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  1. A crisis has been reported in Rodney, a suburb a few hundred miles outside Freedom City. The local government has been taken hostage by a mysterious man with skin of black stone. Those police that resisted him have reputedly been sealed inside shards of similar rock, and he has brought together a group of criminals of various stripes to keep the citizens in line. Though the report only came in two days ago, it has supposedly been a week of mayhem and chaos for the people of Rodney, and it only promises to get worse. Rodney needs heroes to liberate the town from the grip of its tyrannical new overlord. This is a PL 7-8 thread that will be mostly combat, with perhaps a bit of stealth and investigation as well. While I have a few ideas on how the story might progress after the town is liberated, it's not something I'm willing to fully commit to at the moment. Thus, I welcome all comers who might be interested in scrapping with a bunch of thugs with more guns than wits and a minor powerhouse with a few interesting quirks.
  2. OOC for the IC. https://www.freedomplaybypost.com/topic/13063-fate-of-the-serpent/
  3. The Undercity, Emerald City, Washington Sunday, May 17, 2020 07:38:21PM @Kaede Kimura The Red Summer's resident magic specialist smokes a cigarette as he watches Mixnus and Nixnus lug the bars of gold from the deck of the PT boat down to its cabin. Blonde, sporting an obnoxious Hawaiian shirt, and eyes half-hidden by the rim of his glasses and the darkness there is no mistaking the naked greed and slightly slack-jawed awe as he intently follows the gargoyle twins carry their newly gained wealth. It had been nearly half an hour of continuous back and forth trips from the gargoyles, and only a small pile of gold bars lies in neat stacks on the sewer floor, when Alaynah goes up to you. She smacks her pack of cigarettes and offers one up to you. "Gotta tell you, should have asked for more." She chuckles slightly then shakes her head, obviously in a good mood. "Tell me, you can create all this wealth so why're you here chasing after a murderer knee-high in sewer water?" *** A few more minutes pass before Zach, holding a hand-held radio, waves at Alaynah. "Boss, the package's coming." Alaynah nods at the comment and turns to you, her one good eye hard, all business now. "We'll keep this simple. We all get on my ship and when we're in the middle of the river, nowhere for him to run to, and then you take him and leave. Then me and my crew gets out of dodge, never to show our faces in this city again." She motions for the gargoyles to finish their work with a "Hurry up." "Oh, and I almost forgot," she turns back to you. She raises two fingers. "There's another one coming with Advay, some P.I. in-the-know and packing magic. Goes by the name of Christopher Daye of Blackstaff Investigations. He's yours to handle and, uh, your pet if it comes to that." *** @Spacefurry At long last your trip is nearing an end. You can see the metaphorical and literal light at the end of the tunnel as you guide Advay down the sewers, the professor's boxes of personal belongings and research bobbing up and down as they trail the both of you in the air. "I-is that it?" Advay asks as your flashlight gleams against a PT boat's hull. "I must say, I can't wait to finally sleep somewhere that isn't a cramped, dusty cave always with one eye open. It takes a lot out of a person, you know." Your flashlight quickly beams over the whole of the PT boat and its light is joined by several other flashlights from the crew of the boat. A dark-haired woman with an eyepatch, who looks to be the leader, walks forward to meet you. A bespectacled man in an obnoxious Hawaiian shirt watches from the deck, smoking a cigarette. Then two gargoyles emerge from the boat's cabin, matching and glowing runes on their foreheads. They move to a a couple of gold bricks lying on the sewer floor and haul it back into the PT cabin. Lastly, a woman in armor atop a clockwork pony made of bronze and brass. "Cristopher Dayes?" The woman with the eyepatch greets you with a smile and an offered cigarette. "Advay Upal? Welcome to The Red Summer . We're your ticket out of here." She gestures at her PT Boat. "None of us want to be inside a sewer for longer than we have to. So get on board."
  4. Vox Power Level: 7 (105/118PP) Unspent Power Points: 13 Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness In Brief: Amateur astronomer hears the voice of the universe and unleashes latent sonic abilities! Catchphrase: Words have Power. Alternate Identity: Nicholas Brown (secret) Birthplace: Ames, Iowa Residence: Nevada, Iowa (hometown); Freedom City, New Jersey (school) Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, Unnamed Team, Society of Amateur Radio Astronomers Family: Marie and Johnathan Brown (Parents), Otis Brown (Great uncle), Judith and Buzz Oliver (grandparents), Orville and Jane Brown (grandparents, deceased), Various and sundry extended family members Description: Age: July 7th, 2003 Gender: Male Ethnicity: Caucasian Height: 5’3” Weight: 118 lbs Eyes: Brown Hair: Dark brown Nicholas is a small, young man with short-cropped hair and fearful eyes. He’s not scrawny. Under his band t-shirts and jeans is a teenager that helped his uncle on the farm. Years of sun have given him a medium complexion, but his northern European heritage is still apparent. His long face is lined with worry, and makes him look older. On better days, he observes everything with interest. On bad days, he just keeps his head down. Vox’s costume is a long-sleeved shirt and pants affair with a loose jacket. The base color is a light gray with darker gray accents and spaced lines. When moving, the contrasts look like rippling sound waves. His mask is a head cover, sleek helmet, and mirrored goggles. He tried a mouth guard, but that lasted one use of his powers. Matching gloves and boots complete the look. The outfit is just “normal” enough that in a pinch he could blend into a crowd or dark alleyway. Nonetheless, it is still constructed of morphic molecules. History: On June 19th, 2019, at 9:46 pm Central Time, a blast was detected 9 miles northeast of Ames, Iowa. The shock wave flattened trees and buildings in a 2 mile radius and shattered windows up to 5 miles away. The radial pattern of fallen trees aided first responders in locating the origin point. Near a small creek surrounded by farmland, Nicholas Brown, 15, was pulled unharmed from the wreckage of his campsite. Suspicion immediately full on the survivor. Investigators recovered unusual components at his parents’ home and his great uncle’s barn near the site. Nicholas remained catatonic for days, and upon recovery, appeared to suffer from a form of aphasia. Physically healthy, he seemed afraid to speak. Law enforcement soon closed on him. Thankfully for Nicholas, a team of specialists arrived to assist the growing investigation. An agent by the name of Philip Burton interviewed the young man. Within 36 hours, the cause of the event was determined. A secondary fire along the creek had obscured an illegal dump containing a volatile mix of chemicals. On July 1st, Nick was offered a full scholarship to the prestigious Claremont Academy in Freedom City, New Jersey. Philip Burton, aka Lamar “Sonic” Phillips, extended the invitation. What followed was a summer-long whirlwind of testing, training, and long-distance moving. Since the incident, more details have emerged. Research suggested Nick was the first active member of a line of minor psions. Their powers consisted of sensitivity to certain auditory and electromagnetic frequencies. This pattern explained the erratic migration of the family and their refusal to adopt new technologies. Many members sought out areas with limited electromagnetic and noise pollution. For example, Nick’s family settled in rural Iowa in the ‘20s. The explosion was the first manifestation of his potential. He had set up his radio telescope according to precise instructions. Where did he receive this information? From Morse code signals chiming in his ears at night. Why would he use this information? A mix of confusion, curiosity, and the thought that he was losing his mind. The real horror, however, arrived at precisely 9:45 pm. A clear signal repeated a message in triplicate. Somehow he directly sensed and understood its meaning. We hear you. Personality & Motivation: Nick is a highly intelligent and genuinely sweet young man. He is introverted by nature with bullying-induced shyness on top. Despite his social awkwardness, he can be quite charming and a skilled organizer when given the opportunity. His read of others is better than people give him credit. Mostly though he’d rather be tinkering on some project or another. People exhaust him and largely can’t be trusted. The trauma of gaining powers has added anxiety to his problems. Nick’s long-term plans are on hold. Right now his motivation revolves completely around controlling his powers. The crash course over the summer of 2019 has helped, but he is ill-at-ease being what he considers a weapon of mass destruction. That the school wants to put him in a noisy, electromagnetically rich environment is, to him, very foolish. Part of him resents being beholden to the heroes running the school. Another part of him is grateful for the many opportunities. This conflict has left him more than a little adrift and unable to focus. Powers & Tactics: Nick’s powers are very bare bones and blunt at the moment. A lot of effort has gone into training himself not to speak. Even the slightest whisper can rattle cause tremors and break delicate objects. Speaking at normal volumes unleashes the equivalent of a bomb. A muzzle mutes him when sleeping or when he otherwise feels uncomfortable. Control aside, Nick is fairly capable with his basic array. The default power, Cascade, can quickly bludgeon groups of foes. Shear releases a directional wave with similar, albeit more precise, results. His favorite accomplishment is Resonance, a directional cone that disrupts targets’ physiology without lasting injury. At the moment, his defense is largely based on training and lots of bruises. Typically, he will evade attacks, close on one or more targets, and unleash one of his effects when they are in range. His training suggests he should be able to develop finer control and more powers over time. The techniques of other sonic (especially Sonic!) heroes have inspired him. Even if he is a bit too bitter to admit it right now. Power Descriptions: The Vox Universum array appears as visible distortions in the air: layers of sound waves rippling from him. Transverse waves imparted into material follow a similar pattern. Although the results tend to pulverize many materials. The exception is Resonance, which appears as a fuzzy, heat-like shimmer as unpleasant to see as feel. All uses are accompanied by a booming amplification of the words he speaks. The specific words aren’t important (yet!). Volume, duration, and inflection seem to be the drivers. All of his powers are psionic in nature. A current hypothesis is that his sensitivity has induced an ability to interpret universal principles as sonic effects. They originate from his mind. The more he listens to radio frequencies and sounds, particularly interstellar signals, the more he seems to understand them, and at an analytical level. Sources as esoteric as Words of Creation, echoes of the big bang, and murmurs of chthonic entities have all been considered. Obviously, these effects have the sonic descriptor. Complications: Bad Company (Reputation): Where he grew up, he is now considered a public menace. Enemy Mine: Nick doesn’t know it yet, but interested parties have noticed him. Among them is the ever curious Maestro. Goes to 11 (Accident): Nick’s powers default to Cascade. Even the slightest whisper can rattle foundations and shatter objects around him. In combat, his powers have a tendency to cause collateral damage. Let It All Out (Phobia): As much neurosis as training, Nick holds himself back out of fear. This can cause him to hesitate or freeze up at the worst times. Never Going Home: Developing powers has put a strain on his relationship with his family. Being far from home and homesick doesn’t help. Secret Agent Man: Having a secret identity sucks. Werewolves of London: Ames was the biggest town he knew. “Fish out of water” does not describe how overwhelmed he is by the big city. Abilities: 2 + 4 + 4 + 6 + 4 + 2 = 22PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 6 + 16 = 22PP Initiative: +6 Attack: +5 Melee (+2 Attack Focus), +3 Ranged, +3 Base Defense: +9 (+8 Base, +1 Dodge Focus), +4 Flat-Footed Grapple: +6 (+5 Melee, +1 Str) Knockback: -2 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +5 (+2 Con, +3 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +5 (+2 Wis, +3) Skills: 48/48R = 12PP Climb 2 (+3) Concentration 4 (+6) Computers 4 (+7) Craft (Electronics) 4 (+7) Craft (Mechanical) 4 (+7) Diplomacy 2 (+3) Knowledge (Physical Sciences) 3 (+6) Knowledge (Technology) 3 (+6) Language 1 (English [Base], American Sign Language) Notice 5 (+7) Perform (Stringed Instruments) 4 (+5) Search 2 (+5) Sense Motive 4 (+6) Stealth 4 (+6) Swim 2 (+3) Feats: 12PP Accurate Attack Attack Focus (Melee) 2 Defensive Roll 3 Improved Initiative Luck 2 Power Attack Quick Change Uncanny Dodge (Auditory) Powers: 1 + 11 + 18 = 30PP Immunity 1 (own powers) [1PP] (Psionic) Super Senses 11 (Accurate [All Hearing] 4, Analytical [All Hearing] 2, Cosmic Awareness [Hearing] 1, Electromagnetic Energy Awareness [Hearing] 1, Tremorsense 2, Ultra-Hearing 1] [11PP] (Psionic) Array 9 (Vox Universum; 18 PP Array; Power Feats: Alternate Power 2; Drawbacks: Full Power -1 PP, Power Loss [When Unable to Speak] -1 PP) [18PP] (Psionic, Sonic) Base Power: Damage 9 (Cascade; Extras: Area (Targeted: Burst) +1) [18PP] Alternate Power: Damage 9 (Shear; Extras: Area (Targeted: Cone) +1) [18PP] Alternate Power: Stun 6 (Resonance; Extras: Area (General: Cone) +1) [18PP] Drawbacks: -3 = -3PP Disability (Mute, unless using powers; Frequency: Common; Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Cascade Burst Touch DC 24 Toughness Damage Shear Cone Touch DC 24 Toughness Damage Resonance Cone Touch DC 16 Fortitude Stun Totals: Abilities (22) + Combat (22) + Saving Throws (10) + Skills (12) + Feats (12) + Powers (30) - Drawbacks (-3) = 105/118 Power Points Comments: Formatting troubles aside, here is my Claremonter. The build is deliberately basic. I'm looking forward to figuring out the character and his power set will mature.
