10 (+20) Knowledge [Technology] 5 (+15) Medicine 4 (+7) Notice 7 (+10) Sense Motive 7 (+10) FEATS 6PP Benefit 1 [Atom Academy] Inventor Jack-of-All-Trades Luck 3 Enhanced Feats Dodge Focus 10 Eidetic Memory Evasion 2 Improved Initiative 2 Move-By Action Speed of Thought Uncanny Dodge [Auditory] POWERS 6 + 18 + 7 + 7 + 28 + 7 + 3 + 14 = 90 All powers have the Genetic Mutation and Super Speed descriptors, unless otherwise noted Enhanced Intelligence 6 [6PP] (Descriptors: Light Speed Mind) Enhanced Feats 18 (Dodge Focus 10, Eidetic Memory, Evasion 2, Improved Initiative 2, Move-By Action, Speed of Thought, Uncanny Dodge [Auditory]) [18PP] (Descriptors: Rocket Fuel Heart) Enhanced Reflex Save 7 [7PP] Quickness 7 (Tasks at x250 speed) [7PP] Rocket Speed Array 12.5 (25PP Array; Feats: Alternate Power 3) [28PP] BP: {10 + 10 + 5 = 25/25} (Descriptors: Full Speed) Quickness 10 [10PP] Stacked Power: Quickness 17 (Tasks at x250,000 speed) Speed 10 [10PP] Stacked Power: Speed 17 (2,500,000 MPH / 25,000,000 ft./rnd.) Super-Strength 4 (Flaws: Limited [While Moving]) (+20 Str. carrying capacity, Heavy load 1.600 lbs) [5PP] AP: Damage 10 (Feats: Accurate 3, Improved Critical 2, Takedown Attack 2, Variable Descriptor 2 [Any Super Speed]1) {19/25} (Descriptors: High Speed Hits, Potential: Bludgeoning Damage Type, Fire, Electricity, Wind and more) AP: Snare 10 (Flaws: Range [Touch]; Feats: Accurate 3, Improved Critical 2, Obscure Senses 5 [Any Sense], Reversible, Variable Descriptor 2 [Any Super Speed]1) {23/25} (Descriptors: High Speed Trap, Potential: Debris, Technology, Wind and more) AP: Stun 10 (Feats: Accurate 3, Variable Descriptor 2 [Any Super Speed]1) {25/25} (Descriptors: High Speed Stun, Potential: Bludgeoning Damage Type, Electricity, Pressure Points and more) Speed 7 (1,000 MPH / 10,000 ft./rnd.) [7PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking; Flaws: Limited [While Moving]) [3PP] (Descriptors: Just That Fast) Super Scientific Rocket Array 5 (10PP Array; Feats: Alternate Power 4) [14PP] BP: {3 + 1 + 5 = 9 /10} (Descriptors: Too Fast To See) Concealment 4 (Visual Senses; Feats: Close Range; Flaws: Limited [While Moving]) [3PP] Moving Feint Speed Adds (Feats: Moving Feint) to Speed [1PP] Super-Movement 5 (Permeate 3, Sure-Footed 2; Flaws: Limited [While Moving]) [5PP] AP: Autofire Rocket Speed 10 Adds (Extras: Autofire) to Rocket Speed Array2 {10/10} (Descriptors: Rapid Hits) AP: Burst Area Rocket Speed 10 Adds (Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]) to Rocket Speed Array2 {10/10} (Descriptors: Hit Everyone) AP: Ranged Rocket Speed 10 Adds (Extras: Range [Ranged]) to Rocket Speed Array2 {10/10} (Descriptors: Throw Things) AP: Trail Area Rocket Speed 10 Adds (Extras: Area [Targeted Trail]) to Rocket Speed Array2 {10/10} (Descriptors: Outta the way!) DRAWBACKS -0PP DC BLOCK All powers from the Rocket Speed array can have one of the following combinations of extras and flaws added from the Super Scientific Rocket Array, marked with SSR on the DC block. Only one option marked with SSR can be active at once: "Extras: Autofire", "Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]", "Extras: Range [Ranged]", "Extras: Area [Targeted Trail]" Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 High Speed Hits Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC25 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 AutofireSSR High Speed Trap Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Obscure Senses [Any] AutofireSSR High Speed Stun Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Fort (staged) Fail: Dazed>5: Stunned>10: Unconscious +10 AutofireSSR Totals: Abilities (44) + Combat (18) + Saving Throws (8) + Skills (14) + Feats (6) + Powers (90) - Drawbacks (0) = 180/191 Power Points 1: Note on Variable Descriptor 2 [Any Super Speed]: 2: Note on using Rocket Speed Array and Super Scientific Rocket Array together:
  3. Holger Danske Power Level: 12 Effective Power Level: 10 Power Points: 180/187PP Unspent Power Points: 7 Trade-Offs: No offensive, Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Defensive Stance Array power In Brief: Mythic Danish hero reawakens in the modern day to protect the Denmark and the rest of the world. Theme: Hero's Return - Hammerfall / The Champion - Hammerfall Alternate Identity: Holger, Son of Gudfred (Public), Ogier the Dane, Ogier le Danois, Ogier de Danemarche (Public) Birthplace: Kronborg, Denmark Residence: Kronborg, Denmark Occupation: Adventurer, Hero, Knight of Charlemagne Affiliations: Denmark Family: Gudfred (Father, King of Denmark from at least 804 to 810, died 810), Horik I (Brother, Joint King of Denmark 813 to 827, King of Denmark 827 to 854, died 854), 4 Brothers (Died 814, 819, 819, 827) DESCRIPTION Age: Born late 8th century Apparant age: Late twenties Gender: Male Ethnicity: Scandinavian Height: 6’8’’ Weight: 220 lbs. Eyes: Blue Hair: Blonde Holger is a tall man, with clearly defined Scandinavian features. He has cold blue eyes and loose blonde hair and beard. While he might appear intimidating and imposing at first, his chivalric and friendly nature tends to shine through. Holger tends to in a mixture of modern and ancient clothing. He will usually wear modern pants, shirts and boots, prefering them in darker colors, wearing his armor and armaments on top of them. His armor appears to be made from steel, with gold detailing in the segments, covering his upper body while leaving his arms bare. A light grey cape connects to the armor. He wears bracers in the same color scheme on his arms, and a red belt with golden clasps around his waist, a dark red sword sheathe with gold detailing and trim hanging from the belt. He wields a metallic, almost silver colored, shield, known as Bouclier de Danemarche, or Shield of Denmark, either on his arm or secured to his back. Curtana, the Sword of Mercy, is a short sword with silver hilt and golden crossguard. He wears a golden snake armlet around his upper right arm, wrapping around his arm several times. HISTORY In the dungeons beneath Castle Kronborg in Helsingør in Denmark sits a solitary figure, the statue of Holger Danske. A mighty warrior and hero, he was the son of King Gudfred, the Danish king from around 804 to 810. In an act of peace, Holger was given to the great king Charlemagne of France to ensure the peace between the two rulers. When Gudfred broke the peace treaties, Charlemagne decides to spare Holger, leading to Holger becoming one of Charlemagne's knights for a time, and a contemporary of Roland. During the years of battles and wars, Holger had many great adventures, growing into a heroic figure and defender of the weak, before he led the French to victory against the Saracen, slaying the giant Brehus in the battles. With his battles at an end, Holger Danske marched home to Denmark, to Castle Kronborg, where he sat down, his beard growing long. He eventually became a statue, that bears the inscription: Når Danmark stander i våde, så vågner Holger Danske Since then, Holger Danske has rested. In secret, he has awakened to fight the good fight and protect Denmark from threats, most recently in the early 1940'es during the Nazi occupation. With every victory, he has once again marched to Castle Kronborg and returned to his solitary vigil, his legend growing in the telling. And now, with the ever growing threats of super humans and the coming of greater mythological beings, Denmark is in greater peril than ever before. In this time of need, Denmark's future might be in the hands of its past. Because when Denmark is in peril, then Holger Danske will awaken! PERSONALITY & MOTIVATION Holger is a contradiction. A man out of time, he has nonetheless followed the turn of the world through the ages, and is well at home in the modern day. An honorable knight, and yet a fierce viking warrior. He is a man of excess, and yet disciplined. Holger is a passionate man, who loves the thrill of battle and adventure. He is a jovial and boastful sort, who nonetheless believes in his strong sense of honor, who will stand up and protect the weak when called. While deeply enjoying the modern day and all its amenities, he finds himself at odds with the differing morals. In his day, you would slay your foe, rather than let them rot, but he tries to follow the rules of the time. He loves a challenge, rarely backing down from an argument or a fight, whether it is a true battle or just for fun. He is deeply loyal to his friends, even Ratatoskr, despite repeteadly claiming how much the divine rodent annoys him. POWERS & TACTICS Holger is an experienced warrior, having fought ever greater threats through the ages, his skills and power growing as his legend has grown. He is primarily a melee combatant, using prefering to use his sword Curtana for offense and his shield Bouclier de Danemarche for defense, using his speed and moving rapidly around the battle field to where he can do the most good. He tends to work closely together with his partner Ratatoskr, using any opportunities that the Asgardian Squirrel might create for him. POWER DESCRIPTIONS Holger is essentially powered by his own legend, a magic that has let him sleep through the ages as a statue and rise when Denmark has been in need. Holger seems to have stopped aging at some point in his late 20'es, and is completely immune to all disease. He is able to run and leap far faster and longer than any normal man, as befitting of a legendary hero that has fought beasts and invading armies. Holger is physically powerful, being far stronger, agile and tough than the average man. Holger wields two artifacts: The short sword Curtana and the shield Bouclier de Danemarche. Bouclier de Danemarche is essential to Holger's defense. It can withstand or deflect great blows, allowing Holger to evade or block incoming damage, while absorbing enough force to help him stay steady when struck. It is large enough that he can use it to protect others or himself. While the shield has some magic, it has been named by Holger himself, and seems to be a minor artifact, at least compared to Curtana. Curtana was crafted by Wayland the Smith and bears the inscription "My name is Curtana, of the same steel and temper as Joyeuse and Durandal". It is also known as the Sword of Mercy, and was for a time wielded by Tristan of the Round Table. Curtana is an incredibly potent blade, virtually unbreakable and able to cut through virtually anything, if enough force is applied. Using a combination of the sword's magic and his own skills, Holger is able to use it for far more than just hacking away at his opponents. He is able to swing the blade at blinding speed and precision, even cutting insubstantial targets. He can cut an enemy to destroy their toughness and defenses, sweep their leg to make them fall, the cuts making it difficult to rise or even making them fall again, or simply bash them with the blunt side of the blade to momentarily stun them. The sword's most powerful magic is its ability to instill hope and healing in those that surround Holger. As he raises the Sword of Mercy to the sky, the blade shines brightly as it restores both the spirit and body of those around Holger. COMPLICATIONS Heeding the Call: If Denmark is in great peril, Holger will feel a pull to return to his home, to protect his homeland from all danger. If this happens in the middle of a battle, Holger might end up distracted, which can make him miss a crucial strike or take the wrong action. If this happens, the GM can award Holger a Hero Point. Unforgiving Blade: Holger is not quite used to these softer times, where you try to employ non-lethal force unless absolutely necessary. While he does his best to conform to the modern standards, he is quicker to suggest or try to kill particularly dangerous foes that cannot otherwise be contained than others, which can lead to conflicts with other heroes and law enforcement. If such a conflict arises, the GM can award Holger a Hero Point. Stronger Than All: Holger has sworn to protect those weaker than him. Threatening the weak or innocent will provoke Holger into taking action or rush to the aid, even if it allows the villain to escape. If a villain threatens someone weaker than Holger to complicate a situation, the GM can award him a Hero Point. Hearts on Fire: Holger is a passionate man. He will rarely back down from an argument or fight once it has begun, even if it could make the situation better. The GM can award Holger a Hero Point if his headstrong refusal to back down complicates a situation. Steel Meets Steel: Holger will usually engage the biggest, most powerful foe in combat, taking attention away from others and on to himself, even if it would be smarter to take out weaker foes one by one first. The GM can award Holger a Hero Point if his attempts to engage the most powerful foe on the battlefield complicates a situation. Annoying Rodent: Ratatoskr's antics can some times be annoying, distracting or outright dangerous. He might be a divine creature, but he is still a squirrel. He might block the view, antagonize enemies, annoy friends, reach for the shiny thing or push the big red button, just to see what it does. The GM can award Holger a Hero Point if Ratatoskr's antics complications a situation. ABILITIES 10 + 10 + 10 + 4 + 8 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex,) Attack: +4 Base, +10 Melee, +4 Ranged Defense: +5 Base, +10 (w. Defensive Stance Array set to Balance), +5 (w. Defensive Stance Array set to Block), +15 (w. Defensive Stance Array set to Deflect), +3 Flat-Footed Grapple: +15 (+4 Base Attack, +6 Attack Focus [Melee], +5 Strength) Knockback: -7 (w. Defensive Stance Array set to Balance) / -9 (w. Defensive Stance Array set to Block) / -4 (w. Defensive Stance Array set to Deflect) / -2 (w/o Bouclier de Danemarche) SAVING THROWS 3 + 3 + 4 = 10PP Toughness: +5 (+5 Con), +10 (w. Defensive Stance Array set to Balance), +15 (w. Defensive Stance Array set to Block), +5 (w. Defensive Stance Array set to Deflect) Fortitude: +8 (+5 Con, +3) Reflex: +8 (+5 Dex, +3) Will: +8 (+4 Wis, +4) SKILLS 60R = 15PP Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge [History] 8 (+10) Knowledge [Theology/Philosophy] 3 (+5) Languages 4 [Native: Danish; Learned: English, French, German, Old English] Medicine 6 (+10) Notice 6 (+10) Search 5 (+3) Sense Motive 6 (+10) Survival 6 (+10) FEATS 48PP Accurate Attack All-Out Attack Attack Focus [Melee] 6 Benefit 1 [Wealth] Fearless Jack-of-All-Trades Luck 3 Power Attack Sidekick 30 [Ratatoskr] Takedown Attack 2 Ultimate Effort [Ultimate Save: Toughness] Enhanced Feats Interpose POWERS 4 + 25 + 12 + 2 = 43 Agile Warrior Array 1.5 (3PP Array; Feats: Alternate Power 1) [4PP] (Descriptors: Magic, Training) BP: Speed 3 (50 MPH, 500 ft./rnd.) {3/3} AP: Leaping 3 (Distance x10; Running jump distance: 150 ft.) {3/3} Device 6 (30DP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [25PP] (Descriptors: Curtana, the Sword of Mercy, Sword, Magic) Sword Strike Array 13 (26DP Array; Feats: Alternate Power 4) [30DP] (Descriptors: Training) BP: Damage 5 (Extras: Autofire 1 [10 ranks], Penetrating 5; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Mighty) {26/26} (Descriptors: Slash, Slashing Damage Type) AP: Drain Toughness 10 (Extras: Affects Objects; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Slow Fade [1pt/min]) {26/26} (Descriptors: Wound, Slashing Damage Type) AP: {4 + 22 = 26/26} (Descriptors: Sword of Mercy) Emotion Control 10 (Extras: Area [General Visual Perception], Linked [Healing], Selective; Flaws: Duration 2 [Instant], Limited [Hope], Range 2 [Touch]) [4PP] Healing 4 (Extras: Action [Standard], Area [General Visual Perception], Linked [Emotion Control], Selective, Total; Flaws: Limited [Others]; Feats: Persistent, Stabilize) [22PP] AP: Stun 10 (Feats: Affects Insubstantial 2, Improved Critical 2) {24/26} (Descriptors: Bash, Bludgeoning Damage Type) AP: Trip 10 (Extras: Knockback, Secondary Effect; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Improved Critical 2, Improved Trip) {25/26} (Descriptors: Sweep, Slashing Damage Type) Device 3 (15DP Container; Flaws: Hard-To-Lose) [12PP] (Descriptors: Bouclier de Danemarche, Shield, Magic) Defensive Stance Array 5 (10DP Array; Feats: Alternate Power 2) [12DP] (Descriptors: Training) BP: {5 + 5 = 10/10} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Total Toughness +10) {5DP} AP: Protection 10 (Total Toughness +15) {10/10} (Descriptors: Block) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Deflect) Enhanced Feat 1 (Interpose) [1DP] (Descriptors: Protect Others) Immovable 2 (+8 vs. Push, Rush, Trip, Throw; +2 vs. Knockback) [2DP] (Descriptors: Stand Fast) Immunity 2 (Aging, Disease) [2PP] (Descriptors: Eternal Vigil, Magic) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus, Extras, Feats Unarmed Touch DC20 TOU (staged) Damage +10 Slash Touch DC25 TOU (staged) Damage +10, Autofire 1, Affects Insubstantial 2, Crit [18-20], Incurable, Penetrating 5 Wound Touch DC20 FORT (staged) Drain Toughness +10, Affects Insubstantial 2, Crit [18-20], Incurable, Slow Fade [1pt/min] Bash Touch DC20 FORT (staged) Fail: Dazed 1 rnd.>5: Stunned 1 rnd.>10: Unconscious +10, Affects Insubstantial 2, Crit [18-20] Sweep Touch Trip Resist (Worse) vs. Rank 10 Power Check Tripped, Knocback, Secondary Effect +10, Affects Insubstantial 2, Crit [18-20], Improved Trip Totals: Abilities (46) + Combat (18) + Saving Throws (10) + Skills (15) + Feats (48) + Powers (43) - Drawbacks (0) = 180/187 Power Points
  4. Oh no, Doctor Midas stole a bunch of gold from the bank, and now he's making his escape! Good thing that you're there to stop him! But wait, who's that catching up to him? Is that Ghost!? I'm looking for 1-2 people to team up with Ghost to stop that gold loving diabolical Doctor Midas before he gets away! PL8-10 prefered, but I'm open to others. Teen heroes will probably lead to some interesting interactions, but anyone's free to enter!
