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  1. Nocturne Power Level: 8 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense / +2 Toughness In Brief: Gravity-powered mean teen. Theme: Dear Rouge - Black To Gold Alternate Identity: Natalia Koshchei Birthplace: Freedom City, USA Residence: Claremont Academy Occupation: student Affiliations: Claremont Academy Family: parents, grandfather (Viktor Koshchei - 'Graviton'). Description: Age: 16 (DoB: December 2004) Gender: female Ethnicity: Caucasian Height: 5'8" Weight: 125 lbs Eyes: gold Hair: black Natalia is relatively tall and svelte, long-limbed with a teenager's approximation of elegance. She has her father's short nose, pale skin, strong features, and piercing eyes (now gold, a side-effect of being infused with her powers), and her mother's straight dark hair and sharp chin. She's probably smiled at least once, surely, but there's no evidence and one gets the impression that all witnesses to the event have since disappeared. She dresses fashionably but not ostentatiously, favoring clean lines and well-fitted clothes in her signature blacks and golds. She has expensive tastes rarely sustained on a teen's budget, and she makes up the difference with self-made (and thus perfectly-fitted) clothing of her own increasingly sophisticated design, along with a carefully-maintained closet of favorites. When up to no good Natalia wears a sleeveless black bodysuit that covers her from her feet to her neck; over this she drapes carefully-tailored gold and black cloth, cut low and tight in the top and flowing freely below the waist, slit up to her hips in an invocation of a fine dress or elegant robe. With a pair of low-heeled ankle boots she can stand just a little bit higher (the better to look down on her foes), and with gold-accented gloves she can protect her hands (and not have to touch...anything). A simple black mask and hood protect her identity. History: Born as the sun set on the Second World War, Viktor Koshchei was a mountain of a man in both statue and intellect, his potential quickly identified and dedicated to the development of new sciences and tools to promote the Soviet Union. He broke ground on exotic sciences. He developed new and fantastic weapons. And he was, in truth...entirely disinterested in all of it. His last great work was a way to harness gravity itself: a machine, attached to a man, that could amplify his strength and abilities to punch through any problem, crush any wall, defeat any enemy. This had always been his way: the direct solution, solving troubles with your own two hands. When he and his work were to be buried, shuffled off to a secret laboratory where neither might see the light of day again, he donned the machine and punched through the problem. From that point on he was a villain of the Cold War, asset and hindrance to all sides. He was Graviton, and his solutions to his problems were direct, decisive, and far more entertaining than a lab. Still, his machine was imperfect, his particles difficult to source; there was a better way, a theoretical way. Not for him, but for a child - a worthy successor. A legacy. His own child, his son, was too old to gain the power himself...and besides, he made eyes at every spy and hero they encountered. No, he would need a new generation. A new child to empower and teach. Natalia was born in 2004 to parents that had long-since settled down, and who had neither the ability nor interest to keep her from her grandfather's attention. Under his guiding hand she learned about a power that was a part of her - not half-machinery, like her deda, but built into her being, infused into every cell of her body. Under his guiding hand she learned everything he thought she would need to survive, and to be every inch as great as he had been. These were possibly not good lessons for a young girl. She got better at manipulating people than at making friends, better at being who she thought she should be than being who she really was. She got into fights (and mostly won) but the more she thought she knew about the world the worse she got at being her own person, and the worse she was at being her own person the more she cut herself from real, human connections. She was a bully, aloof and mean...and worse, she was good at it, even when she didn't want to be. Natalia's parents finally put their foot down when, at 13, Viktor attempted to take her on a 'proper job' - which is to say, an attempt to knock over a bank. Faced with the influence Viktor had already had and who their daughter risked becoming, they cut ties with him and sought to enroll their daughter in a more positive environment where she could still learn about herself and what she could do. Personality & Motivation: There is not a normal person in Natalia's family tree, not to mention a distinct lack of trust all around, and she wears the signs of both wherever she goes. Natalia seeks control - control of herself, control of her abilities, and control of her life; historically she's sought control of the people around her if she could get it. She's not comfortable with vulnerability, nor open displays of empathy between equals, nor seeking help from others. She's been taught, implicitly or explicitly, that there are many kinds of strength but it is always strength that wins in the end. There are