  5. Gnomon Power Level: 10 (Built as PL 7) Power Points: 150/163PP Unspent Power Points: 13 Trade-Offs: +2 Defense / -2 Toughness In Brief: Teen inventor gets stuck in a groundhog day-esque temporal loop, escapes and is recruited by the Time Keepers. Catchphrase: None Currently Theme: Solidium - Waiting Alternate Identity: Claude “C.J.” Jergens [Public w/ Record] Birthplace: Boston, Massachusetts Residence: Centennial Apartments in Riverside [Sisters' Apartment, Freedom City] & Brooklyn Brownstone [Mother & Stepfathers' Townhouse, New York City] Base of Operations: None Currently Occupation: Student & Probationary Guardian of Time Affiliations: Claremont Academy [Student], Time Keepers (and Quirk) [Agent], Tomas Morgen / Dr. Tomorrow [Mentor], Yvonne Parker / Techbane [Frenemy with Benefits, Villain] Family: Eugene Jergens / Scrounge [Father, Villain], Annie Donovan [Mother (remarried), Legal Secretary], Juliette “Jules” Donovan [Older Sister, College Student], Dean Donovan [Stepfather, Divorce Lawyer] Description Age:18+????* (DoB: January 1st, 2001) *unknown amount of temporal drift Apparent Age: 17 to 22 Gender: Male Ethnicity: Caucasian Height: 5'9” Weight: 138 lbs. Eyes: Blue Hair: Dark Brown History Claude was a regular kid, with a loving family. Sure his parents weren't rich, but between both of them they made enough that he and his older sister were well taken care of. Claude especially loved his dad, a man who eagerly shared his passion for comics with his young son. He was around ten when the yelling began, watching confused from the sidelines as his fathers' gambling addiction destroyed their family. The day a young Claude knew something was truly wrong was watching his dejected father pack up his beloved memorabilia to sell in a desperate gambit to save his marriage. It worked, but much like his father repair skills it was a stopgap solution. A little over a year later his mother and father signed the divorce papers. He chose to stay with his father, against the protestations of his mother and sister. Living with dad wasn't bad until out of the blue Claude was told to pack his bags because they were moving to Freedom City. Claude was excited to be in the birthplace of many of his heroes and was beside himself when his father spotted the line for the Supers Museum. If there is one memory that Claude cherishes from his childhood, it would be that day. Excitedly talking with his father, who seemed to have a huge weight lifted off his shoulders as they wandered through the exhibits. Something came over his father that day. Staring at an exhibit to the fallen Centurion, his dad told Claude to stay put in the Golden Age of Freedom exhibit for a bit. Agreeing to do so, the hour or so passed quickly as Claude became engrossed reading about the exploits of his favorite heroes, especially Doctor Tomorrow. The day only got better when his father returned an hour later telling him that he had gotten a job working for the museum! Everything was great for three whole months. His dad and mom were talking again while his sister Juliette was willing to give dad a second chance. Then came the reckoning. His dad was acting erratic and evasive after coming home from work one day, much like what had happened when he lied about the gambling to his mom. Later that week, his father told him to get his things together and the pair left their small apartment and stayed in a motel. His dad sat him down and apologized to Claude, saying that the loan sharks that he had left behind in Boston had found him and threatened Mom, Jules, and him. But quickly added that they were not a problem anymore as he had taken care of them. His father then pulled the sheet off the dingy motel mattress and showed Claude the items he stole for the supers museum. Claude will freely admit this is where he should have told his dad to return the items, but he was swayed with one simple argument from his father. "Why don't we use them? After all there were just sitting unused in the museum!" Thus began Claudes' descent into the criminal scene. Initially, he spent time learning electronics and technology and the like to help his father maintain the things the newly christened Scrounge stole. A few years later the now teenage Claude had rapidly outstripped his fathers' technical acumen and was running a side gig of repairing things to keep the day to day bills paid. Much to Scrounges' chagrin, Claude (now going by Kit-Bash), started to come along on his heists and meeting his contacts. This worked well for a while, with Claude adding breaking and entering skills into his repertoire as Scrounge began focusing more on the planning and logistics. It was during this time Claudes' luck ran out and their hijacking of an Arche-Tech shipment was foiled. Being caught red handed inside the trailer with goods in hand, Claude was sent to a juvenile detention facility in 2015. Serving a nine month stint for the crimes, he then met Yvonne Parker for the first time and the pair just clicked. She had been busted hacking into databases looking for her estranged father and Claude connected with the young women as he came to terms that his father had ran and left him holding the bag when Elite showed up. While in prison his mother and sister had visited along with his new stepfather. Jules begged him to stop, pointing it out where it got him and that dad had abandoned him just like everyone else in his life. His mother and stepfather offered him a place to stay when he got out, an offer he was inclined to take them up on. When he walked free on February 29, Claude went straight to the bus station to get a ticket to Brooklyn. He didn't expect to see his father, or for Scrounge to start talking about a big score. Tired of abetting his father, Claude informed his father that this was the last time he as going to help as he was planning on going clean and moving in with Mom & Dean. Scrounge readily agreed to the terms and the pair traveled to Baltimore to break into an exhibit featuring Doctor Tomorrow that was reported to have some authentic gadgets from his career. Getting in was easy with their skills. Claude elected to stay back while his father ransacked the exhibit, only for a small golden cube sitting off to the side in a separate display to catch his eye. Intrigued, he read the placard on the display which was listed the cube as an 'Unknown Artifact, shown with permission by the Wade Family'. Curiosity got the better of him and Claude popped open the case and reached for the cube. As soon as his fingers brushed the strangely warm surface, he woke back up in his bunk in juvenile detention from earlier that day. Bewildered, Claude relived his previous day, only for it to start over yet again. All of his attempts to not participate or free himself did not work. Claude is not afraid to admit that he did things that he's not proud of to try and end or escape from the loop. Eventually, he spent time trying to research various ways out of the loop, culminating with trying the improvise some sort of temporal nullification device. It worked better than intended, shredding the local temporal loop and kicking him out to somewhere beyond time. A hand offered to help him up, and the teen took it only to be wind up staring at his childhood hero of Doctor Tomorrow. The time traveler began to apologize for the the incident as it had been a trap for his long term nemesis, Zeitgeist. Claude had some choice words for the hero and was mid tirade when the Time Keepers appeared. That understandably shut him up. According to the Doctor, the Time Keepers were, in his words 'almost complimentary' about his escape. Claude learned he had permanently altered his own timeline by subsumed the repository into his self during the escape. They disinclined to tell him how many loops he went through before he escaped and to this day Claude doesn't really want to find out. Still this was an unusual situation, and so the Time Keepers offered a deal. Work for them as a Guardian of Time and they would train him to use his newfound powers and abilities. He would apprentice under Doctor Tomorrow to learn the ropes as it were while the Time Keepers would eventually get another trained agent in play. Claude agreed to this and shortly found himself waking up in his bunk in juvenile detention. Sighing in defeat, he said his rote goodbyes to the other teens and Yvonne and was discharged like the countless other times he had gone through that day. However, his father was not waiting for him this time. Instead, Tomas Morgen the civilian ID of Doctor Tomorrow was leaning against the gate. “Welcome to the first day of the rest of your life. Now get in the time machine.” The older hero informed him with a wry grin. Since then Claude has spent the last few years under the tutelage of the Doctor, becoming better at using the database uploaded into his head along with training to be a true Guardian of Time under the alias Gnomon (named after the projection of a sundial that casts a shadow). This has led to many temporal misadventures and fights with the likes of the Counter-Clock Culture, Zeitgeist, the Associates, the Future Kin, and a very memorable interaction with the Norn. Recently, Doctor Tomorrow became concerned about his proteges' education as the last time Claude was in school was the seventh grade. Not to mention the only rapport and social interaction Gnomon had with kids his own age was in juvenile detention. So he has made the choice to send Gnomon to Claremont. Now staying at his sisters Riverside apartment as she attends FCU, Gnomon hopes to mend his relationships with his family as he commutes to Claremont everyday. Still, Claude is willing to do this, even if he'd rather be punching Nazis' in an alternate 1961 timeline instead of sitting in a classroom. Appearance, Personality & Motivation Claude can best be described as wiry, with lean muscles and a runners' physique. While he does not have a uniform as a Guardian of Time, on the job he prefers to attire himself in period appropriate clothing with the only concession to concealing his identity being a simple domino mask. When not working in his official capacity Claude has found that he is a bit of a clothes horse and favors 1920's to 1950's style of clothing, and can typically be spotted wearing a flat cap when out and about. Claude is a gregarious street kid at heart with a keen mind and razor wit hiding behind the braggadocio. Though he is a fair hand at stealth and skulduggery, his natural inclination is lead with his mouth (fitting giving his South Boston upbringing) either by trash-talking or parley. His time stuck in a temporal loop has smoothed Claudes' rough around the edges personality greatly, bringing an introspective side that is generally more ascribed to a jaded blue collar worker than the young punk Claude appears to be. He absolutely despises bullies and those who commit crimes for the simple reason that they can, while being extremely sympathetic to those who got dealt a bad hand in life. Claude will not hesitate to defend those he call family or friends. He gives new meaning to stubborn bullheadedness when defending the things hes cares about so getting him to back down from a fight is a hard bargain most of the time. Face and reputation is extremely important to Claude as he does not like being in debt to someone. This is exacerbated especially with Doctor