  5. Ghost Power Level: 12 Effective Power Level: 10 Power Points: 191/201PP Unspent Power Points: 10 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: Who I Am - The Score Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: None Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass on his forehead or over his eyes, as the situation calls for. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 5 = 15PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 76R = 19PP Bluff 12 (+15) Craft [Electronic] 1 (+6) Disable Device 5 (+10) Gather Information 12 (+15) Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 5 (+10) Knowledge [Technology] 2 (+7) Notice 7 (+10) Search 5 (+10) Sense Motive 12 (+15) Stealth 5 (+10) FEATS 30PP Attack Focus [Melee] 6 Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (83) - Drawbacks (0) = 191/201 Power Points
  6. Steel Spider Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: Toughness +2 / Defense -2 In Brief: A time displaced starship-engineer uses his advanced suit to fight crime. Catchphrase: N/A Theme: N/A Alternate Identity: Anthony Allerton (Secret) Birthplace: The Steel Aurora colony, in orbit around Azuna Residence: STS New Beginning Base of Operations: STS New Beginning, Abandoned Construction Yard, The Fens, Freedom City, New Jersey Occupation: Electrician Affiliations: Family: Garrett Allerton (Father, Not born yet), Victoria Allerton (Mother, Not born yet) Description: Age: 28 (DoB: 14th of December, 2237) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’8 Weight: 200lbs Eyes: Grey Hair: Dirty Blonde Anthony Allerton kept his hair buzzed extremely short for most of his career; a safety regulation he was forced to abide by. Now that he has the choice, he keeps it shoulder length. When he is in public, as Anthony Allerton, he usually wears one of several basic, solid color t-shirts or long sleeve shirts he had purchased. Jeans or work pants were usually worn with them, preferring something durable over fashion-minded. Though when he’s at home, aboard the STS New Beginnings, he often wears his standard issue grey jumpsuit; a relic from the future. His Spider Rig, however, is much flashier. White and grey paneling, originally designed to protect against the harmful radiation and to make him more visible in the vast darkness of space. Mechanical spider arms sprouted from the back, capable of folding around the torso like a harness when needed. History: Anthony Allerton began a career in starship repair in the year 2260, at the age of 23. He was trained in the use of the Hazardous Environment Protective Engineering Rig, though most simply called it the Spider Rig. He was taught to scuttle about inside and on the exterior of starships, performing routine repairs, even in zero gravity. In 2262, war broke out with an alien race called the Thrinix. Anthony was quick to volunteer for service, performing much needed repairs on damaged military ships near the front lines. But when the outpost he was assigned to was attacked, he was forced to evacuate. He managed to fight his way to the transport ship docking bay, where he found the STS New Beginnings. Designed to ferry personnel and equipment from planetary surface to orbital posts, it would suffice for a quick escape. As the craft undocked from the station, a Thrinix warhead narrowly missed the ship and crashed into the docking bay, erupting in a ball of flames. The blast threw New Beginnings off course, damaging her reactor and thrusters. The Thrinix must have mistook the ship for wreckage, as they allowed it to drift away. Anthony spent a week aboard the New Beginnings, desperately trying to repair her enough to limp home. But without the necessary materials, the attempts were futile. After another week in his isolation, the craft was captured by the gravity well of a black hole. Anthony assumed his fate was sealed, doomed to be smeared across the event horizon for the rest of existence. He was understandably surprised when he instead reappeared elsewhere in the universe, greeted by a resounding sonic boom. Disembarking from the craft, he found himself in what at first seemed to be a strange cave, but later learned it was an abandoned subway tunnel. Making his way to the surface, he found his ship had appeared beneath an old construction site. Steel girders and broken concrete littered the area, with only a small hole leading through the ground to where his ship now rested. Climbing up a part of the skeletonized frame of a building, was astounded by what he saw. The buildings were brick, instead of plasteel and permacrete. The cars rolled on wheels, rather than gently gliding above the roads. And there wasn’t a single holo-billboard in sight. He was in the past. Under the cover of night, he made his way out into the strange city. From the rooftops, he could observe the locals. The first thing he noticed were the strange clothes. Knowing he would stick out like a sore thumb in his standard issue jumpsuit, he carefully let himself into an outlet store and grabbed what seemed to be normal clothes for the era. Leaving his Spider Rig in the ship where it would be safe, he donned the “jeans” and “t-shirt”, and made his way out into the city again. Two months after his arrival, Anthony had finally begun to acclimate to his new life. With the ship's onboard computer, and his computer skills, he had managed to “acquire” everything he needed to receive a state ID and the necessary qualifications to find work as an electrician. While an in-depth look would reveal that his street address didn’t exist, and that his degree in electrical engineering was never awarded to anyone named Anthony Allerton, it was enough to start a life. He had spent almost two months laying low and avoiding drawing attention to himself, when he learned of a hostage situation taking place just down the street. Remembering the fear and terror of the Thrinix attack, he couldn’t stand idly by while others felt that same fear. He donned his Spider Rig and set out, determined to help those innocent civilians. To his surprise, everything went well. And along the way, he picked up his new name; Steel Spider. Personality & Motivation: Anthony is not great with people skills. He preferred machines and computers; things that were predictable. That wasn’t to say that he didn’t like people, he just wasn’t great with them. When it came to groups of people, he tended to stick to the back and stay quiet. But in his Spider Rig, he felt powerful. He was strong, fast, and nearly bulletproof. He had felt powerless when the Thrinix attacked his outpost, but in the past, he was strong. He could save people. He could protect them from the fear and danger he experienced that day. Clad in is armor, he could save people. Powers & Tactics: The entirety of Anthonys abilities are based on the industrial tools he utilized in his former career. A sleek space suit, with four mechanical arms attached to the back and mentally commanded. Each arm contained the tools he used in his work. A high power welding laser made for an excellent ranged weapon. Rapidly constructed metallic nano-fiber ropes, with electro-magnetic tethers on each end, were originally used for maneuvering equipment and binding hardware in place. They worked wonders to ensnare foes, and even allowed him to swing from buildings. Armored plates to protect against industrial accidents served him well as protection in combat, and his servo-assisted limbs allowed him to lift more and run faster than he could ever hope outside the suit. A sensor suite helped him see in the darkest corners of starships, and his radio kept him in contact with the rest of his crew. It was purely an accident that this would all culminate in an effective crime fighting suit. Power Descriptions: The Spider Rig is a sleek white and grey metal suit, with purple detailing. Four mechanical arms sprout from the back, ending in tapered points. Each point had a brilliant blue welding laser embedded in it, and the point could split open to launch grey metallic cables, either as a tether attached to the arm, or firing the entirety of the cable similar to a bolo. The face plate is made of a one way metal plate, to protect the face as much as possible while still allowing him to see. Complications: Back to the Future: Hailing from a different time and a different timeline, Anthony is eager to find a way home. In his mind, any chance, however small, is worth investigating. What’s a Z-Shirt?: Anthony has a lot to learn about the time he is in. He often has to ask questions about seemingly mundane things, and may suffer from misunderstandings because of it. Abilities: 2 + 0 + 2 + 6 + 0 + 0 = 10PP Strength: 30/12 (+10/+1), 40/12 Lifting (Heavy Load: 3 Tons [6000lbs]/130lbs Dexterity: 26/10 (+8/+0) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 12 + 6 = 18PP Initiative: +8/+0 Attack: +6 Base, Weapons Array +10 Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +21/+7 (+6 Attack, +10/+1 Strength, +2 Super Strength, +3 Additional Limbs) Knockback: -1, -11 Battlesuit Saving Throws: 5 + 3 + 6 = 14PP Toughness: +12/+3 (+1 Con, +2 Defensive Roll, +9 Protection) [10 Impervious] Fortitude: +6 (+1 Con, +5) Reflex: +11/+3 (+0 Dex, +8 Enhanced Dexterity, +3) Will: +6 (+0 Wis, +6) Skills: 60R = 15PP Computers 7 (+10/+15 Enhanced) Craft (Electronic) 7 (+10) Craft (Mechanical) 7 (+10) Disable Device 7 (+10/+15 Enhanced) Knowledge (Technology) 7 (+10/+15 Enhanced) Notice 9 (+9/+10 Enhanced) Sense Motive 6 (+6) Stealth 10 (+10/+18 Enhanced Dex) Feats: 17PP Attack Specialization (Weapon Systems) 2 Defensive Roll 1 Dodge Focus 5 Equipment 2 Grapple Finesse Improvised Tools Interpose Jack-of-all-Trades Luck 3 Equipment: 2PP= 10EP Crashed Ship (Headquarters) Size: Small Toughness: 15 [2EP] (Descriptors: Reinforced Plasteel) Features: Communications Computer Concealed 2 Fire Prevention System Living Space Power System Workshop Powers: 76PP = 76PP All powers have the Technology Descriptor Device 19 (Battlesuit, 95DP Container, Flaw: Hard to Lose) [76PP] Additional Limbs 3 (4 Limbs) + Enhanced Feat (Ambidextrous) [4DP] (Descriptors: "Spider Legs") Communication 4 (Radio; 1 Miles) [4DP] Enhanced Dexterity 16 (to Dexterity 26 [+8]) [16PP] (Descriptors: “Servo-Enhanced Musculature”) Enhanced Skills 16 (Computers 5, Disable Device 5, Knowledge (Technology) 5, Notice 1) [4DP] Immunity 9 (Life Support) [9DP] Protection 9 (Extra: Impervious [10]) [19DP] (Descriptors: Armor) Super-Movement 3 (Swinging, Wall-Crawling 2) [6DP] (Descriptors: "Mobility Enhancement Package", Magnetism) Super-Senses 6 (Danger Sense [Visual]; Visual Counters Obscure [Darkness]; Infravision; Visual Radius; Uncanny Dodge [Visual] ) [6DP] (Descriptors: “Sensor Suite”, Ladar) Speed 3 (50 MPH / 500' per Move Action) [3DP] (Descriptors: "Servo-Enhanced Musculature") Weapons Array 11 (22PP, Feats: Alternate Power 2) [24DP] -BE: Enhanced Strength 18 (to Strength 30 [+10]) + Super Strength 2 (Effective Strength 40) {22/22} (Descriptors: "Servo-Enhanced Musculature") -AP: Blast 10 (Feat: Precise, Split Attack) {22/22} (Descriptors: "Variable Power Welding Laser", Ultraviolet Laser) -AP: Snare 10 (Feats: Reversible, Tether) {22/22} (Descriptors: "Binding Cables", Metal, Electro-Magnetism) 4 + 4 + 16 + 4 + 9 + 19 + 6 + 6 + 3 + 24 = 95/95 DP Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 16 Toughness Damage [Physical] Armed w/Strength Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 25 Toughness Damage [Energy] Snare Ranged DC 20 Reflex Snare [Fail: Entangled] [>5:Bound/Helpless] TOTALS Abilities (10) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (76) - Drawbacks (0) = 150/154 Power Points
  7. The Rope Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +5 Defense/-5 Toughness, +2 Attack/-2 Damage (Shadow Snatch) Theme: Majula In Brief: Cowl wielding the powers of shadow through a magical rope Alternate Identity: Devon Dancer (current legal name), One Who Watches and Judges (Shadow Title), Kurush/Kūruš (birth name) Birthplace: Somewhere in the Western USA Residence: Freedom City Base of Operations: The Throne of Shadow Occupation: Professional Dancer Affiliations: Wu, the Seeker of Knowledge, Master of the Throne of Shadow Family: Arash, biological father, deceased; Wilhelm Kantor, father's original genetic template, at large; Negar, biological mother, alive; Wu, Seeker of Knowledge, adoptive brother Description: Age: 25 (DoB: 11 August 1995) Apparent Age: Mid-Twenties Gender: Male Ethnicity: Iranian-Caucasian Height: 5'8" Weight: 165 lb. Eyes: Brown Hair: Black Devon Dancer wears comfortable, if colorful, clothing for the most part. When off the job or between performances, he sees little reason to stand out more than he already does. An attractive, fit man in his mid-twenties, Devon's of clear Persian descent, though the ignorant might mistake him for Pakistani, Arabian, or even northwest Indian descent. His movements are graceful and composed, and moreover, are always deliberate - it is rare for him to express stress through nervous tics, and indeed, most have never seen him do so. Nevertheless, there is a hint of a melancholic cast to his features, as though he's sorrowful about something that he cannot quite put his finger on. Meanwhile, the Rope dresses in sober robes that are black, grey, or dark blue - it is hard to pin down exactly which. He wears a hood that casts a mystical air of shadows over his face - though he usually keeps it covering only his eyes and forehead, to allow his mouth to be seen wearing its usual daring grin. Omnipresent is his mystic namesake - the rope named the Adumbral Lariat. When in costume, the Rope's movements are almost theatrical as he speaks, emphasizing the drama and importance of his words. There is, however, a distinct note of self-aware mockery of such melodrama, as if he does not take himself very seriously at all. Indeed, such absurd affectations are a game to him, to impress and more often amuse or exasperate those with whom he meets. History: In the winter of 1987, SHADOW moved to consume another, smaller villainous conspiracy on the West Coast of the US calling itself Behind the Throne. While it was, for the most part, a successful operation, one of the high-ranking members of the organization escaped, taking with her a clone soldier of SHADOW. Using means passed down in secret by her conspiracy, the woman Negar undid his conditioning but preserved his life. The clone took a name for himself - Arash (more properly romanized as Āraš) - and swore loyalty to Negar in exchange for his newfound sense of self. In four short years, the two reformed an organization with them at the head. Naming themselves Undershadow, to mock Kantor's presumption, they began accumulating power and influence. Undershadow turned to a different realm of shadows than the one he claimed, in the hopes of avoiding his notice and coming at him from an ambush. Rather than the legions of cloned troops in SHADOW, Undershadow focused its training on singularly potent agents and mages. They competed with SHADOW constantly, sometimes even aiding heroes in their attempts to thwart it. Magical relics, caches of weapons, funding, Undershadow harried SHADOW from, ironically, beneath its notice. Though Arash became an increasingly capable operative and Negar was an excellent organizer, planner, and strategist, Undershadow was unable to do much damage to SHADOW. Thus, in 1995, they began training a crop of elite agents and assassins to do their mutual bidding. In an effort to do so, they abducted a number of orphaned infants for the purposes of training them from birth. Further, the two performed a magical rite intended to birth a child with an innate talent for shadow magic. When their child was born, they named him Kurush, the Middle Persian pronunciation of Cyrus. As he grew older, however, their attempts to teach him the principles of shadow magic and to use spells left much to be desired. Even as early as five, Kurush seemed incapable of the intuitive grasp of shadow magic that they had expected in their heir. However, he had an incredible sense for kinesthetics, and easily defeated the other children in physical combat. Resigned, Arash and Negar decided to train their son as an assassin, rather than as a high mage to lead Undershadow. To their surprise, he took to it naturally, outperforming their assigned instructors by the time he was ten. For his part, Kurush understood that his parents had been disappointed in him from an early age, and he was eager to gain their approval. He threw himself into training even harder than they required, and spent most of his time either in training, eating, or resting to prepare for more training. By the time he was thirteen, they began sending him out on infiltration missions for Undershadow, and it was on his sixth such mission that he first encountered the young African American mage who called himself Wu. Wu awed Kurush with his magical prowess as he stole the mission objective - a box that was said to contain the key to the power to summon an ancient army of undead warriors. Wu made his escape as Kurush was distracted, and Kurush, outraged as only a pubescent boy can be, decided to begin tracking him down of his own volition. Unfortunately, Wu proved both cleverer and more magically potent than Kurush, whom he easily evaded. Kurush returned home to report his failure to his parents, whose initial disappointment lashed him like a whip. When he told them of Wu, however, and his skillful shadow magic, their disappointment fast faded. Though he did not realize it yet, Kurush's parents believed they had found the intuitive shadow mage that they had tried to create in him. Though neither seemed inclined to send him out to find Wu, they did tell him to try to recruit him if ever he encountered the mage again. The implicit doubt of his abilities wounded Kurush, who stewed silently. The more advanced agents sent out to find Wu had little success, but within a few months, Wu and Kurush met one another again. This time, Wu bulled over all of Kurush's attempts to recruit him to Undershadow, barely seeming to notice them. However, he did seem interested in the younger boy, and began sharing information with him - specifically about Wu's own immediate plans and goals, which mostly amounted to learning as much as he could about the mystical shadows that he drew upon. Kurush, more than a little annoyed with his parents, decided to keep this and any further encounters a secret from the rest of Undershadow. Their encounters continued apace for the next three years, and gradually Kurush came to see Wu as an unpredictable and brilliant partner - one whose odd antics amused, exasperated, and alarmed him all at once. It was when the two of them met in late 2010 that Wu first expressed interest in learning about where Kurush came from. Mindful of his parents' initial instructions, Kurush arranged for Wu to meet with them. Surprisingly, when Arash and Negar met with Wu, the young mage stood up for Kurush, insisting on keeping him around and working specially with him. Kurush, touched by Wu's interest, decided at that moment to work with him above and beyond his parents' interests. Thus, for the next year he confided in Wu, worked together to discern the greater mysteries of shadow with him, and ventured forth on missions for both Undershadow and Wu in particular. When he was sixteen and killed for the first time, it was not to his parents that Kurush turned, but rather to Wu, who had become something of a surrogate parent/brother to him. In late 2011, Wu decided that the usefulness of Undershadow was at its end, and invited Kurush to leave with him. Together, the two stepped through a portal into a realm of shadows. There the partners had adventures, met with mysterious denizens of the realm, and honed their skills further. Undershadow did not take the desertion lying down, however, and sent several teams of assassin-agents to hunt down their renegade agent and, more importantly, their shadowy mage. Kurush and Wu encountered the most elite agents - though they were not quite sure how long they had been in the realm of shadows when it happened - as Arash himself arrived at the head of several other assassins intending on either killing or capturing both. The two fought hard, but ultimately could not overcome their assailants. Unfortunately for all involved, the noise of battle drew some of the more hostile natives of the realm to the clash. Shadowy fiends the size of bears assaulted all involved, and only Wu, Kurush, and one of the lesser skilled (but startlingly quick) assassins escaped, and even then not unscathed. At this final cutting of ties with his parents, Kurush cast off his old name, taking the title that the few friendly natives had given him - something approximately translating to "One Who Watches and Judges" - as his new name. Together with Wu, he went through many more adventures, including the discovery of his Adumbral Lariat, the invasion of Light and Dark which threatened to slay all shadow caught in the crossfires, and the theft of the Greater Reach by a masked invader from another Earth. Over the years, the two did visit their home Earth Prime to seek human contact, recent information, and other such things, but much of their time was spent exploring the realm and learning of its powers. In 2018, the companions discovered what was the beating heart of the realm - the Throne of Shadow. Wu was invested as the (nominal) ruler of the whole realm, while his partner became his strong right hand. With this new position, One Who Watches and Judges took on a new tile, for simplicity's sake if nothing else - the Rope. But after so many years spent in the shadow, the Rope wished to return to Earth Prime and spend at least a few more years there - the investiture had halted both his and Wu's aging, so there would be plenty of time to study later. After much consideration, the Rope decided that the most important thing he could do for the people of Earth was to become a hero. Knowing Freedom City's reputation as a haven for superheroics (and equally for supervillany), the Rope decided to make his home away from home there, where he felt he could do the most good. Thus, late in 2020, a new hero made his debut in Freedom City - the Rope. He also took on a more mundane name and life - Devon Dancer, a professional dancer, rather predictably - so he could experience normal life for the first time. Personality & Motivation: In his civilian guise, Devon Dancer is a melancholic sort. Slow to speak his mind and frequently silent, he spends a lot of time observing, but when he speaks, he does so with deliberation and a sense of purpose behind every word. Those who haven't spent much time with him are quick to dismiss him as slow or thick, but for those patient enough to spend time with him when he speaks, there are often thoughtful and reflective words of wisdom to be found. As a hero, the Rope is positively chatty. Garrulous and cheerful, no one could mistake him for the child-assassin he once was. Though more than capable of sneaking around and acting with discretion, the Rope adores bringing a dramatic flair to his battles, even if the shadows are the only audience for which he performs. Despite his willingness to talk, it is very rare that the Rope actually says anything. He has so many words to speak, but nothing of note to spend them on. Some might go so far as to call his words nonsense, but when the stakes are high, the Rope grows increasingly reticent and grim. Between these two identities and deeper than both, the true self that is perhaps best described as Kurush resides. His childhood traumas are mostly healed, but their ghosts still occasionally trouble him, when he's not distracted by anything else. He is deeply loyal to those who have done right by him consistently, and would sooner die than betray a friend. Justice isn't really the goal for his actions as the Rope - atonement is. He wants to save lives, as many as possible, to prevent further damage to the world than he has already done. Of course, he cannot deny being attracted to the shadows, excited by the adrenaline and the raw joy of swinging through the skies on his trusty lariat... but at its core, his heroics are meant to try to put his own ghosts to rest. Powers & Tactics: The Rope favors, unsurprisingly, striking from the shadows to wreak havoc upon his foes. Using both skills and magic, he favors making each fight a performance, even if the only ones around to appreciate it at the end are himself and the shadows that surround him. Naturally, his Abumbral Lariat is key to both his offensive and defensive capabilities, as he uses it to whip, bind, and choke his foes, while also allowing it to protect him from blows. In open combat, the Rope moves with startling swiftness - his eponymous tool even moreso. He focuses on taking down the least threatening foes first, letting their comrades' increasing isolation and dread work for him as he continues to battle. One of his favorite tactics is to teleport out of sight of his enemies, then strike from the shadows. Sometimes he repeats this, waiting longer each time before striking. In more stressful situations, which are rare, the Rope grows increasingly brutal and efficient. Gone are the performance-based combat styles, and in its place a terrible, frigid assessment of threats and weakness. His manner becomes that of a predator, hunting rather than fighting. Power Descriptions: The Rope's powers are mostly focused on his Adumbral Lariat, a shadow-woven rope that shifts rapidly between being a whip, a noose, a lasso, and almost anything else that its wielder wishes. While some of its abilities seem more or less natural at first glance - one can use a whip to strike, or a lasso to capture - closer examination reveals that the Lariat writhes as though it is alive even when it is being used for a seemingly mundane use of rope. Even if the lasso's bindings are broken with raw strength, the Lariat heals itself swiftly and completely, only truly becoming damaged under extreme circumstances. Its more supernatural powers are rather more obvious, and somewhat unnerving. The Rope can use it as a lasso, spinning it rapidly and stepping through it - only instead of coming out on the other side of the whirling rope, he disappears, having teleported elsewhere. He also can do just that to disappear from Earth Prime entirely as he ventures into one of any number of mystical dimensions. Furthermore, the lariat is reactive to threats to the Rope - pulling him fluidly out of the way of heavy blows, or intercepting attacks that might otherwise badly hurt him. This is, perhaps, the eeriest demonstration of its powers, for the Rope needs not do anything save let the Lariat do as it wishes, with its alien, graceful motions. Complications: To Ambush an Assassin: The Rope was trained from early childhood as an assassin. Though he's mostly recovered emotionally (perhaps too much so, say detractors), his training remains, and he sometimes reacts with unnecessary brutality in combat, when his adrenaline spikes. GMs may give him a Hero Point to say he has done more serious damage than he intended when in combat. Look Away to See: The shadows from which the Rope draws his powers have alien moral systems at the best of times, and are downright resentful of his use of them at the worst. When dramatically appropriate, the Rope's use of his powers can summon Things that do not have his best interests in mind, let alone those of the innocents of Earth Prime. Bastards Born of Darkness and Light: The Rope's shadowy powers are not hindered by light in any way. Instead, it is total darkness that blocks their use. After all, the brighter the light, the more defined and darker the shadow. In utmost darkness, there is no shadow distinct from the dark. If everything is shadow, nothing is. Earthborn and Shadowbound: Though the Rope was born on Earth Prime, his long stay in the Throne of Shadow and his investiture as a powerful being there have confused reality somewhat. At the GM's discretion, by giving him a hero point, certain powers intended to banish spirits, demons, and other extradimensional or extraplanar beings might cast the Rope back to the Throne of Shadow. Abilities: 28 PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 14 = 34 PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +10 Melee, +10 Ranged (+10 Base) Defense: +15 (+7 base, +6 Shield, +2 Dodge Focus), +4 Flat-Footed Grapple: +11 Knockback: -2 Saving Throws: 4 + 6 + 5 = 15 PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +7 (+2 Wis, +5) Skills: 68 R = 17 PP Acrobatics 6 (+10)Skill Mastery Bluff 10 (+11)Skill Mastery Disable Device 6 (+10) Escape Artist 2 (+6) Intimidate 8 (+9) Knowledge (Arcane Lore) 8 (+11) Language 3 (Farsi, English [Native], German, Tongue of Shadows) Notice 10 (+12)Skill Mastery Perform (Dance) 4 (+8) Stealth 11 (+15)Skill Mastery Feats: 11 PP Defensive Roll Dodge Focus 2 Equipment 2 Evasion Hide in Plain Sight Improved Initiative Ritualist Skill Mastery (Stealth, Bluff, Acrobatics, Notice) Uncanny Dodge (Hearing) Equipment: 10 EP Throne of Shadow (Headquarters, Castle in Shadows' Crown, a dimension of shadows) [10 EP] Powers: 1 + 2 + 42 = 45 PP All powers have the Magic and Shadow descriptors unless otherwise noted. Shadowborne Agelessness: Immunity 1 (Aging) [1 PP] Twilit Endowment: Super-Senses 2 (Darkvision) [2 PP] The Adumbral Lariat - Device 10 (Feats: Restricted 2; Flaws: Hard to Lose) [42 PP] Lariat Qualities - 20 PP Array [22 PP] Whip Crack - Blast 10 [20/20 PP] Close Strike - Strike 10 [10/20 PP] Shadow Snatch - Snare 8 (Feats: Tether, Chokehold, Reversible, Accurate) [20/20 PP] Gloom Gate - 19 PP Array [20 PP] Teleport 4 (Feats: Change Direction, Change Velocity, Easy; Extras: Accurate, Affects Others) [19/19 PP] Super-Movement 4: Dimensional Movement 2 (Mystical Dimensions), Swinging, Wall-Crawling [8/19 PP] Automatic Deflection - Shield 6 [6 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Bludgeoning Damage Lariat Whip Ranged DC 25 Toughness Bludgeoning Damage Lariat Strike Touch DC 25 Toughness Bludgeoning Damage Shadow Snatch Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (34) + Saving Throws (15) + Skills (17) + Feats (11) + Powers (45) - Drawbacks (0) = 150/151 Power Points