movers, and the moved; the manipulators, and the manipulated; hunters and prey. She will not be the latter. Being a young teenage girl she has no idea how to properly pursue any of that, but she assumes a school full of the empowered will be an excellent place to learn. She is lonely in a way she can't properly admit, even to herself. Powers & Tactics: Natalia wields power over the force of gravity, generating & controlling exotic particles that decay far too quickly for proper study. She prefers the hands-off approach, keeping her enemies at bay - she'll lock them down if she can, controlling the battle to the best of her ability and pressuring her enemies until they don't pose any further threat. This more practical tactic is somewhat undercut by her sense of impact and presentation, however; she'll rarely turn down an opportunity to crush an enemy's will along with their strength, all the better to keep them from being a threat in the future, and all the better to make herself seem more controlled and powerful than she may sometimes feel. Power Descriptions: Lower-key uses of her powers may be difficult to perceive, but any larger efforts will see energy pour off of Natalia in uneven black-and-gold patterns; this gravitational energy is far more evenly-distributed at her target, re-manifesting as fields of dim light or fluctuating circles. Complications: Critical Mass: Not all of Natalia's self-control is unhealthy; her power is driven as much by instinct as intellect and in times of great distress or emotional turmoil it may manifest unreliably or unbidden. The Gravity-Powered Menace!: Natalia's grandfather was quite active back in the day, and his identity is not a secret. She is the gravity-powered granddaughter of a known (if partly-retired) gravity-powered supervillain and one could easily assume the apple didn't fall far from the tree. Leverage: Natalia's family contains several criminals, at least one supervillain, and an ex-spy. The politics of this are complicated, and a teenage girl would make excellent leverage for anyone trying to get at or through any given piece of her family. Pride Goeth Before: Natalia cloaks herself in her pride, wields it as both armor and sword; she can be provoked into acting against her best interests if an enemy can dig into her pride and sense of self. She may also be reasonably blackmailed if one found evidence of anything she might consider embarrassing or immature. Social Distancing: Natalia's not used to dealing with other people, and while she's capable of turning up the charm when she wants something, her disdain and the social distance she keeps with casual acquaintances is easily mistaken for malice. Her reputation suffers for it, which may leave anyone who doesn't know her (and some of those who do) unfriendly and untrusting at the outset. Abilities: -2 + 2 + 0 + 4 + 4 + 8 = 16PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 6 = 14PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Melee, +4 Ranged, +8 Gravitics Defense: +6 (+3 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +3 / +20 Move Object (Improved Pin) Knockback: -0 / -7 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +0/+10 (+0 Con, +10 Force Field; 5 Impervious) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 8 (+12 / +16 Attractive) Concentration 5 (+7) Craft [Artistic] 12 (+14) Diplomacy 6 (+10 / +14 Attractive) Intimidate 8 (+12) Knowledge (Current Events) 4 (+6) Knowledge (Physical Sciences) 4 (+6) Knowledge (Popular Culture) 8 (+10) Language 1 (English [native], Russian) Notice 4 (+6) Feats: 11PP Attractive Connected Dodge Focus 3 Environmental Adaptation 3 (high/low/zero gravity) Improved Initiative Improved Pin Luck 1 Powers: 5 + 15 + 38 + 1 + 6 + 12 = 77PP (all powers have the 'gravity' and 'mutant' descriptors, ultimately from a 'science' source) Flight 2 (25mph; Feats: Subtle) [5PP] Force Field 10 (Extras: Impervious 5) [15PP] Gravitics Array 18 (36pp Array; Feats: Alternate Power 2) [38PP] BP: Move Object 10 (crush/throw; 12 ton heavy load; Extras: Damaging; Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor 1 (any physical)) [36/36] AP: Paralyze 8 (collapse; Extras: Area (general, burst), Alternate Save [Reflex], Range [Ranged]; Feats: Indirect 2) [34/36] AP: Trip 8 (riptide; Extras: Area (general, burst), Knockback; Feats: Indirect 2) [34/36] Immunity 1 (own powers) [1PP] Super-Senses 6 (Gravity Awareness [mental; Accurate, Acute, Radius, Ranged]) [6PP] Utility Array 5 (10pp Array; Feats: Alternate Power 2) [12PP] BP: Environmental Control 3 (low gravity, 25' radius; Extras: Action 1 [Move]) [9/10] AP: Environmental Control 3 (high gravity, 25' radius; Extras: Action 1 [Move]) [9/10] AP: Super-Movement 2 (Wall-Crawling 2; Extras: Affects Others, Area [general, burst], Range 1 [Ranged]) [10/10] Useful Notes: Environmental Gravity Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage Move Object Ranged DC23 Toughness Damage Paralyze Ranged (45' radius) DC18 Reflex Area Check |> DC18 Reflex Slowed/Paralyzed |> DC18 Reflex (+1/round) Recover Trip Ranged (45' radius) DC18 Reflex Area Check |> Contested Check (STR/DEX) Prone + Knockback Totals: Abilities (16) + Combat (14) + Saving Throws (17) + Skills (15) + Feats (11) + Powers (77) - Drawbacks (0) = 150/150 Power Points