Tomorrow, he is willing to do almost anything to repay the man who had taken the time and effort to bother with a kid who was really in over his head. Not to mention putting up with the continual griping and bitching coming out of Claudes' mouth. Along those same lines, Claude has a deep profound belief in second chances and using them to turn ones' life back around. He is trying his best use his second chance to reconnect with his family. Claude has also made a private vow to himself to make sure to get his gal pal Yvonne her second chance, even if he has to drag her kicking and screaming away from criminality. Powers & Tactics Before the incident with the Time Keeper Repository, Claude was street tough kid who was handy at repairing and inventing things. He gained a fair hand at boxing from finagling some training out of other criminals or villains in exchange for some pro bono repair work. Coupled with his sharp tongue, Gnomon typically resorts to trash talking to throw his opponents off balance before laying in with his fists. Or just straight up sucker punching somebody, a time honored street fighting tactic that has gotten him out of some scrapes. The engrams from the snafu with the Time Keeper Repository has done more than physically locking his timeline. Now Gnomon can mentally access a vast database of information and conditioning from the past, present, and future. He can have the skills of a five-star chef, converse about various art forms in French to professors of the subject, crack a code written in ancient Babylonian, or have the know how to assemble a laser rifle from Victorian era supplies. The stored temporal energy of the repository discharging directly into his system has eliminated Gnomons' aging, need to sleep in addition to supercharging his immune system against disease and poison. A lucky side effect has also granted Gnomon an intrinsic instinctive awareness of time. With access to veritable vault of blueprints, Gnomon constructed a pair of devices to aid him in performing his duties as a Guardian of Time. The first is the Isochronon, which he enhanced with parts taken from The Groove Machine (Tick Tock Docs' time machine). Though unassuming, it is Gnomons' method of time travel as well as his identification/badge as a Guardian of Time. It is his primary defense against time anomalies as well as useful for scrying an area before time traveling. The second is his temporal threads, which Gnomon developed to better blend in with the different eras his duties take him to while warding off the effects of the more temperature extreme locales. Gnomon prefers a more stealthy approach while on the job, preferring to blend into the background and utilize his skills as a saboteur or commando. Still when things go loud he falls back on to tactics straight out of the playbook of the pulp heroes of old: trash talking and copious amounts of applying fist to face. Complications A Matter of Public Record: Claude has served a nine month stint in juvenile detention for crimes committed under the moniker Kit-Bash. This tends to color other peoples opinion of him when discovered. Black Hat, Retired: When he was working with his dad as the inventor/handyman for hire Kit-Bash, Gnomon made a lot of contacts within the criminal technology circles. Some, like the Power Corps are friendly to him. Others, like the Trawler want him dead and his body mounted on her wall. It doesn't help either that Scrounge has burned more than his fair share of bridges in the villain community. Counter-Clock Culture Clockblocker: Carjacking the Tick Tock Doc's Groove Machine Time Traveling Hippie VanTM and leaving them stranded (by a river!) in 1500's Eastern Europe has not particularly endeared him to their members. Doubly so when they found Gnomon had acquired stolen parts from the aforementioned vehicle to repair his Isochronon and escaped. Tick Tock Dock later responded by trying to remove Gnomon from the timeline, with the scheme ultimately winding up foiled by Doctor Tomorrow and Gnomon. Dear Ol' Deadbeat Dad: While he still loves his dad, Gnomon knows that his father won't ever stop being Scrounge. In fact, this hasn't stopped Scrounge from trying to recruit Claude for less than legal ends or to ask for assistance after one of his schemes falls through. Hopefully the next time he sees his father it won't end in disappointment yet again. Excuses, Excuses: His position as a probationary Guardian of Time has caused no small amount of headaches to Claudes' personal life, causing him to have to make up cover stories in order to explain their sudden random absences and seeming newfound lack of commitment. Frenemies with Benefits: Yvonne Parker, better known as the hacker Techbane, has been Claude's on and off again fling ever since the pair met in juvenile detention. She thinks he is only going through a 'hero' phase and tempts him whenever she gets a chance to go back to the behavior that got them both locked up in the first place. Gnomon is trying to get her to come clean at the same time, but either of the pair can't be relied on to remain wholly objective anytime the other shows up. Gets No Respect: With his natural braggadocio, it's a tough pill to swallow that whenever he performs his duties as a Guardian of Time nobody will ever know. On top of this, due to the sensitive nature of temporal operations means that he can never inform others outside of unusual situations or that have been properly vetted by Doctor Tomorrow or the Time Keepers. Abilities: 4 + 4 + 4 + 10 + 6 + 6 = 34 PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+2) Charisma: 16 (+2) Combat: 10 + 10 = 20 PP Initiative: +2 Attack: +5 Melee (+7 Unarmed), +5 Ranged Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 (+5 Base, +2 Str) Knockback: -2 Saving Throws: 3 + 3 + 2 = 8 PP Toughness: +5 (+2 Con, +3 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 44 R = 11 PP Acrobatics 0 (+2) Bluff 7 (+10)* Skill Mastery Climb 0 (+2) Computers 0 (+5) Concentration 0 (+3) Craft [Any] 0 (+5) Diplomacy 7 (+10)* Skill Mastery Disable Device 0 (+5), (+7 w/ Masterwork Thieves Tools) Disguise 0 (+3) Drive 0 (+2) Escape Artist 0 (+2) Gather Information 0 (+3), (+5 w/ Online Research) Handle Animal 0 (+3) Intimidate 0 (+3) Investigate 0 (+5) Knowledge [Any] 0 (+5) Language 0 (English [Base]) Medicine 0 (+3) Notice 7 (+10)* Skill Mastery Perform [Any] 0 (+3) Pilot 0 (+2) Profession [Any] 0 (+3) Ride 0 (+2) Search 0 (+5) Sense Motive 7 (+10)* Skill Mastery Sleight of Hand 8 (+10), (+12 w/ Masterwork Thieves Tools) Stealth 8 (+10), (+12 w/ Masterwork Thieves Tools) Survival 0 (+3) Swim 0 (+2) Feats: 24 PP Attack Specialization (Unarmed) Beginner's Luck Challenge (Improved Feint) Challenge (Improved Trick) Defensive Roll 3 Dodge Focus 4 Elusive Target Equipment 1 [Bronze Reward] Evasion Fascinate (Bluff) Leadership Luck 3 Power Attack Redirect Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Sneak Attack Takedown Attack Taunt Equipment: 5 EP = 0 PP [Bronze Reward] Masterwork Thieves Tools (+2 to Disable Device, Sleight of Hand, & Stealth Checks) [3 EP] Rebreather (2 minutes / 20 rounds of Oxygen) [1 EP] Smartphone [1 EP] Powers: 53 PP Container 6 (30 PP Container [Passive, Permanent], Feats: Innate [31 PP] (Chrononaut, Time & Training) Comprehend 1 (Codes) [2 PP] Enhanced Feats 7 (Contacts, Eidetic Memory, Improvised Tools, Jack of All Trades, Inventor, Online Research, Well Informed) [7 PP] Features 1 (Temporal Inertia) [1 PP] Immunity 4 (Aging, Disease, Poison, Sleep) [4 PP] Super Senses 4 (Danger Sense [Mental], Temporal Awareness, Time Sense, Uncanny Dodge [Mental]) [4 PP] Variable Power 3 (5 PP Variable Pool, Multiple Traits of Particular Type [Skills], Flaws: Action [Full Round], Drawback: Distracting, Only Mental Skills & Languages) [12 PP] Damage 3 (Feats: Mighty) [4 PP] (Adept Pugilist, Training) Device 3 (15 PP Container [Passive, Permanent], Flaws: Easy to Lose, Feats: Requires Feature [Temporal Inertia]) [10 PP] (Isochonon, Technology & Time) Chroniton Powered 3 (6 PP Array, Feats: Alternate Power 1) [7 PP] Base Power: Immunity 5 (All Temporal Effects, Feats: Selective) [6 PP] Alternate Power: Super Senses 8 (Precognition, Postcognition, Flaws: Distracting) [6 PP] Enhanced Feat 2 (Benefit [Status: Guardian of Time], Seize Initiative) [2 PP] Luck Control 2 (Cancel GM Fiat, Cancel HP Expenditure of Others) [6 PP] Device 2 (10 PP Container [Passive, Permanent], Flaws: Hard to Lose) [8 PP] (Temporal Threads, Technology & Time) Enhanced Feat 5 (Benefit 2 [Alternate ID, Security Clearance], Challenge [Face in the Crowd], Quick Change 2) [5 PP] Immunity 2 (Hot & Cold Environments) [2 PP] Morph 1 (+5 to Disguise, Any Appearance/Clothing, Feats: Precise, Extras: Continuous) [3 PP] DC Block Attack Range Save Effect Unarmed +7 Touch DC 20 Toughness (Staged) Damage (Physical) TOTALS 34 Abilities + 20 Combat + 8 Saving Throws + 11 Skills + 24 Feats + 53 Powers = 150/163 PP
  6. The Mighty Meta-Naut Power Level: 7/8 (105/126PP) Unspent Power Points: 21 Trade-Offs: +1 Attack/-1 Damage In Brief: Dimension-hopping, time-travelling thrill-seeker who occasionally stops interdimensional and cross-temporal crimes. Theme: Time Crime by Scandroid In the Year 2525 by Zager and Evans The Way Life's Meant to Be by Electric Light Orchestra Alternate Identity: Raya Wells (Legal Identity) / Rosana Carvalho (Birth Identity) [Both secret] Birthplace: Miami, Florida Residence: The Emerald Cities Base of Operations: The Emerald Cities Occupation: Adventurer/CEO Affiliations: Compass Rose International (Company), United States Government Family: Beatriz Carvalho (Mother), Hugo Carvalho (Father), Enzo Carvalho (Brother) Description: Age: 24 (DoB: February 22nd, 2008) Gender: Gender-fluid, primarily female-identifying. Ethnicity: Mixed Brazilian Height: 5’10” Weight: 140 lbs Eyes: Brown Hair: Black Raya is a beautiful woman, no doubt. Standing 5’10”, she’s tall, with a lithe figure. Her skin is deep brown and clear in a way that only expensive spa treatments can get, while her black hair is half-shaven into laser lines on the left side, while on the right it is allowed to fall down to her neck. She prefers colourful makeup, going for colours like gold, cotton candy blue or neon pink for things like lipstick, eye-shadow and eyeliner. As the Meta-Naut, she dresses in a variety of outfits, but the most common one (at least on Prime), is a white half-jacket covered in black lightning bolts and stars, adorned with a pair of tails that drop down to the back of her knees, a red full-sleeve shirt, and blue pants, with a chrome belt and a pair of blue boots to tie it all together. When she needs to obscure her identity, she wears a chrome helmet with a tinted visor. Whatever she is wearing, she always has what appears to be a silver, circular brooch or badge with three concentric rings of what appears to be back-lit or glowing sapphire. History: Rosana Carvalho’s mother Beatriz was a Scientist with a capital S. She sought to expand humanity’s horizons, and bring them to places heretofore only reachable by the superhuman. She wanted to open the gateway to other dimensions, and she had a plan to do it. Unfortunately, to most institutions her plans sounded fairly kooky and thus she was forced to experiment in the basement, developing a machine that could serve as the key to the multiverse. Being quite young, Rosana didn’t quite understand what