  8. Justice Power Level: 13 Effective Power Level: 10 Power Points: 198/228PPUnspent Power Points: 30 Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2) / [Justice Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor] (+15) Bluff 2 (+5) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 82 = 82PP Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 5.4 (27DP Container) [27DP] Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] BP: {5 + 4 + 5 = 14/14} (Descriptors: Base Armor) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Enhanced Trait 4 (Reflex Save +4) {4DP} Protection 5 (Total Toughness +10) {5DP} AP: {10 + 4 = 14/14} (Descriptors: Extra Armor) Impervious Toughness 4 {4DP} Protection 10 (Total Toughness +15) {10DP} AP: {10 + 4 = 14/14} (Descriptors: Less Armor) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} Enhanced Trait 4 (Reflex Save +4) {4DP} M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4 + 4 = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4 + 4 = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {6 + 2 = 8/8DP} Impervious Toughness 6 {6DP} (Descriptors: Armor Plating) Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (Descriptors: Jump Jets, Rocket Boots) R.I.D.E.R. System 3.6 (18DP Container) [18DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space) BP: {21 + 4 = 25/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) AP: Snare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals) AP: Stun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Knockback 3, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological] Snare Grenade 100 ft. DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3 Stun Sticker Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 19-20, Reversible, Sedation Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/228 Power Points
  9. REBELLION Power Level: 15 Effective Power Level: 10 Power Points: 214/250PP Unspent Power Points: 36P Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician currently on City Council, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1st Gender: Male. Ethnicity: Caucasian Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working for Brande Management. A super human with the ability to change his appearance, he was one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited his powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, but it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to being possessed by the Terror, Elliot is unable to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever was before. He is smarter, and when he wants to, possesses a strange, almost unnatural charisma. When he wears a mask, Elliot has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Rebellion being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What should he choose, to save one life or many? To abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or he hesitates due having trouble between doing what is right, or continue his mission to seek out the truth. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the process is slow, she is being groomed to follow in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +5 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +5)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 2 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental (+0), Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) AP: Paralyze 10 (Extras: Mental (+0), Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 275 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle TOTALS Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/250 Power Points
  10. Blackstaff Power Level: 10 (162/165PP) Unspent Power Points: 3PP Trade-Offs: None In Brief: Private/Paranatural Investigator Catchphrase: *** Theme: People are Strange - cover by Echo and the Bunnymen (originally by The Doors) Alternate Identity: Christopher Daye (Public); Christopher Blake Verus Daye (Secret) Birthplace: Just outside Richmond, Virginia Residence: Emerald City, Renovated townhouse/office Base of Operations: Blackstaff Investigation Occupation: P.I. Affiliations: none Family: Father (missing), Mother, 2 Sisters Description: Age: 36 (DoB: May 30, 1984) Apparent Age: 26 Gender: Male Ethnicity: Caucasian Height: 5’ 11” Weight: 178 Eyes: Hazel Hair: Brown Description: A night owl, more by necessity then nature, Christopher isn’t nearly as pale as one would expect. Preferring darker than neutral colors he’s usually dressed in slacks and button up shirt; and usually looking like he may have just rolled out of bed in them, he often completes his attire with a trench coat. His hair is cut short causing it to stand up a little spiky. Christopher can be found sporting a trimmed mustache and goatee that never quite connects. But long hours on the job can leave him with stubble and needing a shave and trim. History: Born 2 weeks early, to James and Agatha Daye in their home during a total solar eclipse his parents believe he was born under a sign. His mother was a sorceress and knew right away Christopher possessed magic potential. His father, a scholar of arcane lore but no wizard himself, at first wanted her to wait to teach him but eventually conceded to his wife’s wishes. Christopher showed great promise and his mother was proud. Then, one winter’s morning when he was 13, he had to be pulled from his burning bedroom by his father. Once his mother had magically suppressed what her realized to be hell flames, she discovered half charged runes that she hadn’t taught her son chalked onto his bedroom floor. When confronted young Christopher told his parents a shadowy figure was teaching them to him in his dreams. Fearing the implications his parents quickly set about to flee their current home and hide. During the rush to escape James Daye disappeared. Now panicked even more, Agatha Daye gathered Christopher and his two younger sisters (Bethany and Cassandra) and took them to Freedom in an attempt to hide them. As he continued to grow, his mother became more serious about her teachings and drilled him in the importance of the Light over the Shadow and not to listen to the shadowy figure that came to him in his dreams. Through practice and discipline the figure showed itself less and less. After high school he moved to Emerald City with a friend decided to go for his private investigator license. After a few years apprenticing with an established investigator he left on good terms to open his own office. Now, many years later, Christopher Blake Verus Daye operates under the business name of Blackstaff Investigations. He doesn’t advertise, but somehow people who need him find his card or number, or sometimes even find their way into his office. Often with problems that normal avenues can’t handle. Personality & Motivation: Though he may seem rough and snarky when you first meet him, Christopher is very kind and loyal. But if you make him mad he isn’t one to be underestimated. And one of the easiest ways to get on his bad side, is to blatantly break the rules of magic he tries to live by. He relies on his quick wit and magic to get himself out of the trouble his sharp tongue and protective nature can get him in to. There’s been a time or two he’s fallen for a sob story and cursed himself for it. Behind the face of Blackstaff Investigations, Christopher strives to bring light to the darkness that he sees is covering the city. Even if it’s only one case at a time. Power Descriptions: Christopher’s mother taught him a form of ever evolving hermetic magic that she learned and added to from her own parents. He learned how to channel elemental forces, and how to use magic to affect the world around him, locate lost thing, and even call on other worldly beings. He was taught to use words to shape the desired effects, and to protect his mind from the raw forces he channeled. Creating a personalized language so as to keep the dangerous forces from burning through him and causing harm. He learned how to use hand motions to further focus his power. His mother taught him how to create rituals to perform a wider repertoire of spells and how to create personal foci to aid him in streamlining his magic use. Knowing he still has more to learn, Christopher relies on several foci he made himself to create some specific effects. Hopefully, with time and practice he’ll learn to create the same effects without the needed aids. Complications: Shadowed soul: A yet unidentified shadowy person or entity has taken an interest in Christopher since he was a child and on occasion has attempted to ‘nudge’ him into actions. Because of its early interest in him, this entity already has some influence it is able to call upon. Sometimes, when it could be detrimental or prove to be a long-term problem for Christopher, the entity can mentally influence his senses. Its plans are unknown to Christopher, but he doesn’t believe it’s trying to kill him. But he does believe it is trying to turn him towards a path of darkness. (This usually manifest as mental illusions that only Christopher is subject to.) Sweating Magic: Magic is raw, untamed power that more and more intricate technology just can’t stand up to. Sometimes, under stressful conditions Christopher radiates enough magic to disrupt or out right shut down nearby technology. The Rules of Magic: Drilled into his head from the very start by his mother, Christopher follows 7 rules of magic. Unfortunately, he has found himself unable to avoid breaking them himself. These times often leave his confidence shaken and on severe occasion have led to him unable to call on his magic for a time. (Yes, it is possible to trick him into thinking he has broken one of the rules) 1 – Thou Shalt Not Kill (This forbids the killing of non-primal planar, sentient beings with magic) 2 – Thou Shalt Not Transform Others (This forbids the shapeshifting of unwilling non-primal planar, sentient beings with magic) 3 – Thou Shalt Not Invade the Mind of Another (This forbids the metal invasion of unwilling non-primal planar, sentient beings with magic) 4 – Thou Shalt Not Enthrall Another (This forbids the binding or domination of non-primal planar, sentient beings with magic) 5 – Thou Shalt Not Reach Beyond the Borders of Life (This forbids the summoning, binding, and exploitation of the unwilling dead) 6 – Thou Shalt Not Swim Against the Currents of Time (This forbids the use of time travel to alter the timeline) 7 – Thou Shalt Not Open the Outer Gates (This forbids the summoning or contacting of creatures or entities from beyond the Cosmic Coil) ABILITIES [0 + 4 + 2 + 8 + 8 + 8 = 30PP] Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) COMBAT [8 + 8 = 16PP] Initiative: +2 (+2 Dex) Attack: +10 (+4 Base, +6 Device) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Melee Attack, +0 Strength) Knockback Resistance: 0/-7 SAVING THROWS [7 + 6 + 6 = 19PP] Toughness: +10 (+1 Con, +9 Force Field [5 Impervious]) Fortitude: +8 (+1 Con, +7PP) Reflex: +8 (+2 Dex, +6PP) Will: +10 (+4 Wis, +6PP) SKILLS [88R = 22PP] Bluff 6 (+10) Concentration 6 (+10) Craft, Artistic 6 (+10) Disable Device 6 (+10) Gather Information 6 (+10) Investigate 6 (+10) Knowledge (arcane lore) 6 (+10) Knowledge (streetwise) 6 (+10) Knowledge (theology and philosophy) 6 (+10) Language 8 (English [native], Latin, Spanish, Sumerian, Mandarin, Hebrew, Atlantean, Enochain, Infernal) Notice 6 (+10) Search 6 (+10) Sense Motive 6 (+10) Stealth 8 (+10) FEATS [15PP] Artificer Connected Dodge Focus 6 Equipment 2 (Apartment/Office) Luck 3 Ritualist Well Informed Equipment 2 (10EP) Blackstaff Investigations (Headquarters) [10EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [9EP] Fire Prevention System Laboratory Library Living Space Personnel (fey cleaning, phantom librarian, part-time werewolf secretary) Security System 3 (DC 30) Workshop POWERS [12 + 3 + 3 + 36 + 6 = 60PP] Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors: Jewelry, Foci, Magic) Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP] Device 1 (Skeleton Key; Easy to Lose) [3PP] (Descriptors: Key, Foci, Magic) Transform 1 (Locked locks into unlocked locks; Extras: Duration [Continuous, Lasting]; Flaws: Range [Touch]; Feats: Subtle) [5DP] Device 1 (Heirloom Silver Pentacle; Easy to Lose) [3PP] (Descriptors: Heirloom, Jewelry, Foci, Magic) Environmental Control 5 ([Light: Bright]; Range: Touch, 100’ radius; Flaw: Range) [5DP] Magic 10 (33PP Magic Array; Feats: Alternate Power 5; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [36PP] (Descriptors: Magic) BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP] AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP] AP: Snare 10 (Extras: Area [General Burst]; Feats: Affects Insubstantial 2 [Full effect], Reversible) [33/33PP] Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic) DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 Blast 100 ft. DC25 Tou (staged) Damage +10, Penetrating 5, Affects Insubstantial 2, Crit 19-20, Variable Descriptor 2 Dispel Magic 50 ft. radius area DC20 Ref Halve Nullify rank for power check if passed Opposed power check Powers nullified Jinx Technology 50 ft. radius area DC20 Ref Halve Nullify rank for power check if passed Opposed power check Powers nullified Move Object - Thrown Objects 100 ft. DC25 Tou (staged) Damage +10, Crit 19-20, Indirect 3, Precise, Subtle Snare 100 ft. 50 ft. radius area DC20 Ref Halve Snare effect DC if passed Affects Insubstantial 2, Reversible DC20 Ref (staged) Fail: Entangled >5: Bound and Helpless TOTALS Abilities (30) + Combat (16) + Saving Throws (19) + Skills (22) + Feats (15) + Powers (60) - Drawbacks (0) = 162/165 Power Points
  11. Beast Hunter, Yarrik Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Ageless Half-Abyssal Demon who uses Soul Bound weapons. Catchphrase: “The Hunt never ends” Theme: None Alternate Identities: Name (Secret/Public, Who uses it, Where its from), Yarrik Wyatts(Public ,Obscured by Time and dimensions, Birth name), The Ashen Dancer (Public, used by Hunters Legions, Demonic War), Kin-Slayer, Dranuth (Secret, Used by abyssal demons, Demonic War). Identity: Public Birthplace: Berkshire? Residence: Homeless Base of Operations: N/A. Occupation: Beast Hunter/Vagabond Affiliations: 3rd Beast Hunter Legion(Former), . Family: Drortaurth[Abyssal Patriarch](Father), Grephaz[Abyssal Hydra](20 centuries older Brother), Jausia[Abyssal Succubus](17 Centuries Older Sister), and others yet to be countered. Description: Age: 459 (DoB: 10th, May 1559 ) Apparent Age: 21 Gender: Male Ethnicity: Half-Daemon(Abyssal) Height: 5’5 Weight: 130 Lbs Eyes:Gold Hair: Platinum Physical Appearance: *Out-of Gear: under physical examination yarrik would appear completely human, Specifically a human of Anglo-Saxon Descent with some abnormalities like Piercing Gold Iris’s and a Platinum colored hair. Physically he looks extremely well built like an olympic athlete. *Hunters Equipment: The Hunters attire is extremely dated clothing dating back to his days of hunting beasts in the hunters legion containing a Tattered Ashen scarf Covering his shoulders wrapped over his ash stained robes. Protected by Chain-mail armor is secured by several leather belts. Protecting his limbs Soot stained Plated Gauntlets, Soot stained boots,and Chainmail grieves. History: Born In a world where Technology development became Impaired by the use of magic. The world was forever locked in an age of Myths and Monsters. Many magic beasts plagued the lands and most village guards were unable to protect their own people. Soon a Monster Hunting Legion was formed, specialists in the supernatural. They were some of the best defense against the beast menace. Yarrik of Berkshire, born of demon and man, was one of the earliest men to join the Beast Hunters under the tutelage of Master Teowulf, an Eldritch Sorcerer turned spellsword. Eight years of intensive training later and Yarrik successfully graduates becoming a full beast hunter himself. He spends the later part of Ten Years hunting beasts and the like until an unfortunate event happens. The Hellish Abyss an ever expanding cairn of a dimension expanding to consume all other planes that stay near it. And its occupants the Abyssal Demons formed of black blood in the deepest chasms of the realm seek to devour engaging in cannibalism. The abyss slowly starts consuming his home dimension opening chasms connecting the two realms together. What can be called a slow losing war begins as more beast hunter legions were created to combat the increasing danger of both lesser and higher Abyssal demons. Due to the abyss’s presence his Demonic Side awakens, and his mortal side Stops aging. All the nations unite under one flag and begin their defense combining their forces into a global army able to deploy anywhere via the use of Mass Teleportation. During the war Yarrik climbs the ranks to Veteran Sergeant and with the help of an arcane smith forges the First Devil Arms, Weapons bound to their makers soul. Demons start eventually pushing into their world slowly. The fighting rages on for centuries with the mortals only able to barely keep the Abyssal demons at bay. After 3 centuries of fighting the demons start developing a strategy, and the abyssal demons form into houses and start actually using strategy instead of numbers. Demons that refuse to join a house had their essence devoured, and Organized into four houses. The First House of Drortaurth Specialized in all forms of fighting and creating Warriors, The second house of Thalmothok specialized in all underhanded tactics of subterfuge and trickery, The Third house of Xollmikan Specialized in the newly acquired resource known as magic and all future resources, The fourth house of Balgollul Specialized in the logistics of the first two houses(Mending Wounds, Relaying intel, Determining weak demons for Slaughter). The heads of these houses became the abyssal lords and after hearing a number of reports they took notice of how a Certain Veteran Sergeant of the hunters is able to stay alive this long. After a time of pondering Drortaurth recognizes the Veteran sergeant essence as one of his spawn. Yarrik, not having an abyssal name, is named Dranuth by his ‘father’. With this knowledge the Abyssal Patriarch sends one of his Daughters Jasuia(Abyssal Succubus) along with the next wave of organized demons, And at the Battle of the Burning forest the abyssals experienced their first major victory. Jasuia intercepts her younger brother Yarrik and his apprentice with the aid of Second house spies away from the main armies. After revealing the source of yarriks powers before giving him the option to join or die. Naturally the beast hunter answers by using his blade against her. Receiving the order to withdraw Yarrik and his apprentice snare jasuia in place with a glue bomb. Receiving high casualties the army retreats, but accomplishes its 1st goal of giving the civilians time to evacuate. Soon humankind is forced back into a single keep where it is assailed by the three demonic houses. Desperate, the last of the leadership King Eanwulf orders the mages to prepare a mass teleportation spell to send the remnants of humanity to another world. Last of the remaining army are a single beast hunting legion, and a siege battalion Ordered to defend the keep at all costs. Veteran Sargent Yarrik of the hunters, and Captain Ingwald of the Siege battalion the highest ranking of their groups coordinate a defense Making the demons pay for every square foot of land and with heavy losses. [Where the first post would start] Right as the demons were about to breach first defenses The crystal Sage, Byrnwald and his mages complete the ritual mass teleporting the remnants of humanity along with some of the demons who were too close into Kingston a weak point in the dimensions. ----------------------------------------------------------------------------------------------------------------------------- Personality & Motivation: Yarrik Was a Veteran Sergeant of the 1st Beast hunting Legion Overseeing the training of apprentices for the basics, and some specialists being retrained to hunt a particular type of creature. Seeing mistakes in human combatants fighting styles he can’t help but verbally correct what they are doing wrong only after he’s abused the weakness. Before combat he likes doing a little banter even if it is on the mocking end. Powers & Tactics: Yarrik is a relic from a Bygon era when kings and queens ruled, when Monsters commonly roamed the earth, and When 6,000 men was an impressive army. His tactics, powers, and equipment reflect this being usually simple. His fighting style resembles his masters fighting style revolving around positioning and acrobatics a favorite phrase of the old man was “In a contest of strength a beast will always win” Yarriks' powers stem from his Abyssal ancestry and how it augments his ‘mortal’ physiology. Black blood is naturally chaotic and wants to flow free, but with the restrictions of a human mixed in it is locked to a Controlled Chaos. Power Descriptions: Despite looking human Yarrik is a Half Abyssal Demon. Unlike devils blood, Abyssal blood is chaotic by nature: Spawning Abyssals from spilt black blood, induces mutations in organics, And generally becomes a problem in large amounts Dahaka’s Deceitful Form: Forged from the blood of Dahaka, Yarrik is able to use the trickster demons power of Physical Morphing to conceal himself from prying eyes. Forming a Disguise from the mist of the abyss itself Dranuths Wrath: Every Demon has their own unique ability. Dranuths(Yarrik)’s unique blood ability is to summon a Double-edged Broadsword from the abyss. This sword can ‘Throw’ its strikes at an enemy from a distance. The Sword has a Leather grip and a steel pommel shaped to look like a metal skull, The Guard made of Demon talons. Caim’s Treacherous Wings: Forged from the blood of Caim the Envious an abyssal demon parading as a celestial. These Wings are made of Metallic Feathers that shine like stainless steel in the sunlight and holds the strength of titanium. These wings can throw their feathers to use as weapons, or can allow the user to fly up to 500 Mph. Complications: Name: Description Abilities: 4 + 4 + 10 + 0 + 12 + 4 = 34PP Strength: 14/22 (+2/+6) (Enhanced Ability 8 ) Dexterity: 14/22 (+2/+6) (Enhanced Ability 8 ) Constitution: 20/30 (+5/+10) (Enhanced Ability 10 ) Intelligence: 10 (+0) Wisdom: 22 (+6) Charisma: 14 (+2) Combat: 12pp + 10 = 22PP Initiative: +6/+10 (+6/+2 Dex, +4 Improved Initiative) Attack: +6, +10 Abyssal Blood Weapons Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +12 Knockback Resistance: 5 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+10 (+5/+10 Con) Fortitude: +10 (+5 Con/+10, +0PP) Reflex: +6/+10 (+2/+6 Dex, +4PP) Will: +10 (+6 Wis, +4PP) Skills: 40SR = 10PP Acrobatics 14 (+16/+20) Disguise 0 (+2, +27 Morph) Knowledge (Arcane Lore) 10 (+10) Notice 9 (+15) Survival 3 (+9) Sense Motive 4 (+10) Feats: 14PP Acrobatic Bluff Dodge Focus 5 Evasion Fearless Improved Initiative Luck 3 Takedown Attack Uncanny Dodge (Sense Type: Hearing) Equipment: 0PP = 0EP Powers: 37 + 6 + 25 = 68PP Half-Demon Physiology(Linked)[37PP](Descriptors: Half-Demon, Unholy) Enhanced Dexterity 8[8pp] (Descriptors: Half-Demon, Unholy) Enhanced Constitution 10[10pp] (Descriptors: Half-Demon, Unholy) Enhanced Strength 8[8pp] (Descriptors: Half-Demon, Unholy) Immunity 9(Aging; Cold; Heat; Pressure; Radiation; Starvation/Thirst; Suffocation(All); Vacuum) [9PP] (Descriptors: Half-Demon, Unholy) Leaping 1(x2 Jumping Distance)[1PP] (Descriptors: Half-Demon, Unholy) Speed 1(10 Mph, 88ft/rnd)[1PP] (Descriptors: Half-Demon, Unholy) Hunters Heightened Senses(Super-Senses 6)(Accurate [Normal-Hearing]; Acute[Normal-Smell] Tracking 2 [Normal Speed] Smell; Danger Sense [Sense Type: Smell]) [6PP] (Descriptors: Half-Demon, Unholy) Abyssal-Blood Weapons 11(22PP Array; Feats: Alternate power 2)[25PP] (Descriptors: Outsider, Unholy) Base Power: (Dranuths Wrathful Blade)[17PP](Unholy, Outsider) Damage 4 (Extras: Autofire [4 ranks]; Feats: Mighty, Accurate 2 [+4 Attack], Affects Insubstantial 2, Extended Reach [10ft], Improved Critical 2 [18-20], Incurable) Alternate Power:(Dahaka’s Deceitful Form){} Morph 5; (Any Form; +25 Disguise; Extras: Duration [Continuous]) [20PP](Unholy) Alternate Power: Multi Effect(Caim's Treacherous Wings) Flight 3(50MPH, 500ft per Move Action) [6PP](Additional Descriptors: Caim's Fleetful Flight) Blast 10(Caim’s Razor Feathers)(Range: 10 100ft Increments, 1,000ft Max; Flaws: Action [Full]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Incurable, Precise) [16PP] (Additional Descriptors: Caim’s Razor Feathers) Drawbacks: (-2) + (-4) = -6PP Vulnerability (Divine; Frequency: Very Common; Intensity: Moderate) [-4PP] Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC21/17 Toughness (Staged) Damage (Physical) Dranuth's Wrathful Blade Touch +5ft DC25 Toughness (Staged) Damage (Physical) Caim's Razor Feathers Ranged DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (34) + Combat (22) + Saving Throws (8) + Skills (10) + Feats (14) + Powers (68) - Drawbacks (6) = 150/150 Power Points
  12. In Brief: Orphaned Latina Necromancer Character: Santa Muerte Power Level: 12 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 182/183 Unspent Points: 1 Alternate Identity: Ximena Romero Identity: Public Legal Status: USA citizen with no criminal record Birthplace: Emerald City, Oregon, USA Base of Operations: Emerald City, Oregon, USA Residence: The penthouse loft of the 23 B Apartments on University Hill Occupation: Witch Affiliations: Mictlan Books & Curiosities (Owner), 23 B Apartments (Owner), Atzi Ramirez (Employee, Confidant), Detective Briana Rowell, E.C.P.D., Homicide (Contact), Vivienne (Mentor, Deceased) Family: Mother (Deceased), Father (Deceased), Younger Sister (Deceased), Younger Brother (Deceased), several estranged living grandparents, aunts, uncles, and cousins DESCRIPTION Age: 25 (Date of Birth: 1995) Apparent Age: 25 Gender: Female Ethnicity: Mesoamerican Latina Height: 5'5" Weight: 115 lbs. Hair: White (Formerly Black) Eyes: Brown (Green while using magic) Ximena stands at slightly above-average height, with a slight frame. Her skin is on the darker end of the Latina spectrum, owing to her indigenous Mesoamerican heritage, contrasted starkly by her completely white hair. As a lifelong self-described "Goth", her clothing consists almost entirely of elaborate and vaguely Medieval or Victorian inspired dresses, mostly in black but sometimes accented with purple, blue, or red, incorporating plenty of velvet, satin, lace, and fishnet, frequently accompanied by corsets or waist-cinchers, with lots of silver jewelry. To change into Santa Muerte, she simply retrieves the enchanted cloak and mask from her dimensional pocket, and with a word and a wave of her hand, they float onto her body as if she were being dressed by an unseen servant, while her makeup expands from her usual dark eyeshadow and lipstick into a full Dia de Los Muertos style skull-face. Her cloak is bright red, while her mask is bone-white, carved into the shape of a human skull, with a black Viridian Stone set into the forehead, directly above her pineal gland. When Ximena casts spells, her eyes turn bright green, and often both her eyes and hands will be completely enveloped in green hellfire. Her spells require elaborate hand gestures and spoken words to function. The gestures range from simply pointing at the target, to drawing elaborate shapes in the air, such as an hourglass, which then take on a three-dimensional spectral green form that she can interact with, such as turning the hourglass over, or breaking it in half to rapidly spill the sands out. Often a spectral sickle appears in her hand, which she uses to cut glowing puppet strings attached to a group of another necromancer's undead minions, breaking his control over them, or to cut a bloody hole in the fabric of space itself for when she teleports or accesses her dimensional pocket. The spoken invocations of her spells consist mostly of sentences or phrases in Atlantean or Lemurian. The spells she's tweaked or created herself often include Latin, Maya, or Nahuatl as well. HISTORY On Ximena Romero's twelfth birthday, her father came home from work, murdered his entire family, and then rampaged through his neighborhood until he was shot down by the police. At least, that's what most people believe. A few know better. Ximena's father was a junior accountant at a firm which, unbeknownst to him, included among its clientele a number of front companies for some of the organized crime syndicates who belonged to the confederacy known only to themselves as "The Chamber". One front company in particular was involved in the purchase and development of some valuable Riverfront property. Late in the day on Ximena's twelfth birthday, one of the senior accountants accidentally forwarded an email to Ximena's father. That email included a spreadsheet with a list of names and figures. The names were Emerald City government officials, mostly members of the zoning board but also a City Council member. The figures were bribes. The contents of that email could have scuttled the entire real estate deal, and landed every person on the list and everyone copied on the email in prison. Before Ximena's father got home, The Chamber had already given the order that he was to be silenced, in such a way as to destroy any credibility he might have beyond the grave. They sent The Terror. It found and possessed Ximena's father before she had the chance to blow out the candles on her cake, but not before he was able to give her his last present, a silver medallion with a strange black stone set into it that perfectly matched the gothic turn her fashion tastes had recently taken. Using her father as a puppet, The Terror butchered Ximena's entire family. When she tried to defend her siblings, it stabbed her repeatedly. She would have succumbed to her wounds if the black Viridian Stone she was unknowingly wearing around her neck hadn't prevented her soul from leaving her body long enough for her to get medical attention. None of The Terror's other victims that night were so lucky. The experience turned Ximena's hair completely white. In the aftermath, the senior accountant managed to gain access to Ximena's father's email account. The damning message was unread. In his haste to get home in time for his eldest daughter's birthday dinner, he had ignored the buzzing of his Blackberry. Once word was received that one of the children had survived, it was decided that it was unnecessary to finish her off, and, more importantly, that it would attract too much attention if a second attempt was made on her life. The land deal proceeded without further complication. Ximena had a large extended family, who took her in, at first. But her good Catholic aunts, uncles, and grandparents quickly started passing her around like a hot potato, each one growing weary of her trauma-induced emotional unavailability, the goth music and fashion "phase" she refused to grow out of, the bisexuality she refused to conceal or repress, and, most of all, her newfound obsession with the occult. She knew that her father wasn't on drugs and hadn't just snapped like everyone claimed. She knew what she saw, and she had to learn how to keep it from ever happening again. Her guardians kept throwing away her books on witchcraft, and she kept shoplifting new ones. Her guardians grounded her, and she snuck out anyway. Eventually they dumped her into the foster care system, from which she quickly slipped away. She wandered, working under the table at odd jobs while chasing any scrap of information she could on magic and the supernatural. She fell in and out with multiple cults and charlatans before she finally found her mentor, the sorceress Vivienne. Vivienne claimed to be twice Ximena's age, though she didn't look it. Impressed with Ximena's potential and persistence, she took her on as an apprentice. The two quickly became more than teacher and student, first friends, then lovers. Vivienne taught her how to harness hellfire, to bind and banish demons, to raise the dead and to put them down again. In addition to the necromantic arts, Ximena learned history, philosophy, languages. Ximena was a voracious student, taking full advantage of her first access to formal education in years. She learned the true nature of the Viridian Stone in her possession, and she built an enchanted mask to house it. She also became friends with Atzi Ramirez, the middle-aged mortal servant who handled Vivienne's legal and financial affairs in the mundane world. Several years passed. Then, one day, Vivienne turned on Ximena. She learned that Vivienne was even older than she claimed, and that her life and her youthful appearance was sustained by draining the life energy of younger women like Ximena, women Vivienne would take her pleasure and amusement from for a few years, until she grew bored of them and they started to age, losing the only true value she saw in them. Ximena was just the latest in a long line, and the power and strength of will she had developed under Vivienne's tutalage only meant that her soul would sustain and empower Vivienne for longer once she consumed it. Vivienne's doom was in underestimating her latest student. Ximena managed to turn the tables on Vivienne, long enough to break Vivienne's hold over her undead creatures who staffed and protected her estate. Instead of seizing control of them, Ximena set them free, and once free, they set upon Vivienne with a vengeance, consuming her body and soul. Once they were finished with Vivienne, Ximena sent the creatures to their final rewards, some willingly, some not. Then she looted Vivienne's estate of its more benign resources and burned the rest down. She has yet to face any reprisal for Vivienne's death, since most of Vivienne's few friendly acquaintances in the magical community "Knew her well enough not to mourn her passing." After disposing of Vivienne's legacy, Ximena decided it was time to return to her home. If she could overcome a seasoned necromancer like Vivienne, then she could deal with the entity that had murdered her family, and any others like it. Atzi, finding herself homeless, unemployed, and free of the mind-controlling spells that she hadn't even known that Vivienne had cast upon her, followed Ximena to Emerald City. With Atzi's help, and the financial resources Ximena had "inherited" from her treacherous mentor, she was able to purchase two properties, a small apartment building, X, where she and Atzi both took up residence, and a storefront where she established Mictlan Books & Curiosities (and installed a magical workspace in the basement). She put Atzi in charge of running both businesses. The store acts as a base from which Atzi is able to act as a broker, putting clients (some paying, some not) who require magical assistance in touch with Ximena, who performs services ranging from brewing potions or crafting charms to investigations and exorcisms. In her own time, Ximena searches the city for lost souls to put to rest, and demons and malevolent spirits to banish from the material realm, hoping to find one in particular. She's foiled several secular crimes along the way, and one police detective, Briana Rowell, has started consulting with her after she helped Rowell close a cold murder case. PERSONALITY & MOTIVATION Ximena's demeanor is usually calm, aloof, and laconic. When she indulges in humor, it tends to be dry sarcasm. When she looks at someone, she seems to be looking through them. She carries heavy emotional burdens she is loathe to unleash upon others, and she is just as reluctant to take on the emotional burdens of others. She's had to be self-reliant for most of her life, and she's been betrayed and abandoned multiple times, so she is slow to trust anyone. But she genuinely wants to help people. The supernatural invaded her life and destroyed it. She has dedicated her life to making sure that doesn't happen to anyone else. Despite her youth, she has existed at the fringes of mainstream modern society for long enough that she doesn't feel comfortable in it. She pays for everything in cash, she keeps hard copies of everything, and she doesn't own a computer or a cell phone. POWERS & TACTICS As a necromancer, Ximena's magic focuses on the power of life and death itself, especially the latter. She can inflict weakening curses upon her foes, launch bolts of hellfire at them, and show them enough of what horror awaits them in the afterlife to break their spirits under the weight of it. Alternately, she can use that same knowledge of the worlds beyond death to provide peace to her allies, invigorating them. She knows how to raise the dead, turning them into the Undead, how to summon, bind, and interrogate ghosts and demons, and how to sever such a creature's connection to the powers that sustain it, obliterating them. Through sheer force of will, she can seize control of the demons or undead creatures created or commanded by another sorcerer. She can perform exorcisms, which break the hold supernatural creatures have over a mortal's fragile mind, and banish those creatures from the material world back to whatever dimension spawned them. She can transport herself and others to the various dimensions of the dead, and she knows their geography well enough to exploit the different physics in those dimensions to emerge back in the material world a vast distance away from her starting point in mere moments. Because of her mask (see below), she can walk those paths freely, the dead mistaking her for one of their own. When she brings along a living passenger, the journey becomes far more dangerous. Her affinity for death has allowed her to sense it as second nature. She can tell when someone has died in a given place, whether it was one person or many, and whether they died slowly or quickly, peacefully or violently. She sometimes receives precognitive visions warning of an impending death, being able to sense the psychopomps looming close by the doomed. She also knows a handful of minor non-necromantic utility spells. She can create and access a pocket dimension, where she stores her most valuable possessions. She can use part of a person, such as a drop of their blood or a strand of their hair, to prepare a compass which will point in their direction. She can create a ghostly hand which can lift, manipulate, and even destroy objects at a distance. She can transmute small objects, rearranging their atoms like a child's building blocks to transform one thing into another. Her enchanted cloak harnesses raw ectoplasm, the substance of ghosts, which is often left behind when they move on to their final reward, or are forced to by an exorcism. The cloak repurposes this energy as a shield, protecting her from harm. When an attack would strike her, swirling green mist appears a few inches in front of her and blocks it. Sometimes the vague outlines of a face appear in the mist, either an echo of the departed spirits whose ectoplasm the cloak harnessed, or a grateful spirit returning to intercede on her behalf directly. The cloak uses this same energy to form currents or wings which lift her off the ground, allowing her to float in the air, and sometimes, as with her defenses, it is grateful spirits who bear her into the heavens. Her mask harnesses the energy of the black Viridian Stone to open her "third eye", allowing her to see in total darkness, to see supernatural creatures for what they truly are, to see magical auras, and to speak with the spirits of the dead as if she were one of them. The mask hides her life signs, making her appear to both living and dead alike as one of the latter. Aside from her magic, Ximena has the sort of genius-level intellect that comes along a few times in a generation, and a tremendous strength of will and and force of personality. If she hadn't decided to become one of the world's greatest witches, she could have become the next Ada Lovelace, Marie Curie, or Susan B. Anthony. Her intensive tutelage under Vivienne left her with the equivalent of a doctorate in several fields of mundane academic study. She speaks over half a dozen languages. Her enchantments adhere best to objects of the finest quality, and she has risen to the challenge, becoming a world-class craftswoman of a dozen different disciplines, from seamstress to metalworker. However, she has focused on her studies to the point of neglecting her body. While she is exceptionally healthy, her physical prowess is below average for a woman of her age. She is almost useless in a fistfight. COMPLICATIONS Enemies: Ximena has banished many demons and malevolent spirits from the world of the living. Some of them hold grudges. And someone might have cared about Vivienne enough to avenge her death after all. The GM can give her a Hero Point when one of them shows up to make an already bad situation even worse. Fame (Local): Ximena's identity as "Santa Muerte" exists in a grey area. She doesn't hide it, but she doesn't advertise it either. Not everyone she's helped recognizes her, but some do, and word is spreading. The GM can give her a Hero Point when being recognized makes her life less convenient in some way. Hyperspace Is A Scary Place: When Ximena uses her Teleport power, she crosses over into one of the Underworld dimensions. The GM can give her a Hero Point if something follows her back into the material world. Alternately, if she brings along a passenger, especially if that passenger's nature as a living creature is not concealed as hers is behind her mask, or if the passenger disregards her instructions ("Don't open your eyes, don't listen to the voices, don't let go of me"), then that passenger may come back possessed, if they come back at all. If her passenger is possessed or trapped on the other side, the GM may give a Hero Point to her, her passenger, or both. Nightmares: Ximena has seen many disturbing things, and she regularly relives them in her dreams. Precognitive visions of death also frequently come to her while she is asleep. The GM can give her a Hero Point and declare that she is Fatigued due to lack of restful sleep. Prejudice: Ximena is female, Latina, bisexual, and a goth. The GM can give her a Hero Point when another character's ignorance of and/or prejudice against one or more aspects of her identity creates a setback for her. Reputation ("Burn the witch!"): Many members of mainstream religions consider Ximena to be a blasphemer and her namesake to be heresy. Most other wizards consider her form of magic to be taboo, and, to be fair, most of those who practice it do so in a far more malevolent fashion than she does. Anyone who can perceive magical auras in detail and knows what to look for can see the mark her use of necromancy (however benign it has been) has left on her soul. The GM can give her a Hero Point if another character's attitude toward her powers creates a setback for her. Responsibility (Business): Even though Atzi handles the day-to-day operations, ultimately, as a landlord and a store owner, Ximena has an obligation to her tenants, her employees, and her customers. And Atzi herself may sometimes require aid. The GM can give Ximena a Hero Point when she faces a setback on account of those obligations. Responsibility (Family): Ximena has a large extended family. Even though she is estranged from them, if any of them found her and asked for her aid, she would feel obligated to provide it. The GM can give her a Hero Point and declare that a family member needs her help at the worst possible time. ABILITIES 48PP ([-2] + 4 + 8 + 14 + 12 + 12) Strength: 08 (-1) (Heavy Load: 80 lbs.) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 22 (+6) Charisma: 22 (+6) COMBAT 14PP (8 + 6) Initiative: +2 (+2 Dex) Attack: +4, +8 Hellfire Blast Grapple: +3 (+4 Melee Attack, -1 Str) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 6/2 SAVING THROWS 12PP (1 + 2 + 9) Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +5 (+4 Con, +1PP) Reflex: +8/+4 (+2 Dex, +4 Enhanced, +2PP) Will: +15 (+6 Wis, +9PP) SKILLS 22PP (88R) Concentration 6 (+12) Craft (Artistic) 13 (+20) Diplomacy 9 (+15) Intimidation 9 (+15) Knowledge (Arcane) 13 (+20) Knowledge (Cosmology) 3 (+10) Knowledge (History) 3 (+10) Knowledge (Life Sciences) 3 (+10) Knowledge (Streetwise) 3 (+10) Knowledge (Theology & Philosophy) 3 (+10) Languages 6 (Atlantean, English [Native], Latin, Lemurian, Mayan, Nahuatl, Spanish) Medicine 1 (+7) Notice 4 (+10) Search 3 (+10) Sense Motive 9 (+15) FEATS 8PP Artificer Benefit (Wealth 1) Dodge Focus Equipment 1 (5EP) Luck 3 Ritualist Enhanced: Quick Change EQUIPMENT 5EP (1PP) Mictlan Books & Curiosities (PL10 Headquarters) [5EP] Size: Small [0EP] Toughness: 5 [0EP] Features: [5EP] Cover FacilityAoF Library Security System (DC20) PersonnelBoM Workshop (Magic) AoF = Agents of Freedom BoM = Book of Magic POWERS 78PP Devices 8 (40PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [32PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy) Cloak: Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings) Protection 8 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Mask: Comprehend 1 (Spirits) [2PP] Features 2 (Deathly Mien*, Undead Presence*) [2PP] *Power Profiles, "Death Powers" Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight) Super-Senses 8 (Magic and Supernatural Awareness; Descriptor requency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking) [8PP] (Additional Descriptors: Divination Magic, True Sight) Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis) Magic 16 (32PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] Base Power: [5 + 5 + 11 + 11 = 32PP] (Additional Descriptors: Utility Spells) Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] (Additional Descriptors: Dimensional Magic) Move Object 1 (Lifting Strength: 5, Heavy Load: 50 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise) [5PP] (Additional Descriptors: Spectral Hand, Telekinesis) Telelocation 10 (Range: 200,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [11PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic) Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic) Alternate Power: [32PP] (Additional Descriptors: Hellfire Blast, Necromancy) Blast 12 (Range: 10 120ft Increments, 1,200ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [32PP] Alternate Power: [32PP] (Additional Descriptors: Curse of Withering, Necromancy) Drain 10 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute]; Drawbacks: Full Power) [32PP] Alternate Power: [22 + 10 = 32PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable; Drawbacks: Full Power) [22PP] Damage 10 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [10PP] Alternate Power: [32PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave) Emotion Control 10 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area Size] 1 [100ft radius], Reversible) [32PP] Alternate Power: [32PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy) Mind Control 10 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 1 [100ft radius]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Banishment, Exorcism, Necromancy) Nullify 10 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area Size] 2 [250ft radius]) [32PP] Alternate Power: [5 + 27 = 32PP] (Additional Descriptors: Necromancy, Paths of The Underworld) Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]) [27PP] Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy) Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring) Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy) Abilities (48) + Combat (14) + Saving Throws (12) + Skills (22) + Feats (8) + Powers (78) = 182/183 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Curse of Withering Perception DC20 Fortitude (Staged) Drain Str/Dex/Con Dimensional Pocket* Touch/Grapple DC11 Reflex Trapped Emotion Control Perception/Area DC20 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Exorcism Perception/Area Will or Power vs +10 Nullify* Finding Spell Extended DC20 Will Telelocation Hellfire Blast Ranged DC27 Toughness (Staged) Damage (Energy) Mind Control** Perception/Area Will vs +10 Controlled Rebuke** Perception DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy) Spectral Hand* Perception Grapple vs +2 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Transmutation* Perception DC11 Reflex Transformed *Utility power, not generally used as an attack, but technically capable of being used as such. **Limited to Demons/Devils and the Undead.
  13. Dog Pound Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness In Brief: "His Bite is worse than his Bark, The Canine crusader who fights like a cornered animal!" Catchphrase: Theme: Alternate Identity: Jack Sounder (Secret) Birthplace:The Fens Residence: Abandoned Kennel (That he owns) Base of Operations: N/A Occupation: Vigilante Affiliations: Friends of Freedom Family: Butcher (Dog) Description: Age: 45 (1975) Apparent Age: Gender: Male Ethnicity: Caucasian Height: 4'7 Weight:135 Eyes: Brown Hair:Brown A Brown Newsboy cap and black Domino mask, as well as some old Dogcatcher coveralls is all the costume that Dog Pound wears. His brown eyes concealed by one way lenses in the mask,he hunts the criminals preying on the citizens of Freedom City. History: Born out of wedlock to a mother who died not long after his birth, Jack Sounder was in the system almost as soon as he arrived on this earth. As a young boy he idiolized heroes like the Centurion, but his situation ended up quite literally beating this trait out of him. By the time he was 17, he was a troublemaker by temperament and a thug by profession, his natural fighting prowess was noticed by a promoter who convinced him to take it to the ring. After a short but incredibly successful and popular run in the cities boxing rings, he was banned from the sport after busting the eyesocket of one of his opponents, permanently damaging his eye. Ending up back in the service of his local mob, he became a fairly effective bruiser and late thief. Far later on, when he was 37, he was attacked during a break in at ASTRO labs by one of the labs test animals, a young mongrel with no name or discernible breed. The dog bit down on his arm and during the struggle he was knocked into a rack of chemicals and knocked out. He would wake back up in a police station and end up given an 8 year sentence in a minimum security prison. Surprisingly the prison's rehabilitation system actually worked for once, and he used his time there to examine his life. He had a lot of time to think, and realized he wasn't the kind of person his younger self wanted to be. After the break in he had begun to develop weird abilities, his teeth had sharpened slightly and his hearing and sense of smell was enhanced. He had begun to get stronger and his youthful energy from his fighting days seemed to return despite his later age. The bite mark from the mongrel seemed to be permanent left on his arm and he could not get rid of it, nor did he want to. That mark was a reminder of what he used to be...what he used to do...what he refused to do again. After being released he left the prison and got back on his feet. He bought the dog who had bit him, that he found he could communicate with, as well as other canines. Naming it Butcher he then moved into a piece of property he managed to snag for a reasonable price, a defunct and abandoned Dog Kennel that he converted into a makeshift apartment and base. Personality & Motivation: He simply wants to make up for what he did in the past and become better. He believes these powers were given to him as a chance to make up for his checkered past. Powers & Tactics: He mostly falls back on his old Boxing style, hitting their opponent with out of practice but still professionally trained punches. Complications: Man's Best Friend: Butcher, Dogpound's pet dog, is somewhat old but still around. Jack would do anything for this dog, and heaven help whoever decides to try to hurt them, Checkered Past: His former Criminality is a sore subject. Don't bring it up. Abilities: 4 + 4 + 4 + 0 + 4 + 6 = 22PP Strength: 24/14 (+7/+2) Dexterity: 24/14 (+7/+2) Constitution: 24/14 (+7/+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 8 = 20PPInitiative: +11 Attack: +6 Base, +10 Natural WeaponsDefense: +10 (+4 Base, +6 Dodge Focus), +3 Flat-FootedGrapple: +13/+16 w/Totem Array Knockback: -3/-1 Saves: 0 + 0 + 5 = 5PP Toughness: +10/+2 (+2 Con, +5 Enhanced Con, +3 Protection) Fortitude: +7/+2 (+2 Con, +5 Enhanced Con) Reflex: +7/+2 (+2 Dex, +5 Enhanced Con) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 13 (+20) Skill Mastery Climb 3 (+10) Drive 3 (+10) Gather Information 12 (+15) Handle Animal 2 (+5) Intimidate 7 (+10) Investigate 5 (+5) Knowledge (Streetwise) 5 (+5) Notice 13 (+15) Skill Mastery Sense Motive 8 (+10) Stealth 13 (+20) Skill Mastery Survival 13 (+15) Skill Mastery Swim 3 (+10) Feats: 17PP Acrobatic Bluff Challenge (Fast Acrobatic Bluff) Dodge Focus 6 Evasion 2 Hide in Plain Sight Improved Initiative Move-By Action Power Attack Skill Mastery (Acrobatics, Notice, Stealth, Survival) Takedown Attack Well-Informed Equipment: 0PP = 0EP Powers: 2 + 7 + 10 + 10 + 10 + 3 + 4 + 8 + 7 = 61PP Descriptors: all mutation Comprehend 2 (Speak to and Understand Animals; Flaw: Limited [Canines]) [2PP] Damage 3 (Dog Bite, Feats: Accurate 2, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [7PP] Enhanced Constitution 10 (to 24/+7) [10PP] Enhanced Dexterity 10 (to 24/+7) [10PP] Enhanced Strength 10 (to 24/+7) [10PP] Protection 3 [3PP] Super-Movement 2 (Wall-Crawling 2) [4PP] Super-Senses 8 (Auditory [Enhancements: Danger Sense, Ultrasonic Hearing, Uncanny Dodge], Olfactory [Enhancements: Accurate, Acute, Tracking 1 [Quarter-Speed], Visual [Enhancements: Low-Light Vision]) [8PP] Dog-like Array 3 (6PP, Feats: Alternate Power) [7PP] BE: Leaping 3 (x10, Running Long Jump: 170', Standing Long Jump: 90', Vertical Jump: 42') + Speed 3 (50 MPH / 500' per Move Action) {6/6} AP: Super-Strength 3 (Effective Strength 39, Heavy Load: 3 tons) {6/6} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage [Physical] Bite Touch DC 25 Toughness Damage [Physical] Totals: Abilities (22) + Combat (20) + Saving Throws (5) + Skills (25) + Feats (17) + Powers (61) - Drawbacks (0) = 150/150 Power Points