her mother was working on. She understood that it could bring you to other places, but didn’t quite comprehend the multiverse as it was. That is, until she saw Equestria Girls. Then, suddenly, everything made sense. She could meet Twilight Sparkle. Her plans were made. One night, when her family was asleep, Rosana snuck down into the basement to see the multiverse machine. Not really understanding it, she punched the word “Ekwestreea” into the coordinator, and got ready. With a great burst, the machine zapped Rosana, teleporting her away. In doing so, it also short-circuited itself, destroying its own machinery and knocking out the power to the whole neighbourhood. By the time Beatriz could come down to see what had happened, Rosana was already long gone. Rosana did not get to meet Twilight Sparkle. Instead, she was transported to a place known as Earth-KTX-12, a world in which the dinosaurs never went extinct, and had evolved into a sapient race living under the cruel, dystopic rule of the Dinosaur King. A scared, confused child, Rosana wandered the streets of Dinosaur City, where had arrived, looking for help. While she was lucky enough to find that the dinosaurs spoke English, she was not lucky enough to avoid being arrested by the state on charges of being a potential spy. The trial was quick, once they ascertained that she was not a spy, and instead simply five. However, she was instead charged with entering the country (which covered the entire planet) illegally, and sentenced to eternal community service as an unpaid scientist’s assistant. The scientist she was given over to was Professor Ptu, a Pterosauroid who specialized in interdimensional research, and had explicitly asked for her from the courts. Rather than being evil, however, Ptu was a good and kindly scientist who wanted to overthrow the tyrannical rule of the Dinosaur King. Ptu promised that one day he would send Rosana home to her family, as soon as he figured out the means to do so. For 12 long years, Rosana helped Ptu work, learning some of the tricks of the trade in the process. She wasn't given the full scope of things - Ptu had his secrets, especially the project he was working on to transport people interdimensionally. He said that, once it was complete, it would not only allow them to escape the Dinosaur King's tyranny, but take the fight to him. However, one fateful day, Ptu’s plans to overthrow the government were discovered by the Dinosaur King’s men. As the thugs kicked down the door, Ptu affixed a small badge to Rosana’s chest, and told her to press down on it. As she did, the last thing she saw was Ptu being shot at by the king’s men. Then, suddenly, she was back in her family home, appearing suddenly in the middle of a tearful argument between both parents. To both her and her parents’ shock, though 12 years had passed in the dinosaur world, only 6 days had passed on Earth Prime. While the initial reunion was somewhat joyful, the obvious problems manifested rather quickly. Rosana had spent the majority of her life on another world, and was now almost a grown woman. Painfully, Rosana had forgotten almost all Portuguese from her youth, and was now strictly monolingual. More than that, the fact that her disappearance was directly due to her mother’s negligence in securing the multiversal device put a strain on her parents’ marriage that would never be healed and result in divorce a few months later. Her mother found some way to bond with Rosana in her interest in the device she had traveled back with. Through prodding, Beatriz was able to find all sorts of features embedded in the device, including the ability to travel through dimensions and time itself. It was also capable of other things, like generating a force-field, small blasts of tachyonic energy, even granting the power of flight. It was, simply put, a technological marvel. And Rosana knew exactly what to do with it. Feeling guilty about the damage she had done to her family, Rosana swore to make her family’s life easy. Travelling from dimension to dimension, and into the future, to find advancements in technology and research. Thinking cleverly, she normally avoided any sorts of super-tech that might give herself away, instead going for small things like minor developments in things like cell-phone technology and electric car batteries. However, she ran into a problem when patenting things - by all accounts, Rosana Carvalho was 5 years old, not 17 as she was at the time, and five year olds could not hold bank accounts. While she could do things through her mother, that didn't solve the problem of Rosana basically being a non-entity. Not seeing many avenues, she approached the United States Government. They took a keen interest in her story, and the fact that her mother had managed to successfully develop a multidimensional travel device. Arrangements were made. Rosana was provided with a new identity as Raya Wells and allowed to publish her patents, with the proviso that she allow the government to look over anything she brought with her and veto it should it be too potentially disrupting to society. She was also offered the possibility of helping the world by reporting and dealing with any interdimensional and cross-temporal threats. She took the opportunity, and founded Compass Rose International, a company dedicated to rocketry and space exploration with the money she made from her patents. Meanwhile, her mother was recruited into the United States Airforce as a scientist. With a little s. With her new riches and identity came the freedom to explore reality and different times freely, outside the constraints of simply seeking to enrich herself. Her new powers also allowed her to explore different aspects of herself - like the fact that she didn't always feel like a she, which she found out when she impersonated a man a few times, for various reasons. Nowadays, Rosana, now Raya, protects Earth Prime from those from other worlds and other times who would seek to destroy it as the Mighty Meta-Naut! Personality & Motivation: Raya is someone who has been through the wringer, though she doesn’t want you to know that. Outwardly, Raya is a fairly peppy, exuberant person, even to the point of seeming a bit immature. Which she is. Internally, however, she is guilt-ridden, fairly traumatized and emotionally stunted. While she does enjoy helping people, much of her adventuring is something of an escape for her. She is still intensely uncomfortable with the amount of damage her life has sustained, and enjoys being able to get away from the world and go somewhere where she can be anyone else. Much of her wealth goes to the pursuit of pleasure in the form of fine food, hard drink and other worldly delights. She is prone to lavish on anyone she befriends, and given her sizable bank account, she can lavish a LOT. Despite her outgoing personality, Raya likes her privacy. She maintains a fairly low media presence, and tends to discourage people from digging too deep. One of the big ways to get her mad is to try and investigate her family, which is likely to earn someone her ire and a fairly large legal suit if possible. She eases up around people she trusts more, but she has a lot of anxiety about her life damaging her family more than it already has been. Nine days out of ten, Raya identifies as a woman. She's content with it, but sometimes she feels like she is something else. Sometimes it's a man, sometimes it's something in between. That's when her morph power comes in handy. She personally prefers it as a minor thing, an extension of one of the many facets of herself - but she understands that it is not fully accepted yet, and thus avoids sharing that side of herself with those she doesn't know very well. She generally uses she/her pronouns, but when she is in the form of a man, prefers he/him. When in-between, whatever people prefer is usually fine. Powers & Tactics: Despite her relatively wide array of powers, Raya's tactics are relatively basic. Being a fairly piddly melee combatant, she relies heavily on her tachyonic blaster, using her flight to ensure people can't close the distance. She also makes use of her tractor beam, throwing objects at her enemies or moving things in the way of those trying to get too close. Given the ability to morph her appearance, the Meta-Naut often goes in disguise, hoping to avoid conflict until she can get the drop on people. Power Descriptions: All of the Meta-Nauts powers descend from the use of her badge, which is a highly advanced piece of technology from another dimension. When she uses her powers, she is enveloped by a blue glowing construct, usually concentrated on the area that is receiving the focus of her powers. There is also always a tendril of blue light leading back to her badge, almost forming a sort of wire. For example, when she uses her blaster, it takes the form of a transparent blue gauntlet with a hole in the middle that serves as a blaster, while when she is flying, it appears as though her feet are encased in glowing, winged boots, and in both cases it appears as if they are connected by a glowing blue wire back to her badge. When she flies, or travels through dimensions and time, she is using gravitons. By concentrating gravity to a great degree, she is able to punch a hole in space-time, centred on herself, which allows her to move across the multiverse. Her tractor beam uses gravity similarly, in a focused beam. Many of her other powers are derived from radiation, while her comprehension is from a translator software inside her badge. Complications: We Know Where You Sleep: While the US Government is mostly cordial with Raya, they do keep a close eye on her given the nature of her powers, and at times can be over-bearing. Given that they know her true identity, they're quite willing to leverage that information over her. How Does This Thing Work?: While Raya understands enough about her badge to repair it, she doesn’t actually know entirely how it works, only how to keep it working. This means it can’t actually be produced, forcing her to go to some pretty hefty lengths to protect it. I Must Have It!: The badge is also a technological marvel, unparalleled by almost anything on Earth. This means that many are inclined to try and steal it for themselves. Love Me, Love Me, Love Me: Raya very desperately wants people to like her, and this can come off fairly clearly to some. There are those out there who are unfortunately quite willing to take advantage of this, especially when they know how wealthy she is. Fear the Dinosaur King: The Dinosaur King’s thugs were able to retrieve Professor Ptu’s research, and have developed cruder models of the same badge Raya has. However, they very much want hers back. Do You Have Time for an Interview?: Someone as wealthy as Raya with so little a presence is quite the curiosity, and many journalists are chomping at the bit to find out more information about her. Sometimes, they go a little far. Abilities: 0 + 2 + 2 + 10 + 0 + 4 = 16PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12PP Initiative: +1 Attack: +3 Melee, +8 Ranged Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +3/+14 (Move Object) Knockback: -0/-3 Saving Throws: 4 + 4 + 3 = 11 PP Toughness: +7 (+1 Con, +6 Force Field) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +3 (+0 Wis, +3) Skills: 36R = 9PP Craft Electronic 10 (+15/+17) Bluff 4 (+6) Diplomacy 6 (+8) Disguise 2 (+4/+14) Knowledge (Cosmology) 10 (+15/17) Knowledge (History) 4 (+9) Feats: 16PP Attack Focus 5 Benefit 3 (Wealth 3) Connected Dodge Focus 4 Evasive 2 Luck 2 Powers: 40 PP All powers have the "technological" descriptor Device 10 (50 DP, Flaws: Hard to Lose [4PP per rank]) [40 PP] Comprehend 2 (all languages) [4 DP] (Computational) Enhanced Skills (Data Repository, +2 on Knowledge: Cosmology, +2 on Craft Electronics) (Computational) [1 DP] Force-Field 6 (Power Feats: Selective) [7 DP] (Radiation) Immunity (Life-Support) [9 DP] Morph 2 (Any Humanoid) [4 DP] (Radiation) Movement Systems (6 Points, Power Feats: Alternate Power 1) [7 DP] BE: Flight 3 (50 mph) {6/6 DP} (Gravitic) AP: Super-Movement 3 (Dimensional [any]), Extras: Affects Others, Flaws: Action [Full] {6/6 DP} (Gravitic) Tachyonic Blaster (12 PP Array, Power Feats: Alternate Power 2) [14 DP] BE: Damage 6 (Tachyonic Blast, Extras: Ranged) {12/12 DP} (Radiation) AP: Move Object 6 (Tractor Beam, Heavy Load 3200 lb) {12/12 DP} (Gravitic) AP: Healing 6 (Vita-Rays, Range: Touch) {12/12 DP} (Radiation) Super-Movement (Space Travel [Interstellar]) 2 [4 DP] (gravitic) (4+7+9+4+7+4+14+1= 50 DP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Tachyonic Blaster Ranged DC 21 Toughness Damage Throw Object Ranged DC 21 Toughness Damage Totals: Abilities (16) + Combat (12) + Saving Throws (11) + Skills (9) + Feats (16) + Powers (40) - Drawbacks (0) = 105/126 PP
  7. The Mighty Meta-Naut Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +1 Attack/-1 Damage In Brief: Dimension-hopping, time-travelling thrill-seeker who occasionally stops time crimes and regular crimes for the government. Theme: Time Crime by Scandroid In the Year 2525 by Zager and Evans The Way Life's Meant to Be by Electric Light Orchestra Alternate Identity: Raya Wells (Legal Identity) / Rosana Carvalho (Birth Identity) [Both secret] Birthplace: Miami, Florida Residence: The Emerald Cities Base of Operations: The Emerald Cities Occupation: Adventurer/CEO Affiliations: Compass Rose International (Company) Family: Beatriz Carvalho (Mother), Hugo Carvalho (Father), Enzo Carvalho (Brother) Description: Age: 24 (DoB: February 22nd, 2008) Apparent Age: 22 Gender: Gender-fluid, primarily female-identifying. Ethnicity: Mixed Brazilian Height: 5’10” Weight: 140 lbs Eyes: Brown Hair: Black Raya is a beautiful woman, no doubt. Standing 5’10”, she’s tall, with a lithe figure. Her skin is deep brown and clear in a way that only expensive spa treatments can get, while her black hair is half-shaven into laser lines on the left side, while on the right it is allowed to fall down to her neck. She prefers colourful makeup, going for colours like gold, cotton candy blue or neon pink for things like lipstick, eye-shadow and eyeliner. As the Meta-Naut, she dresses in a variety of outfits, but the most common one (at least on Prime), is a white half-jacket covered in black lightning bolts and stars, adorned with a pair of tails that drop down to the back of her knees, a red full-sleeve shirt, and blue pants, with a chrome belt and a pair of blue boots to tie it all together. When she needs to obscure her identity, she wears a chrome helmet with a tinted visor. Whatever she is wearing, she always has what appears to be a silver, circular brooch or badge with three concentric rings of what appears to be back-lit or glowing sapphire. History: Rosana Carvalho’s mother Beatriz was a Scientist with a capital S. She sought to expand humanity’s horizons, and bring them to places heretofore only reachable by the superhuman. She wanted to open the gateway to other dimensions, and she had a plan to do it. Unfortunately, to most institutions her plans sounded fairly kooky and thus she was forced to experiment in the basement, developing a machine that could serve as the key to the multiverse. Being quite young, Rosana didn’t quite understand what her mother was working on. She understood that it could bring you to other places, but didn’t quite comprehend the multiverse as it was. That is, until she saw Equestria Girls. Then, suddenly, everything made sense. She could meet Twilight Sparkle. Her plans were made. One night, when her family was asleep, Rosana snuck down into the basement to see the multiverse machine. Not really understanding it, she punched the word “Ekwestreea” into the coordinator, and got ready. With a great burst, the machine zapped Rosana, teleporting her away. In doing so, it also short-circuited itself, destroying its own machinery and knocking out the power to the whole neighbourhood. By the time Beatriz could come down to see what had happened, Rosana was already long gone. Rosana did not get to meet Twilight Sparkle. Instead, she was transported to a place known as Earth-KTX-12, a world in which the dinosaurs never went extinct, and had evolved into a sapient race living under the cruel, dystopic rule of the Dinosaur King. A scared, confused child, Rosana wandered the streets of Dinosaur City, where had arrived, looking for help. While she was lucky enough to find that the dinosaurs spoke English, she was not lucky enough to avoid being arrested by the state on charges of being a potential spy. The trial was quick, once they ascertained that she was not a spy, and instead simply five. However, she was instead charged with entering the country (which covered the entire planet) illegally, and sentenced to eternal community service as an unpaid scientist’s assistant. The scientist she was given over to was Professor Ptu, a Pterosauroid who specialized in interdimensional research, and had explicitly asked for her from the courts. Rather than being evil, however, Ptu was a good and kindly scientist who wanted to overthrow the tyrannical rule of the Dinosaur King. Ptu promised that one day he would send Rosana home to her family, as soon as he figured out the means to do so. For 12 long years, Rosana helped Ptu work, learning some of the tricks of the trade in the process. She wasn't given the full scope of things - Ptu had his secrets, especially the project he was working on to transport people interdimensionally. He said that, once it was complete, it would not only allow them to escape the Dinosaur King's tyranny, but take the fight to him. However, one fateful day, Ptu’s plans to overthrow the government were discovered by the Dinosaur King’s men. As the thugs kicked down the door, Ptu affixed a small badge to Rosana’s chest, and told her to press down on it. As she did, the last thing she saw was Ptu being shot at by the king’s men. Then, suddenly, she was back in her family home, appearing suddenly in the middle of a tearful argument between both parents. To both her and her parents’ shock, though 12 years had passed in the dinosaur world, only 6 days had passed on Earth Prime. While the initial reunion was somewhat joyful, the obvious problems manifested rather quickly. Rosana had spent the majority of her life on another world, and was now almost a grown woman. Painfully, Rosana had forgotten almost all Portuguese from her youth, and was now strictly monolingual. More than that, the fact that her disappearance was directly due to her mother’s negligence in securing the multiversal device put a strain on her parents’ marriage that would never be healed and result in divorce a few months later. Her mother found some way to bond with Rosana in her interest in the device she had traveled back with. Through prodding, Beatriz was able to find all sorts of features embedded in the device, including the ability to travel through dimensions and time itself. It was also capable of other things, like generating a force-field, small blasts of tachyonic energy, even granting the power of flight. It was, simply put, a technological marvel. And Rosana knew exactly what to do with it. Feeling guilty about the damage she had done to her family, Rosana swore to make her family’s life easy. Travelling from dimension to dimension, time period to time period (particularly hunting Portuguese treasure ships), Rosana was able to accrue vast amounts of wealth in a small amount of time. That worked out, right up until the IRS showed up and wondered just where all this gold came from. Rosana and her family explained what had happened, and ended up in long talks with the United States Government. By the end of it, Rosana was given a new identity (given that few would understand the age problem) and allowed to keep most of the wealth she had acquired under some fairly strict provisos, not the least of which was that she would be working for the United States whenever she was asked. Similarly, her mother was recruited to be a scientist for the US Airforce. With a little s. Nowadays, Rosana goes by Raya Wells as her public identity, serving as the CEO of a company called Compass Rose International, though it is the United States government which holds the commanding share through shell companies. When duty calls, she serves as the Mighty Meta-Naut, protecting the USA and the rest of the world from interdimensional, cross-temporal and other strange threats! Personality & Motivation: Raya is someone who has been through the wringer, though she doesn’t want you to know that. Outwardly, Raya is a fairly peppy, exuberant person, even to the point of seeming a bit immature. Which she is. Internally, however, she is guilt-ridden, fairly traumatized and emotionally stunted. While she does enjoy helping people, much of her adventuring (at least the parts not mandated by the government) is something of an escape for her. She feels constrained by the situation she is in, and enjoys the ability to go to places where people aren’t in charge of her. Much of her wealth goes to the pursuit of pleasure in the form of fine food, hard drink and other worldly delights. She is prone to lavish on anyone she befriends, and given her sizable bank account, she can lavish a LOT. Powers & Tactics: Despite her relatively wide array of powers, Raya's tactics are relatively basic. Being a fairly piddly melee combatant, she relies heavily on her tachyonic blaster, using her flight to ensure people can't close the distance. She also makes use of her tractor beam, throwing objects at her enemies or moving things in the way of those trying to get too close. Given the ability to morph her appearance, the Meta-Naut often goes in disguise, hoping to avoid conflict until she can get the drop on people. Power Descriptions: All of the Meta-Nauts powers descend from the use of her badge, which is a highly advanced piece of technology from another dimension. When she uses her powers, she is enveloped by a blue glowing construct, usually concentrated on the area that is receiving the focus of her powers. There is also always a tendril of blue light leading back to her badge, almost forming a sort of wire. For example, when she uses her blaster, it takes the form of a transparent blue gauntlet with a hole in the middle that serves as a blaster, while when she is flying, it appears as though her feet are encased in glowing, winged boots, and in both cases it appears as if they are connected by a glowing blue wire back to her badge. Complications: Property of the United States Government: Raya is firmly under the American government’s thumb, and they aren’t inclined to let her forget it. If they think she’s straying, they aren’t afraid to yank the leash, either. How Does This Thing