  14. In Brief: Guillermo del Toro shoves Miles Morales, Tim Drake, and Matt Murdock into a blender. Character: Octoman Power Level: 13 (Built as PL10) Tradeoffs: None Power Points: 202/204 PP Unspent Points: 2 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: An apartment in the West End Occupation: Student Affiliations: None Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), Several unnamed aunts, uncles, and cousins DESCRIPTION Age: 16 (Date of Birth: 2003) Apparent Age: 16 Gender: Male Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino. Height: 5'9" Weight: 150 lbs. Hair: None (Formerly Black) Eyes: Yellow (Formerly Brown) Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds in his skin, which appear to be scars but are actually new orifices. He has three on each side of his neck, one each on the palms of his hands and the soles of his feet, another on each forearm, and several along the sides and back of his torso. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood is less likely to drip and more likely to spray. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. HISTORY Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. PERSONALITY & MOTIVATION Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. POWERS & TACTICS Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has almost no bones left in his body. Most of them have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and to a lesser extent, resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which make it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. He has what would be considered a "weak healing factor" by superhuman standards (not enough for Regeneration or Impervious Toughness, but enough for a high Constitution score). His body can repair minor damage quickly, and more severe wounds are less likely to happen in the first place. He doesn't heal from serious injury much "faster" than a normal human, but he heals "better". Given time to recuperate, he will reliably make a full recovery from trauma which would cripple or kill a normal person. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is. He has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch for hundreds of feet. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body, through a series of new orifices on the palms of his hands, the soles of his feet, and his lower back. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. COMPLICATIONS Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with. Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human. Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words. Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time. Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character. Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this. Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition". Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him. Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep. Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate. Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types. Status (Minor): It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him. ABILITIES 32PP Strength: 30/14 (+10/+2), 50/14 Lifting (Heavy Load: 12 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: 26/14 (+8/+2) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 20 (+5) COMBAT 16PP Initiative: +10/-2 (+10/+2 Dex, +4 Enhanced Improved Initiative, -4 Deafened) Attack: +10 Melee (+4 Base, +6 Attack Focus [Melee]), +4 Ranged (+4 Base) Grapple: +34/+12 vs one target, +30/+12 vs multiple targets (+10 Melee Attack, +10/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +4 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback Resistance: 5/2, 4/1 Flat-Footed ATTACK RANGE SAVING THROW EFFECT Unarmed Touch* DC25 Toughness (Staged) Damage (Physical) Mass Tentacles Touch/Area DC20 Reflex Bound (Helpless) Ink Spray Touch +20ft DC20 Reflex Dazzle Olfactory + Visual DC20 Fortitude Recover Venomous Bite Touch DC20 Fortitude (Staged) Slowed/Paralyzed *Up to 250ft with Elongation. SAVING THROWS 10PP Toughness: +10/+4 (+8/+2 Con, +2 Defensive Roll), +8/+2 Flat-Footed Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +12/+4 (+10/+2 Dex, +2PP)Evasion Will: +8 (+0 Wis, +8PP) SKILLS 68R = 17PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 15 (+20)Skill Mastery, Taunt Computers 15 (+20)Second Chance, Skill Mastery, Ultimate Skill Disguise 0 (+5, +10 or +50 with Morph) Escape 0 (+16/+2, Automatic with Insubstantial) Knowledge (Current Events) 5 (+10) Knowledge (Physical Sciences) 2 (+7) Knowledge (Pop Culture) 10 (+15) Knowledge (Technology) 5 (+10) Knowledge (Theology & Philosophy) 1 (+6) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 5 (+15/+5)Skill Mastery, Deafened Search 0 (+15/+5) Stealth 2 (+15/+4) Swim 2 (+15/+4)Swimming FEATS 24PP Attack Focus (Melee) 6 Chokehold Defensive Roll (+2 Toughness) Dodge Focus 6 Grapple Finesse Luck 3 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Notice) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion Improved Initiative POWERS 103PP Concealment 2 (Normal Vision, Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 16 (Feats: Evasion, Improved Initiative) [18PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Skills 28 (Acrobatics 2, Notice 10, Search 10, Stealth 3, Swim 3) [7PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater], Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 4 (Environmental 2 [Cold, Pressure], Poison, Suffocation [Underwater]) [4PP] (Descriptors: Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Morph 1 (+5 Disguise, Any Form) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH / 250ft per Move Action, Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 16 (32PP Array, Feats: Alternate Power 4) [36PP] Base Power: [5 + 3 + 16 + 8 = 32PP] Additional Limbs 4 (+10 Limbs, Extras: Duration [Sustained], Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Elongation 6 (250ft Max Elongation, Elongate 300ft per Move Action, Free action to retract, 60ft Range Increments for elongated melee attacks, Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Strength 16 [16PP] (Descriptors: Mutation, Super-Strength) Super-Strength 4 (Lifting Strength: 50, Heavy Load: 12 tons) [8PP] (Descriptors: Mutation) Alternate Power: [26 + 6 = 32PP] Dazzle 10 (Sense Types: Olfactory + Visual, Flaws: Range [Touch], Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [26PP] (Descriptors: Ink Spray, Mutation) Obscure 3 (Sense Types: Olfactory + Visual, Area: 25ft radius, Extras: Independent, Total Fade [6 rounds], Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [6PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [6 + 24 = 30PP] Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9, +45 Disguise, Any Form) [24PP] (Descriptors: Mutation, Shapeshifting) Alternate Power: [32PP] Paralyze 10 (Extras: Alternate Save [Fortitude], Secondary Effect, Feats: Improved Critical 2 [18-20]) [32PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Alternate Power: [32PP] Snare 10 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective, Flaws: Duration [Concentration], Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 250ft]) [32PP] (Descriptors: Mutation, Tentacles) Regeneration 5 (Recovery 1 [+9]; Recovery Rate: Injured 2 [5 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [6PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 5 (Acute Tracking Smell/Taste, Danger Sense [Sense Types: Olfactory], Low-Light Vision, Uncanny Dodge [Sense Types: Olfactory]) [5PP] (Descriptors: Mutation, Suckers) TOTALS Abilities (32) + Combat (16) + Saving Throws (10) + Skills (17) + Feats (24) + Powers (103) - Drawbacks (0) = 202/204 Power Points
  15. Spaceman Power Level: 13 Effective Power Level: 10 Powers Points: 185/202PP Unspent Power Points: 17PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description: Age: 41 (DoB: 1979 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 265 lbs. Eyes: Light blue Hair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications: Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 40 (+15) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 4 = 24PP Initiative: +3 (+3 Dex) Attack: +10 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +10 +10 +17 +28 BA +10 +10 CPD +28 +28 IMS +20 +10 +10 IR +27 +10 +17 IR+IMS +37 +10 +10 +17 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +15 (+1 Con, +14 Enhanced Con) Fortitude: +15 (+1 Con, +14 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 11PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 3 Powers: 35 + 22 + 35 + 11 + 6 = 109PP Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 28 [28PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +10, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (109) - Drawbacks (0) = 185/202 Power Points
  16. FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
  17. In Brief: Moonstone meets Poison Ivy, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 12 (Built as PL10) Tradeoffs: None Power Points: 186/189PP Unspent Points: 3 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Psychiatrist (self-employed, private practice) Affiliations: University of Florida (alumnus), Delta Delta Delta (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Younger fraternal twin brother, sister-in-law, niece, nephew, parents, several aunts, uncles, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: Anglo-Germanic Caucasian American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described her as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down to the top of her thighs. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. She has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, where she goes every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own. The coloration shifts to different shades depending on her mood, and the hair moves of its own accord, suddenly when in response to her emotional state, but otherwise gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, but that's because it's growing out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Carmellia Blume’s parents met while they were both students at the University of Florida’s Vibora Bay campus. Her mother was a cheerleader and her father played football. They both stuck around long enough to earn Master’s degrees, hers in interior design and his in engineering. After graduation, she started her own firm, while he went to work for Vibora Petroleum, where he quickly ascended to upper management. By gradually invested in dozens of rental properties and restaurant franchises, in Vibora Bay and throughout North Florida, her parents did their part to maintain their family's wealth for another generation. Her father has been a member of the elite Mahogany Club since before she was born. Carmellia beat her “little” twin brother into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cheerleading practices, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. She was the queen of her high school, but she was a benevolent queen, who never tolerated bullying. She attended the University of Florida, a legacy admission, like her parents before her. She joined the Tri-Delta sorority, like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't fulfilling. She wanted to spend her life helping people in a more direct manner. So after four years of college, she applied to UFVB's prestigious medical school. It was the first time in her life when she made a real decision, instead of just following in her parents footsteps. The modeling money and pageant prizes she’d saved up took a big bite out of the tuition, so she didn’t have to dip too far into her trust fund. After four years of medical school, she chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were New Shadows gang members, vampires, and they weren’t mugging their victim, they were feeding on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their shock gave her all the time she needed. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all crumbled into ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. Her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood, and what remains has little value beyond the cosmetic. Her plant tissues are more durable and resilient than her old flesh. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (making those drinks toxic for anyone else in the process). Like an old tree, her aging process has stalled to the point of being imperceptible. With an infusion of sunlight, her body is able to mend most wounds instantly, and even grievous injuries will heal in a matter of hours instead of days or weeks. However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of minutes. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which then burst open with psychoactive pollen or latex. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. The transformations she uses most often reverse themselves as soon as she stops exerting the mental effort to maintain them; permanent changes require greater effort (power stunts for Continuous/Lasting or Independent versions of her powers). Nearby plants even respond to her unconscious desires and survival instinct, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and even other heroes, either by shielding them or by moving them to a safe place. Even when she does fight directly, she attempts to restrain or incapacitate while doing as little harm as possible. Technically, she can create vines to whip or strangle, or thorns to cut and stab, either from her own body directly or by altering other plants, but she’s so loathe to do so that she leaves that to occasional power stunts, instead of buying any Damage-based alternate powers for her Plant Control array. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially the symbiote. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity to Suffocation would not apply, such as being caught in a vacuum, or being immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. The GM can also give her a Hero Point when a villain scores a critical hit or a Sneak Attack against her, and suppress her Immunity to Critical Hits, allowing the villain to keep their damage bonus. Responsibilities: She has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 24 (+7) COMBAT 16PP Initiative: +2 Attack: +4 Base, +10 Plant Control Grapple: +4, +20 Plant Control Defense: +10/+4 Base, +5/+2 Flat-Footed Knockback Resistance: 10/2, 5/2 once Ablative Impervious is gone SAVING THROWS 7PP Toughness: +10/+4 (+10/+4 Con, Impervious 10 [Ablative]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +10/+4 (+2 Dex, +6 Enhanced Reflex, +2PP) Will: +10 (+5 Wis, +5PP) SKILLS 108R = 27PP Acrobatics 8 (+10) Bluff 11 (+18, +22 Attractive)Distract, Taunt Concentration 5 (+10) Craft (Artistic) 8 (+10) Diplomacy 11 (+18, +22 Attractive)Connected, Fascinate Gather Information 13 (+20)Contacts Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 8 (+10) Knowledge (Pop Culture) 2 (+4) Languages 1 (English [Native], French) Medicine 3 (+8) Perform (Dance) 3 (+10) Perform (Oratory) 3 (+10) Sense Motive 15 (+20) Swim 4 (+4) FEATS 12PP Attractive Benefit (Wealth) Connected Distract (Bluff) Fascinate (Diplomacy) Interpose Leadership Luck 3 Quick Change Taunt POWERS 96PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 6 [12PP] (Descriptors: Alien, Animate Plants, Plant Control) Enhanced Reflex 6 [6PP] (Descriptors: Alien, Animate Plants, Plant Control) Environment Control 1 (Light [Level 1], Area: 5ft radius, Extras: Action [Move], Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action, Extras: Affects Others, Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control) Immunity 5 (Critical Hits, Own Powers, Suffocation) [5PP] (Descriptors: Alien, Photosynthesis, Plant Body) Immunity 4 (Aging, Disease, Poison, Starvation/Thirst, Flaws: Limited [Aging Immunity is 1/2 effect; Immune to Diseases and Poisons which affect animals, but not those which affect plants; Immune to Starvation but not to Thirst]) [2PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration], Flaws: Ablative) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids], Extras: Duration [Continuous], Flaws: Limited [Plant-People]) [2PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 14 (28PP Array, Feats: Alternate Power 6) [34PP] (Descriptors: Alien) Base Power: [28PP] (Additional Descriptors: Animate Plants) Move Object 10 (Range: 10 100ft Increments, 1,000ft Max, Lifting Strength: 50 [Heavy Load: 12 tons], Feats: Accurate 3 [+6 Attack], Improved Pin, Indirect 3, Variable Descriptor [Animating plants to either move themselves or to grasp and move non-plant targets]) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 10 (Range: 10 100ft Increments, 1,000ft Max, Volume: 10 cubes, Toughness: 10, Lifting Strength: 50 [Heavy Load: 12 tons], Feats: Indirect 3, Progression [Size] 3 [50ft cubes], Selective, Stationary [Resists being moved with Strength 30]) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen, Toxin) Emotion Control 10 (Extras: Secondary Effect, Flaws: Range [Ranged, 10 100ft Increments, 1,000ft Max], Feats: Accurate 3 [+6 Attack], Indirect 3, Mind Blank, Reversible) [28PP] Alternate Power: [28PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex, Toxin) Fatigue 10 (Extras: Range [Ranged, 10 100ft Increments, 1,000ft Max], Secondary Effect, Flaws: Action [Full], Distracting, Feats: Accurate 3 [+6 Attack], Indirect 3, Reversible, Sedation) [28PP] Alternate Power: [28PP] Healing 9 (Extras: Action [Standard], Total, Flaws: Distracting, Feats: Variable Descriptor [Mending plants directly with florakinesis, or using medicinally enhanced plants to heal non-plant targets]) [28PP] Alternate Power: [27PP] (Additional Descriptors: Animate Plants, Grasping Branches/Vines) Snare 10 (Range: 10 100ft Increments, 1,000ft Max, Feats: Accurate 3 [+6 Attack], Indirect 3, Reversible) [27PP] Alternate Power: [28PP] (Additional Descriptors: Shape Plants) Transform 10 (Plants, Extras: Duration [Continuous, Lasting], Flaws: Action [Full], Distracting, Range [Touch], Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 3 [5 tons]) [28PP] Plant Telepathy 2 (4PP Array, Feats: Alternate Power) [5PP] (Descriptors: Alien, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To, Understand]) [4PP] Alternate Power: [2PP] Super-Senses 2 (Postcognition, Flaws: Medium [Plants]) [2PP] Regeneration 1 (Resurrection 1 [1 week], Feats: Regrowth) [2PP] (Descriptors: Alien, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed], Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control) Super-Senses 5 (Plant Awareness, Descriptor Frequency: Common, Sense Type: Mental [Default Extras: None], Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -12PP Vulnerability (Cold effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Dehydration effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects, Frequency: Common, Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides, Frequency: Uncommon, Intensity: Moderate [-1 Con], Time: 1/round) [-6PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC20 Reflex Trapped Dropped Object Ranged/Area DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC20 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC20 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC19 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +20 Pinned/Bound Thrown Object Throwing (Str 50) DC25 Toughness (Staged) Damage (Physical) Snare Ranged DC20 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed Abilities (40) + Combat (16) + Saving Throws (7) + Skills (27) + Feats (12) + Powers (96) - Drawbacks (12) = 186/189 Power Points
  18. In Brief: Moonstone meets Poison Ivy meets Sue Storm, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 14 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 205/205 Unspent Points: 0 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: Municipal Defender (City of Vibora Bay), USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Municipal Defender (City of Vibora Bay), Psychiatrist (self-employed, private practice) Affiliations: City of Vibora Bay (Municipal Defender), Sinclair University (alumnus), University of Florida School of Medicine (alumnus), Omega Beta Gamma (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Lena Blume née Moore (Mother), Bernard "Bernie" Blume (Father), Jason "J.B." Blume (Younger fraternal twin brother), Pamela Blume née Moldoff (Sister-in-law), Abigail "Abby" Blume (Niece), Alan Blume (Nephew), several aunts, uncles, cousins, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: White (Anglo-Germanic) American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described Camellia as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down well below her waist. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. A skilled seamstress, she has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, which she visits every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own, gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is a leotard made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, growing straight out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Camellia Blume's family has roots in the east side of Vibora Bay going back at least as far as her great-grandparents on both sides. Her family are all wealthy, highly educated professionals, with real estate holdings across north Florida. Camellia beat her “little” twin brother J.B. into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. Like her mother before her, she was the queen of her high school. Unlike her mother, she was a benevolent queen, who never tolerated bullying. She attended Sinclair University, a legacy admission, like her parents before her. She joined the same sorority her mother had belonged to. She was a cheerleader like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't a fulfilling career. She wanted to spend her life helping people in a more direct manner. So after she graduated from Sinclair, she applied to UFVB's prestigious medical school. At first, her parents did not approve, though they knew well enough to cloak their objections with polite euphemisms. But as far as they were concerned, a mostly-black school on the west side of the city, even a nationally renowned one, may as well have been another planet. Camellia stood firm. In 22 years, it was the first time she ever made a real decision for herself instead of just following in her parents footsteps. Her parents refused to pay for it, and even threatened to cut off her trust fund. But she'd saved enough of the money she'd made from a decade of modeling jobs and pageant prizes to take a big bite out of the tuition, and she was willing to take out loans to pay for the rest. The idea of their little princess taking on debt horrified them more than the idea of her living in Weston or going to school with black people, so they relented. After four years of medical school, Camellia chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Her refusal to charge patients more than they could afford, or to limit her clientele to the wealthy, slowed that process considerably. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were a pack of vampires affiliated with the New Shadows gang, and they weren’t mugging their victim; they were about to feed on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their claws and fangs couldn't pierce her bark-armor. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all collapsed into piles of ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. She looks human on the surface, but beneath the skin, her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood. Her plant tissues are more durable and resilient than her old flesh, her aging process has slowed considerably, and she can completely regrow any lost body parts. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. In addition to nourishing her, exposure to sunlight also super-charges her body's healing process. With an infusion of direct sunlight, her body is able to mend grievous injuries that would normally take hours or days to heal in a matter of minutes. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (which also makes those drinks toxic for anyone else). However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of seconds. But if she is killed, a piece of her corpse can be re-planted like a cutting, and, if it is able to take root and it gets the water, nutrients, and sunlight it needs, then it will eventually regrow her entire body. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which burst open to unleash sedative latex, or psychoactive pollen which can cause hallucinations and render the victim susceptible to suggestion. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. Most of the transformations she causes reverse themselves quickly once she stops exerting the mental effort to maintain them; permanent changes require greater effort. Nearby plants respond to her unconscious desires and survival instincts, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and other heroes, either by shielding them or by moving them to a safe place. When she does fight directly, she attempts to restrain or incapacitate her foes while doing as little harm as possible. She can create vines to whip or strangle, or thorns to cut and stab, either from her own body or by altering other plants, but she’s so loathe to inflict direct harm that she refuses to do so in all but the most desperate of circumstances. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Enemy (New Shadows): The pack of vampires Camellia destroyed on her first night as Persephone were affiliated with the New Shadows gang. The gang doesn't know that Camellia is Persephone, but they have figured out that Persephone is the one who killed their comrades. They haven't put a bounty on her, because, as a matter of honor and reputation, they want to be the ones to avenge themselves. But they are offering a reward for information about her and her whereabouts. The changes the alien symbiote has made to Persephone's biology make it unlikely that vampires would derive nourishment from her bodily fluids or that they would be able to transform her into another vampire, but they do intend to make her suffer and die for her affront against them. If repeated attempts to capture or kill her fail, then they may swallow their pride and seek outside assistance. If the gang got word of her presence in a particular place, then they could show up and make a bad situation even worse. Fame: Between helping to bring down "Croczilla" during Hurricane Dorian, spearheading the subsequent relief efforts, and becoming one of Vibora Bay's official municipal defenders, Persephone is becoming quite the local celebrity. The GM can give her a Hero Point when being recognized inconveniences her in some way. For example, a civilian trying to meet her or get a picture of her may put themselves in danger (intentionally or not) during a crisis situation, distracting her from the task at hand. "Good Thing You Can Heal!": Persephone's ability to regrow lost limbs and come back from the dead is practically an invitation for the GM to maim and kill her. Since her powers do not require the use of her hands, and her Flight effect allows her to move without using her legs, if the GM intends to give her a Hero Point in exchange for the loss of limb, then they should impose some other negative condition upon her to reflect the trauma (see pages 170-171 of Mutants & Masterminds 2nd Edition for a list of options). However, if her Weakness to defoliants and herbicides is what kills her, then she should not get a Hero Point, since she already got power points for that drawback. Her Resurrection power requires a week to take effect, so killing her will effectively remove her from the current story, rendering a Hero Point reward irrelevant, unless the other PCs have access to an effect which could speed up the process, such as Boost, Resurrective Healing, or Dimensional Movement to a plane where time passes more quickly. A GM can, however, give her a bonus Hero Point at the start of a different story if she was removed from the current one in such a manner. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially if the symbiote was removed violently. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity powers would not apply. These circumstances are too rare to merit a Power Loss drawback or a Limited/Medium/Source flaw. She still ages, but more like a tree than a human, so she has Immunity to Aging. The GM can temporarily Nullify that Immunity, give her a Hero Point, and force her to save against an effect with the "Aging" descriptor. She is Immune to Critical Hits by default because, while her body is not truly homogeneous, she has so few vital areas that the chance of hitting one of them is not statistically significant. If an enemy scores what would normally be a critical hit against her, or hits with an attack which would normally gain bonus damage from Sneak Attack, then the GM can decide that she has been hit in one of those vital areas, temporarily Nullify her Immunity, give her a Hero Point, and force her to save against the increased attack DC. She is not affected by the diseases or poisons of animals, but she is affected by the ones which target plants. But while those are not rare in real life, they rarely come up during play. If the GM exposes her to a plant disease or a poison which affects plants, then they can give her a Hero Point and force her to save against them. She may suffer the effects of Suffocation if she is caught in a vacuum, or immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. She is not Immune to Thirst at all. Power Loss (Regeneration): She has Vulnerability drawbacks for several damage descriptors. When she suffers Damage with one of these descriptors, the GM can give her a Hero Point and act as though the incoming Damage effect has the Incurable power feat, effectively Nullifying her Regeneration power and forcing her to recover at the normal rate with the normal amount of required rest. Responsibilities: As one of Vibora Bay's official municipal defenders, Persephone has not just a moral obligation to defend the city, but a legal one as well. Camellia, meanwhile, has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work, or vice versa. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 48PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 24 (+7) Charisma: 24 (+7) COMBAT 14PP Initiative: +4 (+4 Dex) Attack: +4 Base, +8 Plant Control Grapple: +4, +20 Plant Control Defense: +8 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 11/2, 6/2 once Unreliable Impervious is depleted SAVING THROWS 3PP Toughness: +12/+4 (+10/+4 Con, +2 Protection; Impervious 10 [Unreliable, 5 uses]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +8/+4 (+4 Dex, +4 Enhanced Reflex, +0PP) Will: +10 (+7 Wis, +3PP) SKILLS 120R = 30PP Acrobatics 6 (+10) Bluff 13 (+20)Distract, Skill Mastery, Taunt Concentration 3 (+10) Craft (Artistic) 8 (+10) Diplomacy 8 (+15)Connected, Fascinate, Skill Mastery Gather Information 13 (+20)Contacts Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 13 (+15) Knowledge (Popular Culture) 3 (+5) Languages 2 (English [Native], French, Spanish) Medicine 3 (+10) Notice 1 (+8) Perform (Dance) 3 (+10) Perform (Oratory) 8 (+15)Skill Mastery Sense Motive 13 (+20)Skill Mastery Swim 10 (+10) FEATS 15PP Benefit 2 (Status [Vibora Bay City Defender], Wealth) Connected Contacts Distract (Bluff) Dodge Focus Fascinate (Diplomacy) Interpose Leadership Luck 3 Quick Change Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive) Taunt POWERS 109PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 4 [8PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Enhanced Reflex 4 [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move]; Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Unreliable [5 uses]) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Action [Move], Limited [Plant-People]) [1PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 17 (34PP Array; Feats: Alternate Power 6) [40PP] (Descriptors: Alien, Psychic) Base Power: [34PP] (Additional Descriptors: Animate Plants) Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous]; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen) Emotion Control 12 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex) Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Medicinal Plants, Plant Body) Healing 11 (Extras: Action [Standard], Restoration, Total; Flaws: Distracting, Limited [Others]; Feats: Variable Descriptor [Healing plants with florakinesis directly, or using plants to make super-salves to heal others]) [34PP] Alternate Power: [21 + 13 = 34PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines) Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [21PP] Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP] Alternate Power: [34PP] (Additional Descriptors: Shape Plants) Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Improved Critical 2 [18-20], Indirect, Progression [Mass] 3 [Rank 15, 25 tons], Subtle) [34PP] Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP] (Descriptors: Alien, Plant Control, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP] Alternate Power: [4PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP] Protection 2 [2PP] (Descriptors: Alien, Plant Body) Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body) Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed]; Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Super-Senses 5 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -14PP Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Dropped Object Ranged/Area DC22 Reflex Avoided DC27 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC22 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC22 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC21 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +22 Pinned/Bound Thrown Object Throwing (Str 50) DC27 Toughness (Staged) Damage (Physical) Snare Ranged DC22 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed TOTALS Abilities (48) + Combat (14) + Saving Throws (3) + Skills (30) + Feats (15) + Powers (109) - Drawbacks (14) = 203/205 Power Points
  19. TheAbsurdist

    Rebound

    Rebound Power Level: 10 (on PL 12 Points, 180/191) Unspent Power Points: 11 Trade-Offs: +5 Attack/-5 Damage; +4 Defense/-4 Tough In Brief: Bouncing former sidekick out of time. Catchphrase: “Ya just keep hittin’ me, and I keep comin’ back.” Theme: “End Transmission,” by Fire From the Gods. Alternate Identity: Benjamin Franklin d’Amato; Benny, or B.F. (secret) Birthplace: Freedom City, NJ, USA Residence: Claremont School. Base of Operations: Claremont Occupation: Student, Adventurer Affiliations: Claremont, formerly Hepcat's sidekick on his world.. Family: None Description: DoB: 1948/2003 Apparent Age: Teens Gender: Male Ethnicity: Caucasian Height: 5’11 Weight: 271 Eyes: Murky Green Hair: Dirty Blonde/brown First thing’s first, Benny is a tank. Let’s get that straight. Barrel chested and thick limbed, and looking like the fat bully from most movies. His hair is generally in a crew cut, and he is starting to get the patchy sort of beard on his round face that a teenager would have. The smile comes easily to the jug eared guy, and he seems like pretty much an open book. His costume consists of a Letterman style jacket, over whatever costume he has on, sneakers, and a domino mask. Currently in the Claremont color scheme, much to his chagrin. History: Benny was born to a lower class family in the Fens, but that wasn’t important. It fell apart, and his mother lost track of the kid sometime after his dad died in the Korean War, and he was getting into trouble, or running from trouble. He was big, rough, and ready to scrap at a moment’s notice, even if he was losing a lot more often than his pride liked. Getting knocked down wasn’t something that bothered him, as he could just pick himself, and it was what caught the attention of a local ex-boxer, Mickey Barnes. Benny couldn’t tell you which time it was, but at some point the grizzled veteran pugilist took the kid under his wing; Mickey could tell you, though, it was when the kid ran a three card monty, and demonstrated a staggering hand speed that took the old man by surprise. Eventually he adopted the kid, and teaching him discipline, and fisticuffs in his furious and technical peek-a-boo style, aimed at leveraging his assets to take down bigger opponents that suited pugnacious Benny just fine. Mickey was also a hardass, but gave Benny structure and resources needed at time when it was likely he could go either way. And he flourished, showing a natural athleticism that belied his fire hydrant like stature, able to parlay it immediately to most other sports he tried his hands at. Though he loved boxing. But, that isn’t the ending the story gets, as one day leaving school Mickey had to shove the kid out of the way of a truck whose breaks had fail, with the driver trying to maintain control. In the ensuing accident Mickey was struck by vehicle, and the materials it carried, Fantasto-Plastics experimental polymer compound was dumped onto Benny. This left the older man hospitalized in a coma, and without any seeming effects on him. It also had the younger Benny spiraling towards depression, until… He couldn’t help himself, watching someone get mugged was just not something that Benny could handle. So he got involved, jumping into a fray with guys with weapons, and he didn’t think he stood a chance. It wasn’t until he was hit by a baseball bat that things changed. It sent him against a wall, only for him to bounce right back with him following through with slugging that jerk right in the kisser. This show coincided with Hepcat arriving on the scene, and for him to watch the boy rough up the rest of the muggers, shrugging off their efforts to beat him. In the aftermath he found himself under the tutelage of the other hero, and there was a brief bit of normalcy, even as his prior mentor was still in a coma. But it was a purpose, and he had to admit to he liked punching the baddies, and sticking up for the little guy. Even if he knew the reality wasn’t so simple, but there were enough super powered guys robbing banks, or trying to make T-Rex Nazis. It was a struggle balancing a sense of responsibility to Mickey, the free spirit Hepcat, and trying to do the school thing as this happened. Eventually that didn’t matter. The Terminus came to destroy everything. And there was no conflict in himself about punching them. Not that he understood them beyond just ‘These guys want to end everything,’ and he along with others rallied with the assorted black masks and white hats to push back. Because this was the Fens, and then Fens didn’t back down from nobody. Mickey was still in the hospital, after all. He couldn’t let him down. He couldn’t let Hepcat down. He couldn’t even let his mom down. He could save them. He was a Hero. That’s what drove him to shove Hepcat out of the way of some armored jerk’s energy blast that left a puff of ash and dust where him and an Omegadrone had been. Cut to present day, and the teen and the Omegadrone exploded out in the middle of the Fens in the aftermath of the newest Invasion. It was a dirty scuffle that was lost amid the other dirty scuffles of those days. Though it was not unnoticed, with AEGIS swooping in on it, and snapping up both into custody. That was when it all came crashing onto the kid. He wasn’t remembered, there was no record of him being Hepcat’s sidekick, no record of him. He never existed, or close enough to it. But here he was. Stuck, currently, as a ward of the local Catholic parrish, under Father Nogueira, himself a former AEGIS agent. Now… well, he had a new world, a fresh start. Sure he got dropped to the canvas, but he’d just get back up. Personality & Motivation: He is a good natured brawler. He loves to fight. Even he knows he can fix the problems with that, but he can stop people from punching down, even for a moment. Benny is the embodiment of Silver Age optimism, he is good natured and forthright. And he doesn’t give up. He doesn’t back down. It’s not what Mickey or Hepcat would have wanted. It led him to being cast adrift to this time, and he’d do it again, because he was never in this for the fame, or the glory. Powers & Tactics: Hands up, protect his chin, get in and mix it up. He uses his boxing to put the baddies on their back for the 10 count. Using his other powers to reposition himself, or spin blows into something advantageous, he strives to be a pure pressure fighter. Power Descriptions: Whether it was the weirdness of the time he was out of time, but on his return he isn’t just a ‘regular boxer’ with powers, after all who knows how long he was punching that Omega Drone, no, he is one of the best boxers on the planet now, regardless of what he is punching. Though his major power is that he might as well be made of some sort of super plastic, able to shrug off any impact. There is no real sign that anything happened, though he seems able to use any hit to bounce around like a mad pinball. Complications: Secret ID: The public doesn’t know who he really is. Not that they currently care, but he does try to hide it. Gains an HP when he has preserve that secret. Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Earns an HP when he gives someone the benefit of the doubt when he probably shouldn’t. I Can Do This All Day: He wont stop, even when he probably should. Gains an HP in those when his resolve is probably a bit too much, and he should retreat. Let’s Go, Pal: Willing to dust up with the bad guys, anytime, anywhere. And if he sees bullies, or their ilk, he will throw down, even when he shouldn’t. HP when he gets into a fight that is probably avoidable. Abilities: 10 + 14 + 10 + 2 + 4 + 6 = 46 PP Strength 20 (+5) Dexterity 24 (+7) / 30 (+10) w/ Enhanced Dexterity Constitution 20 (+5) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 20 + 20 = 40 PP Attack: +15 Melee/ +10 Base Defense: +10/+14 w/ Dodge Focus, +5 Flat-Footed Initiative: +7/+10 Grapple: +20, + Knockback: -2, -6 vs. Physical Saving Throws: 3 + 0 + 5 = 8 PP Toughness: +5 (+5 CON, +1 Protection) Fortitude: +8 (+5 CON, +3) Reflex: +7/10 (+7 DEX, +10 w/Enhanced Dexterity) Will: +7 (+2 WIS, +5) Skills: 60r =15PP Acrobatics 10 (+17/20 w/Enhanced Dexterity) Diplomacy 4 (+7) Escape Artist 8 (+15/18 w/Enhanced Dexterity) Knowledge: History 4 (+5) Knowledge: Physical Sciences 4 (+5) Knowledge: Religion and Theology 2 (+3) Knowledge: Streetwise 4 (+5) Notice 4 (+6) Sense Motive 4 (+6) Search 4 (+5) Sleight of Hand 10 (+17/20 w/Enhanced Dexterity) Swim 2 (+7) Feats: 33 PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Melee) 5 Challenge (Fast Acrobatic Bluff Feint and Trick) 2 Defensive Attack Dodge Focus 4 Elusive Target Evasion 2 Grappling Finesse Improved Critical (Unarmed) 2 Improved Grab Interpose Leadership Luck 3 Move-by Attack Redirect Stunning Attack Takedown Attack 2 Up The Wall Powers: 20 + 7 + 2 + 1 + 1 + 1 + 5 = 37 PP Boundless Physiology 4 [20 PP Container] Biological, Mutate, Plastic/Polymer Bouncing 3 (375', 187', 87' Move Action; Flaws: Limited [No Protection component], Feats: Ricochet ) [4PP] Immunity 12 (Impact Damage [Falling, Knockback, Slam]; Critical Hits) [12PP] Impervious Toughness 6 (Flaws: Limited to Physical) [3PP] Protection 1 [1PP] Enhanced Dexterity 6 (to 30/+10; Feats: Ultimate Reflex) [7PP] Physical, Prowess 'hyperkinesthesia' Features 2 (Temporal Inertia, Singularity) [2 PP] Temporal, Dimensional Immunity 1 (Fear and Despair; Flaws: Limited Half Strength) [1PP] Memetic, Hope 'I got chutzpah, whaddya got?' Speed 1 (100' Move Action) [1PP] Training, Prowess Leaping 1 (30', 15', 7' Move Action; Feat: Precise) [1PP] Training, Prowess Spatial Awareness 5 (Mental Super-Sense; Accurate, Radius, Ranged, Distance Sense) [5PP] Mental, Prowess 'hyperkinesthesia' TOTALS abilities 46 + combat 40 + saves 8 + skills 15 + feats 34 + powers 37 = 180/191 pts
  20. Soliton Power Level: 10 [11] (150/169PP) Unspent Power Points: 19 Trade-Offs: -5 Attack/+5 Damage In Brief: Physics Manipulating teen hero trying hard to impress her mom. Alternate Identity: Mia Mustafic-Markov Birthplace: Freedom City, New Jersey Residence: Claremont Occupation: Student/Moody Teenager Affiliations: Claremont Family: Serena Mustafic (mother), Pete Markov (father), Ahmed Mustafic (maternal grandfather), Haim Markov (paternal grandfather), Rahav Markov (paternal grandmother), Rachel Morgan (godmother) Description: Age: 16 (DoB: September 1, 2003) Gender: Female Ethnicity: Caucasian-American (Bosnian-Russian Jewish mix) Height: 6’01” Weight: 134 lbs Eyes: Grey Hair: Black Mia is tall for a woman, standing 6’01”, and is very, very skinny. So much so that she tends to get asked if she's eating well enough at home. She’s pale, with skin dappled with freckles, and has long black hair that falls all the way down past her butt. She has a heart-shaped face, with long, thin and arched eyebrows that make her look vaguely sinister or mean. She has almond-shaped grey eyes that she inherited from her mother’s side. She also has a small tattoo on her arm in the form of a Bosnian flag. Mia’s fashion sense tends towards baggy t-shirts and loose jeans, hoodies and skirts and sometimes shorts and tank-tops. When winter comes, she simply layers up on sweaters. Most of her clothes have holes in them - this is a choice on her part. As Soliton, she creates an outfit that's a black and white body suit that alternates colours - a white left leg, black left arm, black right leg and white right arm along with a white torso emblazoned with a stylized Einsteinium atom on her chest. Those who know anything about chemistry will notice that it is in fact accurate in the number of electrons represented as dots. History: Mia Mustafic-Markov was an unlikely baby. Though her mother Serena Mustafic didn’t know it at the time, the crystals in Serena’s blood that gave her powers were incredibly volatile, and posed a serious threat to anyone who received blood from her, including any children. Unfortunately for Serena, she only found this out when she was 4 months pregnant with Mia. Desperately, Serena enlisted the help of the only super genius she knew, Rachel Morgan. With her help, a few treatments were devised to help ensure that the pregnancy would go fine without any baby explosions. It seemed to work, since 5 months later a healthy baby named Mia Mustafic-Markov was born. Mia grew up poor, the result of a hasty marriage and a mother who was a high-school dropout, and more than that, an ex-supervillain without a lot of prospects. Despite her parents’ best attempts to provide for her, Mia grew up on secondhand clothes and cheap, off-brand variants of the toys her classmates played with. Occasionally, her parents would splurge and get her something nice, but she always felt the economic after-effects. It got even worse when her parents separated, spreading a thin budget even thinner. Even when her grandfather, Ahmed (who she was very close to) chipped in, From a young age, Mia displayed strange abilities, but most of them were fairly controllable and mundane until Mia hit the age of 8 years old. While at her mother’s apartment, she managed to terrify Serena, after a fight over how late she was allowed to stay up, teleported to Dubai for a couple hours, until she calmed down and returned home, much to the relief of her mother who thought that their child had just exploded out of existence. She then managed to disintegrate her broccoli when her mom tried to get her to eat it, which was concerning. Unfortunately, Serena considered Nicholson's off the table - she didn't trust the superhero community, and figured they didn't trust her. After that, her parents tried very hard to try and manage her powers and get her to use them as little as possible. What made things worse is that they didn’t really understand where her powers came from - they especially didn’t expect that the procedures that allowed Mia to survive the crystals actually caused them to dissolve and become a part of her. This did not sit well with Mia, who began to feel that her parents were embarrassed of her. Combined with frustration at her poverty, Mia began to act out. It was never anything too serious, only minor acts of rebellion. Shoplifting, staying out late. When she was 15, she finally got busted stealing some make-up. Serena had noticed her daughter growing distant and moody, but when Mia got busted for shoplifting, she realized something was wrong. It wouldn’t have normally fazed her, but it seemed like this was the sign that Mia was going down on a bad path. Mia herself didn’t know what path she was headed on, but she knew she was angry. There was a fight, a lot of screaming, and then a talk. Serena apologized for forcing Mia to hide herself. Mia apologizing for blaming Serena. It wasn’t easy, but it was ‘agreed’ that Mia would go to Claremont to explore her powers in a safer environment, while Serena would try to be someone that Mia could look up to more. It’s not a perfect solution, but they’re working with what they got. Personality & Motivation: Mia’s a typical moody teenager, prone to sarcastic comments and acting out, but her heart is in the right place. She is generally indignant at injustice and doesn’t want to hurt anyone. She’s also hot-tempered and a little self-righteous, not to mention great at making excuses for herself. Mia’s also a deeply insecure young woman. She’s grown too quickly and too awkwardly for her liking, and is generally afraid people find her ugly or embarrassing to be around. This insecurity extends to her relationships with her family - she is still afraid her mom is mad at her, or that she hasn’t lived up to what her father wants her to be, or anything like that. Her relationship to her powers are complex. She has not been able to use them much for most of her life, so she is eager to explore them, but she’s also aware of how destructive they can be. They also make misbehaving pretty easy. Like her mother, Mia is very much into music as a form of self-expression. She plays multiple instruments, and enjoys all of them. She's also acutely away that her talents with music can impress people, and she hopes make people like her. That does sometimes lead to her losing sight and getting frustrated and anxious when she messed up when playing, however. Powers & Tactics: Soliton is a highly mobile fighter, thanks to her teleportation abilities. She is, however, not very accurate. She instead relies on the fact that her offensive capabilities are highly destructive and can cover a large area. If she feels confident, she is willing to teleport up into someone’s space and try and melt an enemy’s weapon or armour, or maybe convert them into something strange and useless. Power Descriptions: Mia’s powers derive from the near total-body infusion of the strange chemical that made up the crystals in her mother’s blood. Now no longer crystals, they are part of almost every cell in her, giving her mutant powers. Mia is giving off a low level electromagnetic field at all times, but in most cases it is invisible. However, when she starts using her powers, the air around her begins to shimmer and twinkle as it interacts with the molecules around her. Some might even say it sparkles, but she would be very cross with them. The effect becomes more intense closer to whatever she is affecting, to the point that objects she is transforming are nearly engulfed in light as she rearranges the atoms. Her matter manipulation powers function by Mia projecting her field on the atomic and molecular level manipulating them into whatever shape she wants. When she creates antimatter, she simply makes her field invert the charge of a few atoms. If she directs it, it takes the form of a controlled, contained beam of energy, but if she doesn't, it disperses in a giant blast, which, while not as powerful, covers a wide area. When she uses her dimensional powers, she instead projects her field and entangles with wherever she wants to be, opening up a hole in space-time and travelling to where she wants to go, or opening up a portal to her pocket dimension. Her force-field works on a similar principle, simply using short, small stutters of teleportation to reduce enemy effectiveness in terms of damage. When she creates an anti-matter explosion, a long tendril of her energy reaches out to the point she is converting, whereupon she inverts the charge of a few atoms. This creates a small point of light, which rapidly expands into a massive burst of radiation and light. When she teleports, the world visibly bends before suddenly snapping back into place with a loud crack, and the same thing happens on the other end. Complications: Forgot my Inhaler: Mia suffers from mild asthma, usually not a problem for her and almost always solved from one or two puffs from her inhaler. Except, there’s a problem. She’s kind of forgetful, especially since she’s embarrassed of her condition, so sometimes she can find herself in a bad spot without it at hand. The GM can inflict a Staggered or Nauseated condition. Still Getting the Hang of This: Mia has not had ample opportunity to practice her matter manipulation powers, and at times she gets effects she did not intend for. The GM can award her a point for causing some negative effect for her powers she did not plan. Devil on Her Shoulder: Mia is a bubbling mass of insecurities and angst, and can often be motivated to do things that aren’t in her best interests when pushed. Abilities: 0 + 4 + 4 + 6 + 0 + 2 = 16PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 8 = 12PP Initiative: +2 Attack: +5 Ranged, +2 Base Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +2 Knockback: -5/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10/+2 (+2 Con, +8 Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 60R = 15PP Computers 9 (+12) Craft (Electronics) 7 (+10) Knowledge (Physical Sciences) 7 (+10) Perform (Percussion) 14 (+15) Perform (Singing) 14 (+15) Perform (Strings) 9 (+10) Feats: 13PP Accurate Attack Attack Focus (Ranged) 3 Dodge Focus 6 Luck 3 Powers: 3 + 8 + 34 + 31 = 76PP Dimensional Pocket 1 (Personal Storage; 250 lbs; PF: Progression) [3 PP] (Mutant, Dimensional) Force Field 8 (Displacement Field) [10 PP] (Mutant, Dimensional) Matter Manipulation (30 PP Array, PF: Alternate Power 4) (34 PP) BE: Damage 15 (Antimatter Cannon; Extras: Ranged) {30/30 PP} (Mutant, Atomic) BE: Damage 10 (Antimatter Burst; Extras: Area [Burst, General; 50-foot sphere], Ranged) {30/30 PP} (Mutant, Atomic) AP: Create Object 13 (Molecular Forge; 13 10-foot cubes; Extras: Continuous; Flaws; Permanent; Power Feats: Subtle, Precise, Innate, Progression) {30/30 PP} (Mutant, Atomic) AP: Transform 7 (Molecular Re-arranging; Inanimate Object to any Inanimate Object, 100 lb, Extras: Duration [Continuous]; Flaws: Action [Full], Distracting; PF: Subtle) {29/30 PP} (Mutant, Atomic) AP: Corrosion 10 (Molecular Disassembly) {30/30 PP} (Mutant, Atomic) Time-Space Manipulation (30 PP Array, PF: Alternate Power 1) (31 PP) BE: Teleport 9 (Extras: Accurate; PF: Change Direction, Change Velocity, Easy) {30/30} (Mutant, Dimensional) AP: Teleport 7 (Extras: Accurate, Affects Others; PF: Change Velocity, Change Direction) {30/30} (Mutant, Dimensional) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Antimatter Burst Ranged, Area DC 20 Reflex Damage Antimatter Cannon Ranged DC 30 Toughness Damage Molecular Disassembly Touch DC 20 Fortitude Drain Toughness Molecular Forge (Dam.) Ranged DC 23 Reflex Damage Molecular Forge (Trap) Ranged DC 23 Reflex Imprison Totals: Abilities (16) + Combat (12) + Saving Throws (18) + Skills (15) + Feats (13) + Powers (76) - Drawbacks (0) = 150/169 points
  21. Soliton Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -5 Attack/+5 Damage In Brief: Physics Manipulating teen hero trying hard to impress her mom. Alternate Identity: Mia Mustafic-Markov Birthplace: Freedom City, New Jersey Residence: Claremont Occupation: Student/Moody Teenager Affiliations: Claremont Family: Serena Mustafic (mother), Pete Markov (father), Ahmed Mustafic (maternal grandfather), Haim Markov (paternal grandfather), Rahav Markov (paternal grandmother), Rachel Morgan (godmother) Description: Age: 16 (DoB: September 1, 2003) Gender: Female Ethnicity: Caucasian-American (Bosnian-Russian Jewish mix) Height: 6’01” Weight: 134 lbs Eyes: Grey Hair: Black Mia is tall for a woman, standing 6’01”, and is very, very skinny. So much so that she tends to get asked if she's eating well enough at home. She’s pale, with skin dappled with freckles, and has long black hair that falls all the way down past her butt. She has a heart-shaped face, with long, thin and arched eyebrows that make her look vaguely sinister or mean. She has almond-shaped grey eyes that she inherited from her mother’s side. She also has a small tattoo on her arm in the form of a Bosnian flag. Mia’s fashion sense tends towards baggy t-shirts and loose jeans, hoodies and skirts and sometimes shorts and tank-tops. When winter comes, she simply layers up on sweaters. Most of her clothes have holes in them - this is a choice on her part. As Soliton, she is required to wear the Claremont colours, much to her chagrin. As such, she's not especially interested in her costume, which is simply a blue leotard with golden trunks and similarly coloured boots, with her identity concealed behind a blue domino mask. When she thinks she can get away with it, she creates an outfit that's more evocative, being a black and white body suit that alternates colours - a white left leg, black left arm, black right leg and white right arm along with a white torso emblazoned with a stylized Einsteinium atom on her chest. Those who know anything about chemistry will notice that it is in fact accurate in the number of electrons represented as dots. History: Mia Mustafic-Markov was an unlikely baby. Though her mother Serena Mustafic didn’t know it at the time, the crystals in Serena’s blood that gave her powers were incredibly volatile, and posed a serious threat to anyone who received blood from her, including any children. Unfortunately for Serena, she only found this out when she was 4 months pregnant with Mia. Desperately, Serena enlisted the help of the only super genius she knew, Rachel Morgan. With her help, a few treatments were devised to help ensure that the pregnancy would go fine without any baby explosions. It seemed to work, since 5 months later a healthy baby named Mia Mustafic-Markov was born. Mia grew up poor, the result of a hasty marriage and a mother who was a high-school dropout. Despite her parents’ best attempts to provide for her, Mia grew up on secondhand clothes and cheap, off-brand variants of the toys her classmates played with. Occasionally, her parents would splurge and get her something nice, but she always felt the economic after-effects. It got even worse when her parents separated, spreading a thin budget even thinner. Even when her grandfather, Ahmed (who she was very close to) chipped in, From a young age, Mia displayed strange abilities, but most of them were fairly controllable and mundane until Mia hit the age of 8 years old. While at her mother’s apartment, she managed to terrify Serena, after a fight over how late she was allowed to stay up, teleported to Dubai for a couple hours, until she calmed down and returned home, much to the relief of her mother who thought that their child had just exploded out of existence. She then managed to disintegrate her broccoli when her mom tried to get her to eat it, which was concerning. Unfortunately, Serena considered Nicholson's off the table - she didn't trust the superhero community, and figured they didn't trust her. After that, her parents tried very hard to try and manage her powers and get her to use them as little as possible. What made things worse is that they didn’t really understand where her powers came from - they especially didn’t expect that the procedures that allowed Mia to survive the crystals actually caused them to dissolve and become a part of her. This did not sit well with Mia, who began to feel that her parents were embarrassed of her. Combined with frustration at her poverty, Mia began to act out. It was never anything too serious, only minor acts of rebellion. Shoplifting, staying out late. When she was 15, she finally got busted