Work?: While Raya understands enough about her badge to repair it, she doesn’t actually know entirely how it works, only how to keep it working. This means it can’t actually be produced, forcing her to go to some pretty hefty lengths to protect it. I Must Have It!: The badge is also a technological marvel, unparalleled by almost anything on Earth. This means that many are inclined to try and steal it for themselves. Love Me, Love Me, Love Me: Raya very desperately wants people to like her, and this can come off fairly clearly to some. There are those out there who are unfortunately quite willing to take advantage of this, especially when they know how wealthy she is. Fear the Dinosaur King: The Dinosaur King’s thugs were able to retrieve Professor Ptu’s research, and have developed cruder models of the same badge Raya has. However, they very much want hers back. Do You Have Time for an Interview?: Someone as wealthy as Raya with so little a presence is quite the curiosity, and many journalists are chomping at the bit to find out more information about her. Sometimes, they go a little far. Abilities: 0 + 2 + 2 + 10 + 0 + 4 = 16PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12PP Initiative: +1 Attack: +3 Melee, +8 Ranged Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +3/+14 (Move Object) Knockback: -6 Saving Throws: 4 + 4 + 3 = 11 PP Toughness: +7 (+1 Con, +6 Force Field) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +3 (+0 Wis, +3) Skills: 36R = 9PP Craft Electronic 10 (+15) Bluff 4 (+6) Diplomacy 6 (+8) Disguise 2 (+4/+14) Knowledge (Cosmology) 10 (+15) Knowledge (History) 4 (+9) Feats: 16PP Attack Focus 5 Benefit 4 (Wealth, Security Clearance) Dodge Focus 4 Evasive 2 Luck 2 Powers: 40 PP All powers have the "technological" descriptor Device 10 (50 DP, Flaws: Hard to Lose [4PP per rank]) [40 PP] Comprehend 2 (all languages) [4 DP] Force-Field 6 (Power Feats: Selective) [7 DP] Immunity (Life-Support) [9 DP] Morph 2 (Any Humanoid) [4 DP] Movement Systems (6 Points, Power Feats: Alternate Powers 2) [8 DP] BE: Flight 3 (50 mph) {6/6 DP} AP: Super-Movement 3 (Dimensional [any]), Extras: Affects Others, Flaws: Action [Full] {6/6 DP} AP: Super-Movement 3 (Temporal [any]); Extras: Affects Others, Flaws: Action [Full] {6/6 DP} Super-Movement (Space Travel [Interstellar]) 2 [4 DP] Tachyonic Blaster (12 PP Array, Power Feats: Alternate Power 2) [14 DP] (radiation) BE: Damage 6 (Tachyonic Blast, Extras: Ranged) {12/12 DP} AP: Move Object 6 (Tractor Beam, Heavy Load 3200 lb) {12/12 DP} AP: Healing 6 (Vita-Rays) {12/12 DP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Tachyonic Blaster Ranged DC 21 Toughness Damage Throw Object Ranged DC 21 Toughness Damage Totals: Abilities (16) + Combat (12) + Saving Throws (11) + Skills (9) + Feats (16) + Powers (40) - Drawbacks (0) = 105/105 PP
  8. (The Blind) Huntsman Power Level: 7 (150/151 PP) Unspent Power Points: 1 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. While not terribly charismatic, Huntsman has a powerful force of will and a knack for getting under others' skin. When the need arises, she is very good at manipulating those with weaker wills by way of appealing to their base instincts, be they humans or animals. However, those not easily manipulated will find her off-putting. Huntsman is also very contrarian, and hates being told what to do or how to do it. Personal experience has taught her that the consequences of actions linger far longer than we intend. For Huntsman, the consequences of a war she never lived to see left her blind. In her own life, the consequences of leaving her family alone left them defenseless. Huntsman is very particular in choosing her words and actions, and disdains those who are wanton or careless. Despite her rugged and standoffish nature, however, Huntsman is still a mother. She has a particular liking towards children and teenagers, and is more protective over them than adults. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. She has a variety of arrows, each serving a different function. Her normal arrows are standard, wedge-shaped and sharp, but because of her misgivings about physically harming living things, she dislikes using them against human beings. If she must, however, she targets the arms and legs, pinning the down, rather than causing a severe injury. Huntsman's tranquilizer arrows - an invention by her husband - are fantastic, long-ranged weapons for delivering a fast-acting and ultimately safe sleeping agent. Unfortunately, the arrowheads are bulkier, and she can only carry so many with her before she needs to mix more of the drug. Every now and then, she must maintain the mechanical delivery system on these arrows as well. Finally, Huntsman has arrows which can explode into clouds of smoke to give herself cover - she doesn't rely on sight anyways - and a grappling arrow attacked to a rope that she can use to ensnare and drag opponents. The grappling arrow can also be used to help her climb up vertical surfaces or swing from ledge to ledge. When Huntsman finds an opponent that is difficult to pin down, she can fire multiple arrows at once in a cone, losing precision for the sake of sheer quantity. However, because she cannot actively select targets like this, she runs a greater risk of causing unintended injury or even death, and tries to do so only sparingly. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible and utterly silent. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 4+6+6+4+10+2=32 Strength 14 (+2) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 20 (+5) Charisma 12 (+1) Combat:12+12=24 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +6 (+10 Bows, +8 Knives, +8 Unarmed) Grapple: +10 Defense: +9 (+6 Base, +3 Dodge Focus, +3 Flat Footed) Knockback: -3 Saving Throws: 3+4+2=9 Toughness: +5 (+3 Con, + 2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 128 SP= 32PP Acrobatics 9 (+12) [Skill Mastery] Bluff 11 (+12) [Skill Mastery] Climb 8 (+10) [Skill Mastery] Craft (chemical) 3 (+5) Craft (mechanical) 3 (+5) Diplomacy 11 (+12) Handle Animal 11 (+12) [Skill Mastery] Investigate 8 (+10) Intimidate 11 (+12) Knowledge (physical sciences) 3 (+5) Knowledge (life sciences) 8 (+10) Knowledge (streetwise) 3 (+5) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 5 (+10) Notice 7 (+12) [Skill Mastery] Sense Motive 7 (+12) [Skill Mastery] Stealth 9 (+12) [Skill Mastery] Survival 7 (+12) [Skill Mastery] Feats: 36PP Acrobatic Bluff Animal Empathy Attack Specialization 2 (Bows) Melee Focus 2 Challenge - Improved Acrobatic Bluff Challenge - Improved Feint Challenge - Improved Taunt Defensive Attack Defensive Roll 1 Dodge Focus 3 Evasion 2 Improved Aim Improved Critical 2 (Bows and Arrows) Improved Initiative Improved Ranged Disarm Improved Trick Move-by Action Power Attack Precise Shot 2 Quick Draw (Draw) Ranged Pin Minion 2 Skill Mastery (Acrobatics, Survival, Notice, Stealth) Skill Mastery (Climb, Bluff, Handle Animal , Sense Motive) Taunt Tracking Ultimate Effort (Aim) Uncanny Dodge (Auditory) Powers: 9+3+4+6+4 = 26PP Device 3 (15PP Container, Flaws: Easy to Lose) (Bow and Trick Arrows) [9PP] 15DP Total Array 5 [15 DP, Power Feats: Alternate Power 5] (Trick Arrows) Base Power: Blast 4 (Feats: Subtle, Precise) (Normal Arrow) [10DP] Alternate Power: Stun 4 (Extras: Ranged, Sleep; Flaws: Unreliable (5 uses, craft (chemical) to recharge); Feats: Subtle) (Tranquilizer Arrow) Alternate Power: Strike 5 (Extras: Area (40ft Cone)) (Arrow Barrage) [1DP] Alternate Power: Snare 4 (Feats: Subtle, Tether) (Snaring Arrow) [1DP] Alternate Power: Obscure 4 (Visual Senses, 100 ft radius; Extra: Independent [+/-0]; Feats: Subtle) (Smoke Arrow) [1DP] Alternate Power: Speed 3 (Extras: Linked to Super Movement[+/-0]) + Super Movement 3 (Slow Fall, Swinging, Wall Crawling 1 [Half Speed]; Extra: Linked to Speed [+/-0]) (Grappling Arrow) [1DP] Device 1 (5PP Container, Flaws: Easy to Lose) (Hunting Knife) [3PP] 5DP Total Strike 4 (Feats: Mighty (+2 str)) (Hunting Knife) Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Reconfigurable Ghillie Suit) 5DP Total Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked to Concealment [+/-0]) + Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [5DP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) (Enhanced Hearing) [6PP] Super Movement 2 (Trackless; Sure-Footed) [4PP] (Hunter's Step) DC Block: Unarmed (+8 Hit, DC 17 Toughness) Hunting Knife (+8 Hit, DC 21 Toughness) Standard Arrow (+10 Hit, DC 19 Toughness, 18-20 Crit) Tranquilizer Arrow (+10 Hit, DC 14 Fortitude, 18-20 Crit) Net Arrow (+10 Hit, DC 14 Reflex, 18-20 Crit) Arrow Barrage (DC 15 Reflex half, DC 20 Toughness) Abilities 32 + Combat 24 + Saving Throws 9 + Skills 32 + Feats 36 + Powers 26– Drawbacks 0= 150/151 _______________________________________________ Minion: George the Monkey [Monkey Preset (pg 231 core rules) with higher skills] George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. After she saved a whole host of animals from poachers, she let the lot of them free, but George took a liking to her and followed her around. Since then, George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. To Duab Ntxoo, George has proven invaluable in helping her overcome some of the more persistent difficulties associated with her blindness. Because she relies so much on hearing, she needs George to locate and point out to her things that do not produce sound or simply do not move. More than once, George has alerted Huntsman to an enemy sneaking up on her by screeching and throwing rocks at them. As a spider monkey, George is not as impish as most other monkeys. He is very docile, and when threatened is unlikely to do more than throw rocks, other than run away, of course. Still, he has been known to steal shiny or interesting things without her direction, and he will occasionally try to steal food as well. He dislikes the cold, and will hug anyone he sees to get warm again. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  9. (The Blind) Huntsman Power Level: 7 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman - named after a species of blind spider from her homeland - and she is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. Her stand-offish behavior often means that she has an easier time with animals than people. Huntsman is also very contrarian, and hates being told what to do or how to do it. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. In compliance with Huntsman's disdain for killing, she only uses tranquilizer arrows. At point blank range, a full draw would still certainly be enough to kill... but she would have to intentionally try to do so. As long as the arrows strike center mass (or any limb) from a reasonable distance, the worst they can do is break a bone or leave nasty bruise. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Due to the confusion, some privy to the knowledge of her disability (which Duab Ntxoo is not terribly apprehensive about sharing) have come to call her "The Blind Huntsman," not realizing that the name is both redundant and irritating. Unfortunately, Duab Ntxoo has no way of stopping this trend. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 0 + 0 + 6 + 0 + 0 - 2 = 4PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 6 + 6 = 12PP Initiative: +0 Attack: +3 Base, +9 Bow Defense: +9 (+3 Base, +6 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 7 + 2 = 9PP Toughness: +5 (+3 Con, +2 [Defensive Roll]) Fortitude: +3 (+3 Con, +0) Reflex: +7 (+0 Dex, +7) Will: +2 (+0 Wis, +2) Skills: 112 = 28PP Bluff 13 (+12) Climb 12 (+12) Intimidation 13 (+12) Language 4 (Laos [Native], Hmong, French, English, Spanish) Medicine 12 (+12) Notice 12 (+12) Persuasion 13 (+12) Stealth 12 (+12) Swim 9 (+9) Survival 12 (+12) Feats: 26PP Animal Empathy Attack Specialization 3 (Compound Bow) Defensive Roll Dodge Focus 6 Ranged Pin Improved Ranged Disarm Improved Aim Improved Critical 3 (Compound Bow) Precise Shot 2 Uncanny Dodge Sidekick 6 Equipment: 0PP = 0EP Powers: 4 + 6 + 4 + 12 = 26PP Device 1 (Reconfigurable Ghillie Suit; 5PP Container; Flaws: Hard-To-Lose) [4PP] (Technology) Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked) [3PP] Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [2PP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) [6PP] (Training) Super Movement 2 (Trackless; Sure-Footed) [4PP] (Training) Device 4 (Compound Bow / Doused Arrows; 20PP Container; Flaws: Easy to Lose) [12PP] (Technology) Stun 5 (Extras: Ranged, Sleep; Feats: Subtle 1, Precise, Alternate Effect 1) {17/20PP} Blast 5 (Feats: Subtle 1, Precise) {12/17PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 10 Toughness Damage Compound Bow (Stun) Ranged (50/500) DC 20 Fortitude Stun / Sleep Compound Bow (Damage) Ranged (50/500) DC 15 Toughness Damage Totals: Abilities (4) + Combat (12) + Saving Throws (9) + Skills (28) + Feats (26) + Powers (26) - Drawbacks (0) = 105/105 Power Points _______________________________________________________________________________________________________________________________________ Sidekick: George Monkey Preset (pg 231 core rules) with higher skills George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. Abilities: 1 + 5 + 0 - 8 + 2 - 5 = -5PP Strength: 3 (-4) Dexterity: 15 (+2) Constitution: 10 (+0) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 5 (-3) Combat: 8 (2PP / Base Attack) + 4 (2PP / Base Defense) = 12PP Initiative: +2 Attack: +6 (+4 Base, +2 due to size) Defense: +4 (+2 Base, +2 due to size), +0 Flat-Footed Grapple: -4 Knockback: -4 Saving Throws: 3 (1PP / Fortitude) + 2 (1PP / Reflex) + 0 (1PP / Will) = 5PP Toughness: -1 (-1 Con, +0) Fortitude: +2 (-1 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +1 (+1 Wis, +0) Skills: 56R = 14PP Acrobatics 8 (+10) Climb 17 (+19) Notice 9 (+10) Stealth 11 (+13) Sleight of Hand 11 (+13) Feats: None Powers: 1 + 9 = 10PP Additional Limbs 1 (Prehensile Tail) [1PP] Shrinking 8 (Feats: Innate; Flaws: Permanent) [9PP] Drawbacks: -4PP Mute (Very Common, Moderate) [-4PP] Totals: Abilities (-5) + Combat (12) + Saving Throws (3) + Skills (14) + Feats (0) + Powers (10) - Drawbacks (4) = 30/30 Power Points
  10. WIP Huntsman Power Level: 7 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +5 Defense / -5 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman, and is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. Her stand-offish behavior often means that she has an easier time with animals than people. Huntsman is also very contrarian, and hates being told what to do or how to do it. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. In compliance with Huntsman's disdain for killing, she only uses tranquilizer arrows. At point blank range, a full draw would still certainly be enough to kill... but she would have to intentionally try to do so. As long as the arrows strike center mass (or any limb) from a reasonable distance, the worst they can do is break a bone or leave nasty bruise. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 0 + 0 + 0 + 0 + 0 - 2 = -2PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 6 (2PP / Base Attack) + 8 (2PP / Base Defense) = 14PP Initiative: +0 Attack: +3 Base, +9 Bow Defense: +12 (+4 Base, +8 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 10 (1PP / Reflex) + 2 (1PP / Will) = 12PP Toughness: +2 (+0 Con, +2 [Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +2 (+0 Wis, +2) Skills: 108 = 27PP Language 4 (Laos [Native], Hmong, French, English, Spanish) Climb 12 Swim 5 Survival 12 Medicine 12 Notice 12 Bluff 13 Intimidation 13 Persuasion 13 Stealth 12 Feats: 28PP Animal Empathy Attack Specialization 3 (Compound Bow) Defensive Roll Dodge Focus 8 Ranged Pin Improved Ranged Disarm Improved Aim Improved Critical 3 (Compound Bow) Precise Shot 2 Uncanny Dodge Sidekick 6 Equipment: 0PP = 0EP Powers: 4 + 6 + 4 + 12 = 26PP Device 1 (Reconfigurable Ghillie Suit; 5PP Container; Flaws: Hard-To-Lose) [4PP] (Technology) Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked) [3PP] Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [2PP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) [6PP] (Training) Super Movement 4 (Sure-footed 3; Trackless) [4PP] (Training) Device 4 (Compound Bow / Doused Arrows; 20PP Container; Flaws: Easy to Lose) [12PP] (Technology) Stun 5 (Extras: Ranged, Poison, Sleep) [20PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Compound Bow Ranged (50/500) DC 20 Toughness Stun / Sleep Totals: Abilities (-2) + Combat (14) + Saving Throws (12) + Skills (27) + Feats (28) + Powers (26) - Drawbacks (0) = 105/105 Power Points Sidekick: George Monkey Preset (pg 231 core rules) with higher skills George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. Str 3 Dex 15 Con 10 Int 2 Wis 12 Cha 5 Skills: Acrobatics 8 (+10), Climb 17 (+13), Notice 9 (+10), Stealth 11 (+13), Sleight of Hand 11 (+13) Powers: Additional Limbs 1 (tail), Shrinking 8 (Power Feats: Innate; Flaws: Permanent) Combat: Attack +6 (includes +2 due to size), Damage –3 (unarmed), Defense +4 (includes +2 due to size), Initiative +2 Saving Throws: Toughness –1, Fortitude +2, Reflex +4, Will +1 Abilities –5 + Skills 14 (56 ranks) + Feats 0 + Powers 10 + Combat 12 + Saves 3 – Drawbacks 4 = 30PP
  11. Player Name: Azuth65 Character Name: Gauss Power Level: 9 (built as PL 8; 120/131PP) Trade-Offs: None Unspent Power Points: 11PP In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 (+8 Gauss Blast) Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 18PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 4 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Precise Shot 2 Quick Change Ranged Pin Teamwork Powers: 8 + 5 + 2 + 22 = 37PP All powers magnetic, Mutant Flight 4 (Magnetic Flight) 8PP Force Field 5 (Magnetic Force Shield) [5PP] Magnetic Control 10.5 (Feats: Alternate Power) [22PP] Base Power: Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21} Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating [Ranks 1-4]) {21/21} Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (37) - Drawbacks (0) = 120/131 Power Points
  12. Aviatrix Power Level: PL 10 using PL 7 Caps (150/150) Unspent Power Points: 0 Trade-Offs: +2 Defense / -2 Toughness In Brief: Test Pilot turned corporate backed Superheroine Catchphrase: Theme: Alternate Identity: Anne Mistral (Public) Nicknames: Annie, "Crow" (Former military callsign) Birthplace: South Emerald City, Oregon Residence: Oceanside, South Emerald City, Oregon Base of Operations: Oceanside/Nolan Aeronautics Airfield Occupation: Test Pilot/Anti-Corporate Espionage Affiliations: Nolan Aerospace Family: Janice Anne Mistral (Deceased), James Mistral (Deceased) Description: Age: 29 (DoB: 1988, January 8th) Apparent Age: 29 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 140 Eyes: Green Hair: Black Annie is a well in shape woman, short black hair, and green eyes. In civilian life she usually wears whatever is comfortable to her, generally a blue surplus jumpsuit from the Nolan Aeronautics hangar she works at with markings removed, or a T-shirt with some sort of aviation thing on it and blue jeans or shorts depending on the weather under a classic bomber jacket. Wears a classic motorcycle helmet with goggles when riding around on her motorcycle she restored from scratch with help from one of the mechanics at the hangars. As Aviatrix she wears a high-tech blue suit with orange accents and high-visibility yellow vest and markings. She has a hood she covers her head with before putting her helmet on, hooking up the air supply from the suit to the helmet. History: Anne had a rather boring childhood until her 10th year, while at a summer camp she had a strange moment at a Oregon summer camp's lake. She "sleep flew" over the lake, and when she woke up she fell in. At the time she wasn't the best of swimmer and luckily a counselor spotted her before she was in any danger. The trauma caused her to block out the incident, and the discovery of her powers. Her parents died when she was 12 in a car accident, although the reason behind the accident was a mystery to investigators. While living with her aunt she started on her path to become a pilot. Her Aunt was former Air Force, and helped her along the way, even helping her get her licence at 16, and getting her physically ready while Annie focussed on her studies so she could qualify for the officer's training she'd have to go through. Her time in the Air Force went from one of some roughly fitting into the military life, to becoming a star among pilots. She almost didn't get out of training after one accident, although her quick reflexes allowed her and her instructor to eject, although he broke his neck during the ejection. Something that has stuck with her in seeing. Once in actual service she served with distinction, assisting in defenses against various super-villains, sometimes getting shot down in the process. It was in defense against a Communion incursion in EC that she had her last ejection. By regs her fighter pilot career was over. It was either fixed wings with no ejection seats, or helicopters from here on. But due to her service she also qualified for a Honorible Discharge. She took the discharge, while she was still healthy. She showed her credentials to Nolan Aeronautics and was quickly recruited after health screenings to ensure her rough life as a pilot hadn't degraded her ability to be a test pilot. Seeing she was at the peak of health, she was fast-tracked through training, getting into a team of other new pilots. During the flight of one of the new pilots, someone Annie became quick friends with in a Jaime Calloway, a forgotten memory returned. As Jaime was testing a new engine in her aircraft there was a sudden, and catastrophic failure, Jaime ejected as per protocol, but her parachute didn't open properly when the seat fell free, causing her to spiral to her doom. But that was a doom denied. Annie blacked out standing on the observation ship. When she awoke she was floating next to Jaime in the water, freezing cold, but seeing her friend was quite alive and wondering just what Jaime did. When Annie saw the video of how she willed herself to pull on the damaged chute and serve as Jaime's new parachute, she was floored. When the investigation in the incident showed not only industrial sabotage, but that the person wanted to take Jaime out, Annie swore she'd get the guy back somehow. That was when Nolan Aeronautics made an offer. Jaime's combat training was still sharp and she was a natural investigator, with some polish and the use of a prototype flightsuit and gear, she could help the corporation in combatting future sabotage, that and a PR boon as a superheroine operating in Emerald City. They gave her the name of a previous high-flying heroine from the pulp age who fought evil wherever it lurked with help from Nolan Aeronautics... The Aviatrix. Where things went from here, was up to Annie. Personality & Motivation: Anne sees what she does isn't just a test of her ability, but also a duty which she is happy to fulfill as one of Emerald City's defenders. She's had a quick maturation from her competetive and wreckless days in the military, and her daredevil instincts as a test pilot before she gained her powers. She's careful, but willing to jump into danger when duty calls. The Daredevil in her has yet to be satiated. Powers & Tactics: Anne loves to use her flight to increase her mobility in combat, even if it means "skating" by keeping only an inch or so off the ground. Using her hovering stance, she can tumble and dance in combat, or become evasive and wiggle out of trouble, changing her body's position making it difficult to hit her. Though her military training in capture avoidance makes her prefer to engage in ranged combat, although she's capable of getting in close. Power Descriptions: Her suit is a well-engineered combat flightsuit, although it's cost and design disqualified it for use by the US military (AEGIS is still making it's decision), relegating it as a prototype to be considered for Nolan Test Pilots (to increase survivabiltiy of their investment), it's light and padded anti-ballistic materials allow her to take on most street-level thugs just fine, as well as provide life suppport. Her "sidearm" is a blaster weapon, one of a kind, that was designed as a sidearm for AEGIS pilots, able to convert from a blaster form into a night-stick like baton. She herself can alter her own personal gravitic field to fly, causing light to lens slightly behind her as she flies along. Complications: An In-House Cape: Annie as Aviatrix is jut as much an employee of Nolan Aeronautics as the other. So things like PR and job schedules do step in. "Nothing I haven't seen before.": Being former military, Aviatrix has a level of confidence that a civilian wouldn't. Although this can blind her to a potential problem when others would wisely consider caution. "I look out for my family!": Annie considers the test pilots and support crew in Nolan Aeronautics as her family, and if one gets into trouble Annie is sure to get involved, particularly her significant other and test pilot, Jaime "Silk" Calloway (it was how she got into this whole predicament in the first place!) "Crud! FLAMEOUT!": Sometimes Aviatrix's flight power will cut out. Since Annie developed her power well into her adulthood her brain as yet has to adapt to having powers. Which can cause awkward landings. She's dubbed these moments "flameouts". Abilities: 4 + 10 + 2 + 4 + 4 + 8 = 32PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: +25 Attack: +3 (+7 Blaster, +7 Baton) Grapple: +8 Defense: +9 (+3 Base, +6 Dodge Focus), +1 Flat-Footed Knockback: -2 Saving Throws: 6 + 5 + 3 = 14PP Toughness: +1/+5 (+1 Con, +4 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 96R = 24PP Acrobatics +5(+10) Bluff +1(+5) Climb +3(+5) Computers +3(+5) Diplomacy +6(+10) Disable Device +3(+5) Disguise +4(+8) Drive +1(+6) Escape Artist +3(+8) Gather Information +6(+10) Investigate +8(+10) Language +2 (Native: English, French, Arabic) Medicine: +2(+5) Notice: +7(+10) Pilot: +10(+15) Search: +8(+10) Sense Motive: +7(+10) Sleight of Hand: +3(+8) Stealth: +5(+10) Survival: +5(+8) Swim: +4(+6) Feats: 38 pp Attack Specialization 2 (Baton Mode +4) Attack Specialization 2 (Blaster Mode +4) Benefit 1 (Nolan Aeronautics Test Pilot) Chokehold Connected Contacts Dodge Focus 6 Equipment 2 (10 EP) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Block 2 Improved Disarm 2 Improved Grapple Improved Initiative 5 Improved Pin Improved Trip Luck 2 Move-By Action Power Attack Quick Change 1 Skill Mastery(Medicine, Pilot, Stealth, Survival) EQUIPMENT (10ep) (* Items are Masterwork) Mark IV Nolan Aviation Flight Vest GPS Reciever [1EP]* PDA [1EP]* First Aid Kit (Compact)[1EP] Auto/Manual Inflatable Life Preserver [1EP] Reserve Parachute (Auto Activate)[1EP] Compact Single Person Life Raft [1EP] Survival Knife (Damage 3; Power Feats: Improved Critical(19-20))[4EP] Powers 9 + 12 + 9 = 30PP Flight 5 (Gravitic Flight; 250 mph, 2500 ft./rnd; Flaws: Power Loss (Doesn't work immersed in water))[9PP] (Gravity) Device 3(SERE Advanced Operations Flightsuit; 15PP Device, Hard to Lose)[12PP]) Technology, Mechanical Protection 4 (Ballistic Polymer Fabric; Power Feat: Second Chance(Toughness Saves vs Ballistic and Bludgeoning Damage))[6PP] Immunity 9 (Life Support System; Life Support)[9PP] Device 3(X4 Pilot Sidearm; 15PP Device, Easy to Lose, 9pp) Blast 7(Blaster Mode: Power Feats: Alternate Power 1)[15PP] AP: Damage 5(Baton Mode; Power Feats: Enhanced Feat(Stunning Attack), Knockback 7[DMG14], Mighty[DMG7])[1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Bludgeoning) Survival Knife Touch DC 18 Toughness (Improved Critical 1) Damage (Slashing) Blaster Mode Ranged DC 22 Toughness Damage (Kinetic) Baton Mode Touch DC 22 Toughness Damage (Bludgeoning) Totals: Abilities (32) + Combat (12) + Saving Throws (14) + Skills (24) + Feats (38) + Powers (30) - Drawbacks (0) = 150/150 Power Points
  13. Okay going to start the design process for The Aviatrix, I'm going to be making a starting post and for now I am going to use this as a scratchpad. Once I'm done with the writing, I will change the following sentence to "Okay, open for advice/ideas." PLEASE WAIT TO RESPOND, UNDER CONSTRUCTION The Aviatrix Power Level: Built to PL 7 Caps with PL 10 Points (150/150PP) Unspent Power Points: Trade-Offs: None In Brief: High Flying Costumed Detective equally at home in the grimier alleys of Emerald City. Catchphrase: "The skies of the future belong to the bold!" Theme: Alternate Identity: Annie Rose Mistral (Secret) Birthplace: Emerald City, USA Residence: Emerald City, USA Base of Operations: (Might have an HQ... still working on things) Occupation: Aerobatic Pilot Affiliations: AEGIS (On call) Family: Description: Age: 25 (DoB: July 24th, 1990, 8:36 am) Apparent Age: 25 Gender: Female Ethnicity: Caucasian (Scottish/French American) Height: 5 feet, 8 inches / 172.72 cm Weight: 150 pounds / 68.04 kg Eyes: Green Hair: Red History: Personality & Motivation: Powers & Tactics: Power Descriptions: Annie has a High-Tech pilot suit that she uses for a costume, Complications: Famous Aerobat: As Annie, The Aviatrix is well known for her Aerobatic skill, and is highly popular among aviation enthusiasts. On Call for AEGIS: At any time, AEGIS might call The Aviatrix up to assist either on Pilot duty or to help in an investigation. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP Feats: 0PP Equipment: 0PP = 0EP Powers: 0 + 0 + 0 = 0PP Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = PLEASE WAIT TO RESPOND, UNDER CONSTRUCTION
  14. Sos, talking in the chat an interesting point was brought up, that point being, there aren't many good examples of PL7 builds. There are some PL7 characters around, but no list of archetypes. Though AA makes tons, most if not all of them are set at PL 10 and the two starting slots are 7 and 10 so I thought I'd make a thread with some of my builds of different archetypes. Aquatic Badass Badass Martial Artist Boomerang Werewolf Bow UserDeathproof BrawlerDual Wielder Etain Maher The Full Body Prosthesis Half Ghost High Flyer Iron Chef Junk Man Lucky Charm Magic Gadgeteer Master of Disguise Mini Paragon The Puppeteer River Tam The Rock Shapeshifting Mentalist Shocky Spider Smart Speedster Sneaky Acrobat Tranquilizer
  15. Player Name: Avorez Character Name: The Huntsman Power Level: 7 (105/105PP) Trade-Offs: +2 Attack /-2 Damage, -2 Defense / +2 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: British archer-hero come to America. Alternate Identity: Jonathan Ulster Identity: Secret Birthplace: Liverpool, England Occupation: Mechanical Engineer Affiliations: ASTRO Labs Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive) Residence: Jonathan lives in an apartment out in the North End. Base of Operations: Southside/Lincoln Catchphrase: “The Hunt has begun!†Description: Age: 28 (April 15th, 1986) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’10 Weight: 157 lbs. Eyes: Green Hair: Black Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness. In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade. Power Descriptions: Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area. History: Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there. As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow. That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying. Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow. Personality & Motivation: Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though. Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right. Powers & Tactics: Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat. When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat. Complications: Secret: Identity Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family. Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died. Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +5 Base, +5 Ranged, +9 Crossbows Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 / -0 Flat-Footed Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 5 (+8) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Climb 3 (+5) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 6 (+8) Investigate 3 (+7) Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 4 (+7) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Crossbows) 2 Defensive Roll 3 Dodge Focus 3 Elusive Target Equipment 5 (25 EP) Improved Aim Improved Pin Inventor Precise Shot 1 Ranged Pin Equipment: 5PP = 25EP Headquarters (Isolated Cabin, The Huntsman's Lodge)Toughness: +5 (0 EP) Size: Small (0 EP) Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP) Vehicle [Motorcycle, 0 EP] Huntsman's Mask (Night Vision Goggles, Flash Goggles), [2 EP] Utility Belt (14 EP) Bolos (Snare 4) [8 EP]Torch (Damage 1 + Drain Tou 1) [1 EP] Multi-Tool [1 EP] Power Knuckles (Strike 4 + Mighty) [1 EP] Smoke Pellets (Obscure 2 (Visual)) [1 EP] Throwing Blades (Blast 2) [1 EP] Concealable Microphone [1 EP] Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (10 PP Array, Power Feats: Alternate Power 5) [15 DP] Base Power: Blast 5 [10/10PP] "Basic Bolts"Alternate Power: Dazzle 3 (Visual, Hearing) [9/10 PP] "Flash Bang Bolts" Alternate Power: Super-Movement 3 (Swinging, Wall-Crawling, Slow-fall) [6/10 PP] "Line Bolts" Alternate Power: Snare 5 [10/10PP] "Net Bolts" Alternate Power: Stun 4 (Extras: Sleep (+0), Feats: Sedation) [9/10 PP] "Knockout Poison Bolts" Alternate Power: Obscure 5 (100' Radius, Visual, Extras: Independent [+0]) [10/10PP] Super-Senses 5 (Scope; Low-Light Vision, Extended 2, Distance Sense, Ultravision 5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Basic Bolt Ranged DC20 Toughness (Staged) Damage (Physical) Dazzle Ranged DC13 Reflex Blind, Deaf DC13 Fortitude Recover Power Knuckles Touch DC21 Toughness (Staged) Damage (Physical) Snare (Bolo) Ranged DC14 Reflex (Staged) Entangled/Bound Snare (Bolt) Ranged DC15 Reflex (Staged) Entangled/Bound Stun Touch DC14 Fortitude (Staged) Dazed/Stunned/Unconscious DC14 Fortitude Recover Throwing Blades Ranged DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points
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