stealing some make-up. Serena had noticed her daughter growing distant and moody, but when Mia got busted for shoplifting, she realized something was wrong. It wouldn’t have normally fazed her, but it seemed like this was the sign that Mia was going down on a bad path. Mia herself didn’t know what path she was headed on, but she knew she was angry. There was a fight, a lot of screaming, and then a talk. Serena apologized for forcing Mia to hide herself. Mia apologizing for blaming Serena. It wasn’t easy, but it was ‘agreed’ that Mia would go to Claremont to explore her powers in a safer environment, while Serena would try to be someone that Mia could look up to more. It’s not a perfect solution, but they’re working with what they got. Personality & Motivation: Mia’s a typical moody teenager, prone to sarcastic comments and acting out, but her heart is in the right place. She is generally indignant at injustice and doesn’t want to hurt anyone. She’s also hot-tempered and a little self-righteous, not to mention great at making excuses for herself. Mia’s also a deeply insecure young woman. She’s grown too quickly and too awkwardly for her liking, and is generally afraid people find her ugly or embarrassing to be around. This insecurity extends to her relationships with her family - she is still afraid her mom is mad at her, or that she hasn’t lived up to what her father wants her to be, or anything like that. Her relationship to her powers are complex. She has not been able to use them much for most of her life, so she is eager to explore them, but she’s also aware of how destructive they can be. They also make misbehaving pretty easy. Like her mother, Mia is very much into music as a form of self-expression. She plays multiple instruments, and enjoys all of them. She's also acutely away that her talents with music can impress people, and she hopes make people like her. That does sometimes lead to her losing sight and getting frustrated and anxious when she messed up when playing, however. Powers & Tactics: Soliton is a highly mobile fighter, thanks to her teleportation abilities. She is, however, not very accurate. She instead relies on the fact that her offensive capabilities are highly destructive and can cover a large area. If she feels confident, she is willing to teleport up into someone’s space and try and melt an enemy’s weapon or armour, or maybe convert them into something strange and useless. Power Descriptions: Mia’s powers derive from the near total-body infusion of the strange chemical that made up the crystals in her mother’s blood. Now no longer crystals, they are part of almost every cell in her. Mia is giving off a low level energy field at all times, but in most cases it is invisible. However, when she starts using her powers, the air around her begins to shimmer and twinkle. Some might even say it sparkles, but she would be very cross with them. The effect becomes more intense closer to whatever she is affecting, to the point that objects she is transforming are nearly engulfed in light as she rearranges the atoms. When she creates an anti-matter explosion, a long tendril of her energy reaches out to the point she is converting, whereupon she inverts the charge of a few atoms. This creates a small point of light, which rapidly expands into a massive burst of radiation and light. When she teleports, the world visibly bends before suddenly snapping back into place with a loud crack, and the same thing happens on the other end. Complications: Forgot my Inhaler: Mia suffers from mild asthma, usually not a problem for her and almost always solved from one or two puffs from her inhaler. Except, there’s a problem. She’s kind of forgetful, especially since she’s embarrassed of her condition, so sometimes she can find herself in a bad spot without it at hand. Still Getting the Hang of This: Mia has not had ample opportunity to practice her matter manipulation powers, and at times she gets effects she did not intend for. The GM can award her a point for causing some negative effect for her powers she did not plan. Devil on Her Shoulder: Mia is a bubbling mass of insecurities and angst, and can often be motivated to do things that aren’t in her best interests when pushed. Abilities: 0 + 4 + 0 + 6 + 0 + 2 = 12PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 12 (+1) Combat: 4 + 8 = 12PP Initiative: +2 Attack: +5 Ranged, +2 Base Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +0 Knockback: -5 Saving Throws: 8 + 6 + 6 = 20PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +8 (+0 Con, +8) Reflex: +8 (+2 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 56R = 14PP Computers 7 (+10) Craft (Electronics) 4 (+7) Knowledge (Chemistry) 8 (+11) Perform (Percussion) 14 (+15) Perform (Singing) 14 (+15) Perform (Strings) 9 (+10) Feats: 13PP Attack Focus (Ranged) 3 Dodge Focus 6 Accurate Attack Luck 3 Powers: 4 + 10 + 34 + 31 = 79PP Dimensional Pocket 2 (Personal Storage; 250 lbs) [4 PP] (Mutant, Dimensional) Forcefield 10 (Displacement Field) [10 PP] (Mutant, Dimensional) Matter Manipulation (30 PP Array, PF: Alternate Power 4) (34 PP) BE: Damage 15 (Antimatter Cannon; Extras: Ranged) {30/30 PP}(Mutant, Radiation, Matter-Manipulation) BE: Damage 10 (Antimatter Burst; Extras: Area [Burst, General; 50-foot sphere], Ranged) {30/30 PP} (Mutant, Radiation, Matter-Manipulation) AP: Create Object 13 (Molecular Forge; 13 5-foot cubes, 65-foot cube; Extras: Continuous; Flaws; Permanent; Power Feats: Subtle, Precise, Innate) {29/30 PP} (Mutant, Matter-Manipulation) AP: Transform 5 (Molecular Re-arranging; Inanimate Object to any Inanimate Object, 25 lb, Extras: Duration [Continuous]) {30/30 PP} (Mutant, Matter-Manipulation) AP: Corrosion 15 (Molecular Disassembly) {30/30 PP} (Mutant, Matter-Manipulation) Time-Space Manipulation (30 PP Array, PF: Alternate Power 1) (31 PP) BE: Teleport 9 (Extras: Accurate; PF: Change Direction, Change Velocity, Easy) {30/30} (Mutant, Dimensional) AP: Teleport 7 (Extras: Accurate, Affects Others; PF: Change Velocity, Change Direction) {30/30} (Mutant, Dimensional) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Antimatter Burst Ranged, Area DC 20 Reflex Damage Antimatter Cannon Ranged DC 30 Toughness Damage Molecular Disassembly Touch DC 25 Fortitude Drain Toughness Totals: Abilities (12) + Combat (12) + Saving Throws (20) + Skills (14) + Feats (13) + Powers (79) - Drawbacks (0) = 150/150
  22. In Brief: Neo-Nazi Mac Gargan Character: Webmaster (Spider Centaur Form / Normal Form) Power Level: 10 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 233 Alternate Identity: Josef Bankowski Identity: Public Legal Status: USA citizen and fugitive Birthplace: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Mechanic, Current: Criminal Affiliations: None Family: Olivia Lenkiewicz (ex-wife), Mia Bankowski (daughter), Gabriel Bankowski (son), unnamed brother, sister, parents, cousins, aunts, and uncles DESCRIPTION Age: 27 (Date of Birth: 1992) Apparent Age: 27 Gender: Male Ethnicity: Caucasian Polish-American Height: Werespider Form: 8'6", Human Form: 6'1" Weight: Werespider Form: 1,200 lbs., Human Form: 170 lbs. Hair: Werespider Form: None, Human Form: Blond Eyes: Werespider Form: Black, Human Form: Blue In his human form, Josef Bankowski is tall and lean. Excessive drug use leaves him looking pale with dark circles around his bloodshot eyes. In his "werespider" form, he's a "spider-centaur". From the waist down, he has the body of a giant northern funnel web spider. From the waist up, he's still humanoid, but his flesh is red and covered with black spiky chitinous plates. In his "spider swarm" form, he's a human-sized mass of spiders all coordinated by a hive mind. HISTORY Josef Bankowski's grandparents were devout Catholics who fled Poland in the 1960s, escaping the Communist regime which would control that country for another quarter of a century. They immigrated to America, where they were granted refugee status and, eventually, citizenship. Josef, like his parents, was born in Freedom City, growing up as part of the multi-ethnic tapestry that is Freedom's West End. Josef's father enlisted in the Marine Corps and then worked as an auto mechanic, eventually owning his own shop, where Josef started working as a teen. Josef started doing hard drugs in high school. His already terrible grades got even worse, and by his senior year, he managed to not only flunk out, but also impregnate his 17-year-old classmate Olivia Lenkiewicz, the daughter of family friends. Olivia carried the child to term, and the two were married before her senior year. With no other prospects, and at the urging of his father, Josef joined the Marines, like his father before him. The discipline didn't take. He resumed his old lifestyle, using again and cheating on his wife (both with random pick-ups and with professional sex workers), almost as soon as he got out of basic training, as often as he could make the time for it. The first few times he was caught, he was reprimanded, but let off with warnings or light informal punishments. But eventually, his behavior became too egregious for the Corps to ignore. He made it almost halfway through his first 4-year enlistment term before being arrested, court-martialed, and dishonorably discharged. He spent a year in prison. Olivia stayed married to him for several more years despite his behavior. She was forced to become the primary breadwinner when he proved to be chronically unemployable. Despite his record, he would get various mechanic jobs, but he could never hold them for long before either losing his temper or failing to show up to work on time (or at all) because he was too busy indulging his addictions. He regularly cheated on his wife, spent their money on his addictions, and physically abused both his wife and their two children. Olivia finally kicked him out of their apartment in 2017, getting a restraining order which Josef frequently violated. They were separated for a year before Olivia filed for divorce, which was finalized in 2019. Josef spent the two years after their separation sleeping on his brother's couch, and tumbling down an online rabbit hole of political radicalization. He'd been interested in pick-up "artistry" and "uncensored" anonymous image-sharing message boards since he was a teenager, but after his long-suffering wife left him, he found a ready-made pipeline to an ideology which affirmed that he was the true victim. His political views quickly shifted from reactionary to outright fascistic, buoyed by rabid bigotry. He established his own online presence during those two years, starting a vlog series where he parroted the same bigoted talking points as a thousand other guys just like him, and presented an account of his life which was heavily distorted in his favor. Meanwhile, his addictive behavior continued to escalate. In 2019, after his divorce was finalized, Josef started abusing "super" drugs. After taking a "powerball" of Max and Zoom, he went to his ex-wife's apartment. His own brother called the police on him after he left. After breaking in, he assaulted Olivia, her mother, and her new boyfriend, and took the entire family hostage at gunpoint. On his first outing as a superhero, Octoman intervened, and, with Bombshell's aid, he defeated Josef, though Josef almost beat him to death in the process. After the police took him into custody, Josef suffered multiple organ failure. The super-drugs had taken their toll. With his history, no hospital would consider transplants. He was advised to check into hospice care for what the doctors expected to be the last few weeks of his life. Meanwhile, despite his prognosis, the city, state, and federal attorneys offices all moved forward with indictments. The charges included multiple counts of kidnapping, and, because of the super-drugs in his system at the time, assault with a deadly weapon, aggravated assault, and attempted murder. Josef was facing multiple lifetimes worth of prison time alongside certain death, before his thirtieth birthday. Because he no longer had powers once the drugs had left his system, and because he was physically incapacitated, Josef was held in the Freedom City Correctional Facility just outside Hanover, while awaiting the trial no one expected him to live to see. Doctor Cooper Seidel, who had kept Octoman under surveillance ever since the accident which gave Octoman his powers, had observed Octoman's battle with Josef, taking an interest in him. Seidel infiltrated the minimum-security facility and kidnapped Josef, spiriting him away to Seidel's new secret laboratory. Months before, Seidel had genetically altered a group of venomous animals with months of retroviral therapy and nuclear radiation exposure, as part of his continuing quest to refine and enhance the universal antivenom serum which gave him the ability to transform into the monster Goanna. Seidel had lost those animals when he had to pack up his lab to flee the authorities, and his hired thug crashed the truck after swerving to avoid 15-year-old Ben Wang, who had run out into the street to save a dog. During the following few months, Seidel had split his efforts between spying on Wang, who had gained powers after being bitten by the blue-ringed octopus, and combing the sewers with a Geiger counter to recover as many of the experimental specimens as he could. One of the animals Seidel managed to recover was a northern funnel web spider. Seidel injected the spider's venom into Josef, out of pure scientific curiosity. Seidel didn't care whether Josef lived or died. He just wanted to see what would happen. And he told Josef as much. But Josef didn't die. He gained the ability to shapeshift into a giant centaur-like human/spider hybrid, or a human-sized swarm of spiders with his mind as a collective consciousness spread out among them. He escaped from Seidel's lab after his first transformation. Josef quickly parlayed his new powers into a career as a professional criminal. His main sources of income are violent armed robbery, extortion, and murder, both on his own initiative and for hire to other supervillains and organized syndicates. He also occasional commits various terrorist acts for his own gratification, using his superhuman strength to wreck buildings such as community resource centers, restaurants, and nightclubs which are associated with people he considers "degenerates" or "foreign invaders". Some of his earliest "work" was for the national designer drug cartel owned and operated by Cortex (Threat Report, page 24). Along with money, and super-drugs tailored to overcome Josef's enhanced physiology, Cortex provided Josef with a unique form of compensation: He used his world-class tech skills to help Josef maintain and expand his social media presence, despite his fugitive status. With Cortex's help, Josef has been able to continue his vlog series, which has attracted a significant following in a short time among the worst people on the internet. The regressive reactionary politics he advocates in his rambling, drug-fueled hours of recorded hate-speech still aren't any different from what a thousand other men just like him are already saying, but his status as a powered supervillain gives him a level of prestige above and beyond his peers. His videos get taken down from the more legitimate platforms almost as soon as they go up, but they get downloaded and re-posted all over the less reputable parts of the web. Despite multiple active law enforcement investigations, and the more legitimate crowdfunding platforms refusing to get anywhere near him, he has been able to collect regular crypto-currency donations from his fans, which keeps him living comfortably between "jobs". Multiple technologically-inclined heroes have attempted to trace the source of his uploads or cut off his funding, but so far, Cortex has foiled those efforts. Cortex considers it both an amusing intellectual exercise, and another means of controlling a useful but ultimately disposable asset. The moment Josef steps out of line, Cortex can cut off his supply of drugs, donations, and adulation with a few keystrokes. PERSONALITY & MOTIVATION Josef describes himself as "a ladies man", "an alpha male", "a soldier", "a working man", "a patriot", "a man of God", and "a defender of Western Civilization". In reality, he's a coward, a bully, a bigot, an addict, and a blowhard. His ego is inflated and his skin is paper-thin. He loudly, belligerently hates and disdains anyone who isn't a white male heterosexual cisgender Christian-identified native-born citizen who's seeking or already in a nuclear family. Everyone else, he refers to as "degenerates", "parasites", and "globalists". He isn't nearly as intelligent or well-educated as he claims or even thinks he is. He used to have a sort of "bad boy charm" which bought him initial success in his romantic endeavors, but he drowned it in bitterness and resentment years ago. Now he appears at first glance to be the hateful creep he truly is. He doesn't love anyone, but there are people (like his ex-wife and their children) whom he wants to possess. His main priority in life is to secure for himself a never-ending stream of money, drugs, sex, and adulation. His secondary priority is vengeance on everyone who ever "wronged" him, everyone who ever dared to make him feel weak. Goanna, Octoman, and Bombshell are all at the top of that list. A distant third is to promote an ideology which just so happens to state that those things are his birthright. POWERS & TACTICS Josef has limited shapeshifting abilities. He can become a swarm of tiny spiders (a form used mainly for escape and infiltration, though the spiders do have deadly venom), or a giant spider/human hybrid. Every transformation is extremely painful and bloody, driving him to further drug abuse. He "molts" or "sheds" like an arthropod or a reptile. Like them, he can regrow lost limbs. In his "werespider" form, Josef is superhumanly strong and agile. His carapace is hard enough to deflect bullets. He has four arms, each of which can deploy a retractable sword-like claw from the forearm, and eight spider legs, each ending in a similarly sharp claw. The spider legs allow him to climb walls, run faster than a bicycle or an Olympic sprinter, and jump several hundred feet through the air. Despite his size, his spider legs are surprisingly quiet, allowing him to sneak up on his foes. Glands in his forearms can fire streams of sticky webbing which is stronger than steel cable. A pair of glands in his jaw secrete two chemicals into his mouth which become highly acidic once mixed. When he acid dissolves organic matter, he finds the resulting slurry irresistibly delicious. ABILITIES 12PP Strength: 30/12 (+10/+1), 60/12 Lifting (Heavy Load: 50 tons / 130 lbs.) Dexterity: 26/12 (+8/+1) Constitution: 28/12 (+9/+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 36PP Initiative: +8/+1 Attack: +8/+9 (+9 Base, -1 Size), +10 Webs Damage: +10/+1 Unarmed/Thrown, +12 Claws, +10 Acid, +10 Webs Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8/+9 Melee Attack, +10/+1 Strength, +4 Size, +4 Additional Limbs, +6 Super-Strength) Defense: +8/+9 (+9 Base, -1 Size), +4/+5 Flat-Footed Knockback Resistance: 15/0 SAVING THROWS 9PP Toughness: +12/+1 (+9/+1 Con, +3 Protection, Impervious 8 ) Fortitude: +9/+1 (+9/+1 Con, +0PP) Reflex: +8/+1 (+8/+1 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 52R = 13PP Acrobatics 0 (+10/+1) Bluff 3 (+5) Climb 0 (+6/+1) Craft (Mechanical) 8 (+8) Drive 5 (+15/+6) Gather Information 3 (+5) Intimidation 4 (+18/+6) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Streetwise) 8 (+8) Knowledge (Technology) 5 (+5) Languages 1 (English [Native], Polish) Notice 0 (+10/+1) Search 1 (+10/+1) Sense Motive 0 (+10/+1) Stealth 0 (+15/+1) Survival 4 (+5) Swim 0 (+6/+1) FEATS 5PP All-Out Attack Distract (Intimidation) Move-By Action Power Attack Startle Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 158PP Additional Limbs 4 (+10 Limbs, Feats: Ambidexterity) [4PP] (Descriptors: 2 Extra Arms, 8 Spider Legs, Mutation) Burrowing 4 (10MPH, 100ft per Move Action) [4PP] (Descriptors: Acid, Claws, Mutation) Enhanced Skills 52 (Acrobatics 2, Intimidation 12, Notice 9, Search 9, Sense Motive 9, Stealth 11) [13PP] (Descriptors: Horrifying Appearance, Mutation, Spider Eyes, Spider Legs, Super-Agility, Super-Senses) Enhanced Constitution 12 (Feats: Regrowth) [13PP] (Descriptors: Mutation, Regeneration, Super-Stamina, Super-Toughness) Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength) Growth 4 (Size: Large, Size Modifiers: +5ft Reach, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidation, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13PP] (Descriptors: Mutation, Spider-Centaur) Immovable 1 (Extras: Unstoppable) [2PP] (Descriptors: Mutation, Spider Legs) Immunity 1 (Own Powers) [1PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Carapace, Mutation) Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Mutation, Super-Strength) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider-Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 3 [3PP] (Descriptors: Carapace, Mutation) Speed 2 (25MPH, 250ft per Move Action) [2PP] (Descriptors: Mutation, Spider Legs, Web Swinging) Spider Power 16 (32PP Array, Feats: Alternate Power 2) [34PP] (Descriptors: Mutation) Base Power: [4PP] (Additional Descriptors: Forearm Claws, Spider Leg Claws) Damage 2 (Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Forearm Claws and/or Spider Leg Claws, Piercing and/or Slashing damage], Drawbacks: Lethal) [4PP] Alternate Power: [31PP] (Additional Descriptors: Acid) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Secondary Effect, Flaws: Requires Grapple, Feats: Improved Critical 2 [18-20]) [22PP] Damage 10 (Extras: Linked [Drain], Secondary Effect, Flaws: Requires Grapple, Drawbacks: Lethal) [9PP] Alternate Power: [32PP] (Additional Descriptors: Webs) Snare 10 (10 120ft Range Increments, 1,200ft Max Range, Extras: Contagious, Feats: Accurate [+2 Attack], Tether) [32PP] Super-Movement 5 (Sure-Footed 2, Swinging, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs, Webs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) Super-Strength 6 (Lifting Strength: 60, Heavy Load: 50 tons) [12PP] (Descriptors: Mutation) Abilities (12) + Combat (36) + Saving Throws (9) + Skills (13) + Feats (5) + Powers (158) - Drawbacks (0) = 233 Power Points Character: Webmaster (Spider Swarm Form) Power Level: 10 Tradeoffs: None Power Points: 163 ABILITIES 35PP Strength: 01 (-5) (Heavy Load: 10 lbs.) Dexterity: 30 (+10) Constitution: 28 (+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 40PP Initiative: +10 Attack: +10 Damage: -5 Unarmed, +10 Venom Grapple: +5, Automatic Escape with Insubstantial Defense: +10, +5 Flat-Footed Knockback Resistance: 5 SAVING THROWS 9PP Toughness: +10 (+9 Con, +1 Protection) Fortitude: +9 (+9 Con, +0PP) Reflex: +10 (+10 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 36R = 9PP Acrobatics 2 (+12) Languages 1 (English [Native], Polish) Escape 0 (+10, Automatic with Insubstantial) Notice 9 (+10) Search 10 (+10) Sense Motive 9 (+10) Stealth 5 (+15) FEATS 0PP [None] Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 78PP Burrowing 1 (1MPH, 10ft per Move Action) [1PP] (Descriptors: Claws, Mutation) Immunity 3 (Critical Hits, Own Powers) [3PP] (Descriptors: Mutation, Spider Swarm) Insubstantial 1 (Liquid, Extras: Duration [Continuous], Flaws: Duration [Permanent], Feats: Innate) [6PP] (Descriptors: Mutation, Spider Swarm) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 1 [1PP] (Descriptors: Carapace, Mutation) Spider Power 15 (30PP Array, Feats: Alternate Power) [31PP] (Descriptors: Mutation) Base Power: [30PP] (Additional Descriptors: Necrotic Venom) Damage 10 (Extras: Autofire, Alternate Save [Fortitude], Feats: Accurate, Drawbacks: Lethal) [30PP] Alternate Power: [2PP] (Additional Descriptors: Webs) Create Object 1 (Volume: 1 5ft cube, Toughness: 1, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Flaws: Permanent, Range [Touch], Feats: Innate) [2PP] Super-Movement 5 (Slithering, Sure-Footed 2, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) DRAWBACKS -8PP Disability (Mute, Frequency: Very Common, Intensity: Moderate) [-4PP] Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP] Abilities (35) + Combat (40) + Saving Throws (9) + Skills (9) + Feats (0) + Powers (78) - Drawbacks (8) = 163 Power Points
  23. The Royal Power Level: 10 (199/199PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +1 ATK/-1DC, +2 Defense / -2 Toughness In Brief: Super villain saboteur and spy. Alternate Identity: Everett Eaton Elder (Secret) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City Occupation: Rich investor / Super villain saboteur and spy Affiliations: The Chamber Family: Emma Emmelie Elder (Wife, Emerald City politician, nee Kessler), Elliot Elijah Elder (Son, enrolled at Elysium Academy, secretly the super hero Rebellion), Elaine Emma Elder (Daughter, College Student), Elaine Kessler (Sister-in-law, deceased). Description: Age: DoB: March 1974 Gender: Male Ethnicity: Caucasian Height: 6'3'' Weight: 190 lbs. Eyes: Blue / Green as the Royal Hair: Blonde / Black as the Royal Everett Eaton Elder is a tall, reasonably attractive man, with short blonde hair. He is clean shaven, with blue eyes. He is always dressed in only the finest brands, preferably whatever is in fashion at the moment. He speaks rather plainly and openly, with a clear Oregon accent. As the Royal, Everett changes his eye color to green and his hair to black. He morphs a black goatee and moustache, and changes his features, becoming more muscular and powerfully built, appearance wise at least. He tends to speak with a distinctively Spanish accent. He wears a light grey costume, with purple gloves and boots with yellow trim. He has a similarly purple area running over his shoulder and down the outside of his arms, also with yellow trim. He wears a cowl with yellow lenses, with only his mouth with moustache and goatee visible. He wears a classic purple royal lion from coats of arms as a symbol on his chest. He brings a small gun in dark grey, which he calls the Royal Blaster. History: Everett Eaton Elder was the heir to the Elder fortune and name in Emerald. He was very much a rich idiot with no dayjob, and no need for one. For reasons that only fate knows, a strange meteor crashed in his back yard when he was a teenager. When Everett discovered the meteor, he was bathed in a strange radiation that altered him, giving the power to alter his appearance at will. Though he at first used this power merely for pranks and other childish actions, he eventually used his powers for more malicious deeds, eventually graduating into full blown super villainy when he stole his suit and weapons from an aspiring inventor in Emerald City, killing the man in the process. He never even cared to learn the man's name. He continued as a villain, always operating outside Emerald City, doing anything he thought might alleviate his boredom. Over time, the Royal came to the attention of the Chamber, and he became one of their agents, primarily operating abroad, primarily as a spy and saboteur. He would eventually marry Emma Emmelie Kessler, an aspiring Emerald City politician firmly in the pocket of the Chamber. Emma needed the Elder wealth and name to further her political agenda and aim to become the mayor of Emerald City, and Everett wanted a heir that could become the next Royal. There were little love lost between the two, but they at least respected each other, though Everett did attempt, and fail, at starting an affair with Emma's sister Elaine. During their marriage, and as their children Elaine and Elliot was born, the Royal continued his schemes. He tried being a good father, but the children, and their lack of inherited powers. He grew even more distant to Elliot when his son discovered blood under his shirt after a mission. Elliot was but eight years old, but Everett didn't care. He threw himself into his work, even though he briefly protested when his son was enrolled in Elysium Academy. While Everett was horrified at the Chamber's choice to use the Terror to punish his wife, killing his sister-in-law and traumatizing his son in the process, the Royal quietly accepted the punishment, his attention soon diverted as he discovered his daughter Elaine had inherited something resembling his powers after all. The Royal continues working as the Chamber's agent outside Emerald City, as he starts his plans to groom his daughter into taking on his role. Personality & Motivation: Everett is motivated by boredom, above all else. Ever since he discovered his ability to change his appearance, he has used it for his own amusement, eventually putting it to work in adding to his family's wealth. He is a highly competent spy and saboteur, taking great pride in his work, even if he rarely bothers spending the time to learn the why of his missions. He has a preference for working outside Emerald City, to keep his business away from home. In the field, he is quick and methodical. There is no time for taking unnecessary or stupid risks, like exposing his cover for the expense of a joke. While he is not above killing, he generally prefers not to. While he respects his wife Emma to a certain degree, he is very much aware that their marriage is one of convenience: He wanted heirs, she wanted the prestige and money of the Elder name, and there is very little love between them. He had tried starting an affair with his wife's sister, but she rebuffed him. While he tried to be a loving father to his children at first, boredom eventually won out, and he has grown distant, especially with Elliot, the youngest, after he saw blood on his father's shirt after a mission. Discovering that his daughter Elaine had inherited his powers, Everett is currently planning to ease his boredom by training her as his partner. Powers & Tactics: The Royal covers his tracks, prefering to disguise himself to infiltrate and exfiltrate, preferably without being discovered. If discovered, he will usually rapidly teleport around an area to cause confusion of his whereabouts, using his Royal Blaster to take down any in his path. He can be a scarely competent fighter, owing to years of experience. He prefers to avoid larger brawls, instead fighting enemies one-on-one whenever possible. Power Descriptions: The Royal is able to change his appearance to any humanoid form, a mutation caused by exposure to a strange meteor in his back yard as a child. He can also use this ability to blend in perfectly with surroundings, hiding himself from any visual senses. He is an incredibly skilled individual, having amassed a wealth of skills and experience through his more than twenty years as a super villain. While these are his only natural abilities, he also uses technological enhancements to further his own skills: The Royal Blaster and the Royal Suit. Despite having the wealth to commission such items if necessary, the Royal stole them from an aspiring scientist in Emerald City, killing him in the process. The Royal Blaster shoots small pellets, roughly the size of a bullet. These can either deliver a potentially lethal or stunning electric charge. The Royal Suit affords him with an electromagnetic force field that protects him much damage, allows him to climb walls and slows his fall by applying bursts of electromagnetic energy. The lenses offers Infra- and Ultravision. Finally, its most important feature is what the Royal has dubbed the "Quick Escape". By folding dimensions, essentially skipping to another dimension briefly, the suit allows him to teleport between both short and long directions. Of course, the Royal knows, and cares, little about how the items actually works, as long as they work. Abilities: 8 + 8 + 4 + 8 + 6 + 8 = 42PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +11 Ranged (+6 Base, +5 Focus [Ranged]) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Str) Knockback: -1 / -4 Saving Throws: 6 + 8 + 5 = 19PP Toughness: +2 (+2 Con) / +8 (+2 Con, +6 Force Field) w. The Royal Suit Fortitude: +8 (+2 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 112R = 28PP Acrobatics 6 (+10) Bluff 11 (+15) Climb 2 (+6) Computers 11 (+15) Disable Device 11 (+15) Disguise 1 (+5, +30 w. Morph) Drive 6 (+10) Escape Artist 6 (+10) Gather Information 6 (+10) Intimidate 11 (+15) Language 4 (Native: English, French, Spanish, Russian, Japanese) Notice 7 (+10) Pilot 6 (+10) Sense Motive 7 (+10) Sleight of Hand 11 (+15) Stealth 12 (+16) Feats: 25PP Accurate Attack Attack Focus [Ranged] 5 Benefit 2 [Wealth] Connected Defensive Attack Dodge Focus 6 Evasion Hide In Plain Sight Master Plan Precise Shot 2 Quick Draw 2 Uncanny Dodge [Visual] Well-Informed Powers: 9 + 18 + 24 + 10 = 61PP Concealment 4 ("Camouflage"; Feats: Close-Range) (All Visual Senses) [9PP] (Physical mutation) Device 6 ("The Royal Blaster"; 30PP Container; Flaws: Easy-To-Lose) [18PP] (Technology, Weapon) Blast 9 ("Royal Sting"; Extras: Autofire; Feats: Alternate Power 1) [28PP] (Electricity, Ballistic Damage Type) AP: Stun 9 ("Royal Stun"; Extras: Range [Ranged]) {27/27PP} (Electricity, Ballistic Damage Type) Device 6 ("The Royal Suit"; 30PP Container; Flaws: Hard-To-Lose) [24PP] (Technology, Costume) Force Field 6 [6PP] (Electromagnetic energy) Super-Movement 3 (Slow-Fall, Trackless, Wall Crawling 1) [6PP] Super-Senses 2 (Infravision, Ultravision) [2PP] Teleport 5 ("Quick Escape"; Extras: Accurate; Feats: Easy) (500 ft. as move action/5 miles as full action) [16PP] (Dimensional) Morph 5 ("Royal Enigma"; Broad Group: Humanoid) [10PP] (Physical mutation) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Royal Sting 90 ft. DC24 Tou (staged) Damage +11, Autofire Royal Stun 90 ft. DC19 Fort (Staged) Stun +11 Totals: Abilities (42) + Combat (24) + Saving Throws (19) + Skills (28) + Feats (25) + Powers (61) - Drawbacks (0) = 199/199 Power Points
  24. Archer II Power Level: 12 (built as PL 10; 203/211PP) Unspent Power Points: 8PP Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness  In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Bleed - Divide Music Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white uniform, loosely based on the original Archer's. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. The jacket's shoulder and a loose triangular pattern on his chest is dark red, ending just below his solar plexues. A light grey zipper runs from the neck and across the left side of his chest. He wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. He completes the uniform with a dark red bandana with long clothes pieces hanging from the back of his head. Connor will usually wear a dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 12 + 2 + 6 + 4 = 40PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +13 (+5 Dex, +8 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 4 + 6 + 7 = 17PP Toughness: +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 148 R = 37PP Acrobatics 15 (+20) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Drive 5 (+10) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 5 (+6) Knowledge [Streetwise] 14 (+15) Knowledge [Tactics] 9 (+10) Medicine 2 (+5) Notice 12 (+15) Pilot 5 (+10) Search 14 (+15) Sense Motive 12 (+15) Stealth 10 (+15) Feats: 42PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Challenge 3 [Fast Acrobatic Bluff, Fast Taunt, Notice-Lip Reading] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 3 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 2 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 3PP = 15EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] Sky-Bike (Vehicle; Flying Bike) [10EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 (Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Descriptors: Combat Training, Training) Device 7 (35DP Container; Flaws: Easy-To-Lose) [21PP] (Descriptors: Bow and Arrows, Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (Descriptors: All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 (Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Descriptors: Standard Arrow, Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 (Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Descriptors: Hail of Arrows, Piercing Damage Type, Multiple Arrows) AP: Blast 6 (Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Thermite Arrow, Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 (Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Descriptors: Bowsmack, Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 (Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Descriptors: Flashbang Arrow, Light) AP: Drain 6 (Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Hypodermic Arrow, Pharmaceuticals, Needle) AP: Nauseate 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Vertigo Arrow, Sonic, Vertigo) AP: Obscure 5 (Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Descriptors: Smoke Arrow, Smoke) AP: Paralyze 6 (Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Descriptors: Strobe Light Arrow, Light, Hypnotic Pattern) AP: Snare 6 (Feats: Improved Range 2) {14/14DP} (Descriptors: Riot Foam Arrow, Rapidly hardening foam) AP: Stun 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Stun Arrow, Electricity, Taser) AP: Super-Movement 2 (Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Descriptors: Grappling Line Arrow, Grappling Hook, Swing Line) AP: Trip 6 (Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Descriptors: Bolas Arrow, Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (Descriptors: All Technology with additional descriptors) BP: Autofire Arrows 6 Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Descriptors: Rapid Fire Arrows, Multiple Arrows) AP: Triggered Arrows 6 Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Descriptors: Setup Add-Ons, Timer, Proximity sensor, Remote trigger) AP: Penetrating Arrows 6 Adds (Extras: Penetrating) to Arrows array {6/6DP} (Descriptors: Shredder Arrowhead) AP: Area Arrows 6 Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Descriptors: Increased Payload) Healing 4 (Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Descriptors: Walk it Off, Training, Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (40) + Combat (38) + Saving Throws (17) + Skills (37) + Feats (42) + Powers (29) - Drawbacks (0) = 203/211 Power Points
  25. In-Brief: Worf meets Cosmic Boy Character: Dirge Power Level: 11 (built as PL 10) Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 160/160 PP Unspent Points: 0 Identity: Public Alternate Identity: Kanemu of Herd Krallos, Son of Drugo, Son of Amani Birthplace: Ku'unum, AKA Harsaf-4, the 4th planet of the Harsaf star system, which was annexed by Admiral Iyatu for the Stellar Khanate in 2004. Legal Status: In the Lor Republic, a non-citizen permanent resident, granted refugee status and legal asylum. In the Stellar Khanate, a non-citizen fugitive, wanted dead or alive, with a state-sponsored bounty. Base of Operations: None. Operates throughout the Milky Way galaxy. Residence: None. Nomad. Occupation: Mercenary, Unskilled Laborer Affiliations: The Fryxus (extinct species) Family: Ghojma (Former nursemaid, adopted mother), Ghojma's husband and their biological children (Step-family), Biological parents, siblings, and extended family (all deceased) DESCRIPTION Age: 23 (Date of Birth: 1996) Gender: Male Species: Fryxus Height: 7ft (2.14m) Weight: 325 lbs. (147kg). Horns add another +30 lbs. (14kg), for 355 lbs. (161kg) total. Skin: Blue Hair: Blue Eyes: Orange, with horizontal rectangular pupils Kanemu is a humanoid ram with bright blue skin and fur who stands head and shoulders above most humans. His species evolved from even-toed ungulate herbivorous herd mammals similar to Earth's sheep, particularly the North American Bighorn. His facial features are a sort of halfway point between a human and a sheep. His nose and mouth area is snout-like. His nose is wide and angled downward. His eyes face forward like a human, instead of to the sides like a sheep. He wears his hair long and wild. His entire body is covered with a layer of soft, fine wool. His hands and feet are similar enough to those of humans that he has comparable manual dexterity and can wear shoes. Similar to Earth's sheep, with their two large toes on each foot, his hands have two large fingers and a thumb, while his feet have two large big toes. Like a sheep, he has long, pointed ears, which lay horizontally, unlike the vertical orientation of human ears. He has a small, vestigial tail, less than a foot long, covered in the same fur as the rest of him. It hangs down toward the ground. His loincloth usually obscures it. His head is adorned by a massive rack of curved horns. Like those of a ram, his horns have two layers, a living bone core surrounded by a keratin shell. The outer layer is basically compressed hair, and re-grows over time. The horns are so heavy they account for nearly ten percent of his body weight. As a strict herbivore, his teeth are all incisors and molars. He does not have any canine teeth. The front half of his mouth only has incisors on the bottom, with just a flat bony ridge above/opposite them. His blood, like his skin and fur, is also blue in color. As a side-effect of the electromagnetic energies his body generates, stores, and channels, it is warm to the touch, and when exposed to air, it glows softly. He wears a bright red belted loincloth, and nothing else. When his personal protective magnetic field is active, his body is surrounded by waves of multi-colored light similar to the Aurora Borealis of Earth. When he uses his magnetic power to control metal, globes of heat shimmer and refracted light in every color of the spectrum appear around his hands, and bolts of electricity arc up and down his arms. A similar aura may appear around the metal object he is manipulating. When he hurls bolts of lightning, they are twin bolts which spiral forth in a double-helix pattern. HISTORY The Fryxus were a race of fascist humanoid sheep who lived on Ku'unum, the fourth planet in the Harsaf star system, in the independent border territory between the Lor Republic and the Stellar Khanate. Several of the planets orbiting Harsaf were home to other sentient races, most of whom had progressed technologically to the level of routine interplanetary travel, but not yet interstellar travel. The Fryxus had evolved the ability to generate and control powerful electromagnetic fields, which gave them a significant military edge over their neighbors. They used this edge to repeatedly attack, plunder, and enslave those neighbors. After the Star-Khan's disastrous 1987 defeat at the hands of Daedalus and the Lor Republic, he spent years rebuilding his armies and his empire. By the early 2000s, he started to pick lopsided fights against inferior enemies, to regain the momentum of interstellar conquest. In 2003, he set his sights on the Harsaf system. He sent emissaries to Kuunum, offering to help them conquer the other planets in their system once and for all in exchange for submitting to the rule of the Khan. The Fryxus sent back a short reply, "Come and make us," punctuated with the heads of the emissaries. Furious, the Khan ordered Iyato, one of his greatest generals, to "Make an example of them." Within the year, she did. With their electromagnetic powers, a frontal assault on the Fryxus would have been extremely difficult, even for a technologically superior navy. The Fryxians could literally pull the Khan's battleships out of orbit and crash them into the ground, or into each other. Iyato found another way to break them. Through precise calculation and manipulation of celestial phenomena, she triggered a gamma ray burst from a black hole which scoured Kuunum of all atmosphere, oceans, and life, killing most of the Fryxus in one rotation of their planet, which was now a giant lump of charcoal. Iyato's fleet followed up with sustained orbital bombardment, and finally, she landed troops and siege equipment onto the planet surface. They obliterated every structure that was still standing, reversed every instance of civil engineering down to filling in the smallest irrigation ditches, and wiped away every sign that civilization had ever existed on Ku'unum. A minority of Fryxians were scattered about the other worlds of the Harsaf system, maintaining colonies they had established at gunpoint. But the people those guns were pointed at resented the Fryxus more than they did the Khanate. The other races of the Harsaf system accepted the Khan's rule and rose up against the Fryxian survivors. Fryxian culture was its own worst enemy when faced with a ruthlessly pragmatic enemy like Iyato. She exploited their tendency to value honor and glory over victory or survival, luring them into disadvantageous battles which quickly became massacres. Obsessed with their own supposed racial superiority, the Fryxus had kept detailed genealogical records, which Iyato's spies had obtained in the year leading up to her assault, and in his hands, those records became a most wanted list. Lucrative bounties were placed on all the Fryxus. Iyato's plan took a year to set up, but once executed, she reduced the Fryxian population from billions to fewer than a hundred in a matter of weeks. The few dozen who remained were far too few for a stable or sustainable breeding pool. The Fryxus were genetically incompatible with any other known species, a fact which they had taken pride in but which now assured their extinction. Most of the refugees, Fryxian and otherwise, who tried to flee the Harsaf system were intercepted by Iyato's blockade. Kanemu was only 8 years old when the Khan wiped out his people. His nursemaid, Ghojma, was not a Fryxian. She was a slave, like 90% of the population of Kuunum. Kanemu only survived because Ghojma looked at him and saw a child instead of her oppressors. She was one of many refugees who fled the Harsaf system, and one of the few who succeeded, smuggling Kanemu with her. Khanate ships eventually detected them and gave pursuit, and would have caught and destroyed their ship, had a certain Lor admiral with a renegade streak not violated her orders and flown her command carrier into neutral space to intercept and rescue them. The admiral in question was later demoted to captain, but also given commendations. The few surviving Harsaf refugees were given asylum and settled in Lor space. Ghojma continued to raise Kanemu as her own child. She married a Lor man and had children with him as well. Her new husband owned and operated a ranch, which created instant and lasting friction between him and Kanemu, since slaughtering livestock and eating meat were both taboo among the Fryxus, practices they had started wars to suppress among other races. When Ghojma and her new husband had children of their own, Kanemu felt even more out of place and in the way, despite Ghojma's best efforts. The quiet, peaceful life she created with her new family just didn't feel like home to Kanemu. For all he knew, he was the last of the Fryxus. He felt a duty to preserve their memory, and he couldn't do that on a farm. He started calling himself "Dirge," a mission statement as much as a name, and he left Ghojma behind to wander the galaxy in search of glory for his people. PERSONALITY & MOTIVATION Kanemu has accepted that his race is doomed to extinction, that he may already be the last of his kind. He has decided that, since they will not live on biologically, he must make them live on in song. Dying in battle was the highest honor any Fryxian could aspire to. Kanemu's goal is to die in the most glorious and heroic manner possible, so that tales of his death will endure in the myths and legends of other races after his has finally passed on. Having lived in exile since he was a child, he has as child's understanding of his people, seeing them only as brave heroes who fell against a more powerful foe. He lives by a personal code of honor which is adapted from a half-remembered, idealized version they never actually lived up to. He values courage, honesty, and strength. He keeps his word, pays his debts, and takes a straightforward approach to life. He revels in battle, and in battle, he seeks out the most powerful, "worthy" foes. Like the rest of his people, he does nothing half-way. He doesn't speak when he could shout. He doesn't open a door when he could kick it off its hinges. He relies on brute force, and if it doesn't work, then he assumes that he just wasn't using enough of it. The Fryxus were descended from herd animals, and their society was organized into "herds," analogous to "clans" in human cultures. While they fought for dominance among themselves as much as they fought with outsiders, their social bonds meant a great deal to them. Fryxians exchanged a great deal of physical affection to reinforce their social bonds. When they weren't head-butting each other, they were petting, licking, and cuddling. Kanemu feels starved for touch, and a great inner sorrow at his lack of a herd. But as much as he craves a new herd, he will be slow and cautious to accept one. POWERS & TACTICS Like all of his people, Dirge can perceive, generate, and control electricity and magnetic fields. He has a specially adapted lobe in his brain, and specialized glands and organs in his body, similar to those of Earth's electric eel, platypus, or cockroach, only many orders of magnitude more sensitive and powerful. This allows him to hurl bolts of lightning, and manipulate metal at a distance. He can lift, throw, rend or crush metal from a great distance as if he held it in his hands, and as if he had the strength of a god. He is not limited to ferrous metals; as a living electromagnet, he can use an electrical charge to magnetize even non-ferrous metals. He can use these powers to attack foes from unexpected directions, by sending metal projectiles flying at them from odd angles, conducting electricity through floors, walls, or ceilings before making it erupt into the air, or causing either metal projectiles or bolts of lightning to ricochet before hitting his foe. He can generate a magnetic field around his body powerful enough to repel even non-metal projectiles and energy blasts. He often gains enhanced mobility by standing upon a piece of metal and then using his power to hurl it through the air, carrying himself along for the ride. He can stick to metal structures, or buildings with metal frames, as if he were a spider, and he can change the matter state of a metal barrier from solid to liquid, allowing him to pass through it. There are countless other applications of his electromagnetic control, but Dirge, like his people, lacks the imagination to use them to their full potential. His belt buckle contains a generator which creates an environmental force field around him, specialized for operating in the vacuum of space (though it may also allow him to operate on certain hostile planets). When possible, he prefers to fly out into space and fight directly instead of from inside a ship. If Dirge is deprived of his electromagnetic powers, or the materials with which to use them, then he is still a 7ft tall beast-man with a reinforced skull and a rack of horns that accounts for 10% of his total body weight. Like Earth's sheep, his people have evolved reinforced muscles and bones in their head, neck, and shoulders, which protects them from concussive trauma. His skill in both marksmanship and hand-to-hand combat, while far from world-class, would assure him a place among the elite special forces of any mundane army or police force he deigned to join. COMPLICATIONS Accident: Dirge has more raw power than he does control over it. He's prone to overkill. The GM can give him a Hero Point and declare that the use of his power has created a new hazard which he must drop everything to deal with. Alternately, he may cause some sort of accident which acts as a Complication for another hero. Alien Catnip: Dirge doesn't know it yet, since they don't grow on his home planet, but beets (specifically, the beet root) have an effect on Fryxian physiology similar to that of psilocybin mushrooms or lysergic acid diethylamede on humans. If he consumes beet root, he will experience hours of intense visual hallucination, distorted perception of time (impairing reaction time and hand-eye coordination), and euphoria. The GM can give him a Hero Point if he consumes beets unexpectedly and this has an adverse effect on his performance in combat or other stressful situations. The specific penalties or conditions he suffers while under the influence are up to the GM. Always Chaotic Evil: None of the other races who had the misfortune of sharing the Harsaf system with the Fryxus liked being conquered by the Star-Khan, but they still considered it an improvement over their previous circumstances. As far as they're concerned, the Fryxus were monsters, and they'll tell anyone who'll listen. 90% of the population on Kuunum when it was destroyed were non-Fryxian slaves, innocent bystanders whose deaths are blamed as much on the Fryxus as on the Khan. The GM can give Dirge a Hero Point if he meets someone familiar with his race's true history, and that knowledge (be it firsthand or otherwise) causes them to react to him in an inconvenient or hostile manner. Asskicking Equals Authority: Disputes among the Fryxus were usually settled with head butts. The GM can give Dirge a Hero Point to force him to interpret another character's conduct as an insult or a challenge, which can lead to penalized or failed interaction skill checks, nonviolent situations turning violent, or other inconvenient outcomes. The GM may force him to make a Will save to resist the urge to retaliate against the perceived slight, or may simply dictate that he does retaliate. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince Dirge that he misinterpreted the situation, or that he needs to suck it up and move on. Honor Before Reason: Dirge's honor, and the reputation of his people, means more to him than his life. A glorious death is his ultimate goal. The GM can give him a Hero Point to force him to take a course of action which would be courageous, honest, straightforward, and glorious, but also foolish, rash, or suicidal. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Jabba Table Manners: Like Earth's sheep, Fryxus are a ruminant species, which is a fancy way of saying that their digestion process involves eating their food, then vomiting it back up and eating it again. The GM can give Dirge a Hero Point when his biological needs run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Momma's Boy: Ghojma was his nursemaid throughout his childhood, and his surrogate mother after his people were wiped out. He only survived because she smuggled him out of Khanate space, at great personal risk. He would do just about anything for her. The GM can give Dirge a Hero Point and declare that Ghojma requires his aid at the worst possible time, or that her presence somehow makes a situation far less convenient than it would otherwise be. Motivated By Fear: A GM can give Dirge a Hero Point and suppress his Fearless feat if the fear effect in question plays on the one thing he does truly fear, failing to die a heroic enough death and leaving his people to fade into obscurity. Price On His Head: Dirge's very existence is illegal in the Stellar Khanate, and the Khan has a standing bounty on all remaining Fryxians. The GM can give him a Hero Point in exchange for bounty hunters showing up at the worst possible moment, or when his status as a fugitive makes travel through Khanate space difficult in some way. Straw Vegetarian: Eating meat is taboo in Dirge's culture. The GM can give him a Hero Point and force him to make an issue out of it when it would be more convenient not to, or at least force him to make a Will save to resist the urge. This can result in penalties to interaction skill checks, if not automatic failure, for himself and for others. It can also make situations turn violent when they would not have otherwise turned violent. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him to leave it alone. ABILITIES 8 + 0 + 14 + 0 + 0 + 2 = 24PP Strength: 22 (+6) (Heavy Load: 520 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) COMBAT 10 + 10 = 20PP Initiative: +0 (+0 Dex) Attack: +5 Grapple: +11 (+5 Melee Attack, +6 Str) Defense: +5, +3 Flat-Footed Knockback Resistance: 7/4 SAVING THROWS 0 + 5 + 8 = 13PP Toughness: +15/+8 (+8 Con, +7 Force Field) Fortitude: +8 (+8 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +8 (+0 Wis, +8PP) SKILLS 28R = 7PP Climb 0 (+4) Concentration 5 (+5) Intimidation 4 (+5) Knowledge (Galactic Lore) 4 (+4) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Perform (Oratory) 4 (+5) Swim 0 (+4) FEATS 5PP Fearless Interpose Luck 3 POWERS 91PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [45PP] (Descriptors: Alien, Electromagnetism) Base Power: [40PP] (Additional Descriptors: Magnetokinesis) Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP] Alternate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP] Alternate Power: [40PP] (Additional Descriptors: Shape Metal) Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP] Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [5PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Horns Touch DC23 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +30 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object Throwing (Str 75) DC30 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +140 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object, Max Effort Throwing (Str 350) DC30 Toughness (Staged) Damage (Physical) Shape Metal Perception DC20 Fortitude Transformed Snare Ranged (3,750ft Max) DC25 Reflex (Staged) Entangled/Bound Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone *Variable Descriptor. **Only affects Metal targets. ***Lower of the two. Abilities (24) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (91) - Drawbacks (0) = 160/160 Power Points
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