  2. Nevermore II Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: -2 TOU/ +2 DEF In Brief: The Robin to Raven's Batman. Theme: A Different Kind of Dynamite - Thousand Foot Krutch Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont) Birthplace: Freedom City, United States of America Residence: Claremont Academy Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery Occupation: Student, Sidekick Affiliations: Claremont Academy, Raven III, Raven Family Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer) DESCRIPTION Age: DoB: 2004 [January 19th] Gender: Male Ethnicity: Caucasian Height: 5’10’’ Weight: 150 lbs. Eyes: Blue Hair: Dark red Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear. In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs. As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume. HISTORY Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens. When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him. Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore. It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid. Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret. PERSONALITY & MOTIVATION Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive. POWERS & TACTICS The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation. When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows. In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front. POWER DESCRIPTIONS Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky. Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand. COMPLICATIONS A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point. Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable. Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point. Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point. Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse. Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point. ABILITIES 8 + 10 + 8 + 10 + 4 + 4 = 44PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) COMBAT 12 + 8 = 20PP Initiative: +5 (+5 Dex) Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Strength) Knockback: -2 / -3 (w. Costume) SAVING THROWS 1 + 4 + 3 = 8PP Toughness: +6 (+4 Con, +2 Protection) Fortitude: +5 (+4 Con, +1) Reflex: +9 (+5 Dex, +4) Will: +5 (+2 Wis, +3) SKILLS 60R = 15PP Acrobatics 10 (+15) Bluff 2 (+4) Computers 10 (+15) Escape Artist 5 (+10) Investigate 5 (+10) Knowledge [Tactics] 5 (+10) Notice 8 (+10) Search 5 (+10) Sleight of Hand 5 (+10) Stealth 5 (+10) FEATS 23PP Acrobatic Bluff Attack Focus [Ranged] 2 Benefit 1 [Alternate Identity - Charles Gordon Pym] Dodge Focus 6 Eidetic Memory Evasion 2 Hide In Plain Sight Luck 2 Master Plan 2 [Use Knowledge [Tactics] for rolls] Online Research Set Up Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth) Well-Informed Uncanny Dodge [Auditory] POWERS 24 + 16 = 40 Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology) City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP] BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun) Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP] Super-Movement 2 (Wall-Crawling 2) [4DP] (Descriptors: Grapple Claws) Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] AP: Flight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape) Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Built-In Headset) Enhanced Feats 2 (Second Chance 3 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material) Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer) Protection 2 [2DP] (Descriptors: Armor Plating) Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Device 4 (20DP Container, Flaws: Hard-To-Lose) [16PP] (Descriptors: Utility Belt, Belt, Technology) Gadgets Array 6.5 (13DP Array; Feats: Alternate Power 7) [20DP] (Descriptors: Gadgets) BP: Damage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/13DP} (Descriptors: Ravenrang, Piercing Damage Type Thrown Weapon) AP: Damage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Stunning Attack, Subtle, Takedown Attack 2) {13/13DP} (Descriptors: Collapsible Staff, Bludgeoning Damage Type) AP: ESP 4 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle) (Range: 1 mile) {13/13DP} (Descriptors: Remote Viewing Drone, Remote Control, Spy Device) AP: Illusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. area) {13/13DP} (Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) AP: Obscure 5 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2) (Range: 50 ft., Area: 100-200 ft. radius) {13/13DP} (Descriptors: Darkness Bomb, Darkness, Grenade) AP: Snare 8 (Flaws: Action [Full]; Feats: Improved Range 1, Reversible, Tether, Triggered 2) {13/13DP} (Descriptors: Snare Line, Special Flexible Alloy Line) AP: Stun 8 (Extras: Ranged; Flaws: Action [Full], Unreliable [5 charges]; Feats: Improved Critical 2, Improved Range 1, Triggered 2) {13/13DP} (Descriptors: Stun Ravenrang, Electric Shock, Piercing Damage Type, Thrown Weapon) AP: Trip 8 (Feats: Improved Range 1, Improved Trip, Subtle 1, Triggered 2) {13/13DP} (Descriptors: Tripwire, Setup, Thrown) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Ravenrang 100 feet DC23 Tou (staged) Damage +8 Collapsible Staff Touch: 5 ft. Thrown: 60 ft. DC23 Tou (staged) Damage +8, Crit 18-20, Takedown Attack 2 Collapsible Staff - Stunning Attack Touch: 5 ft. Thrown: 60 ft. DC20 Fort (staged) Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious +6, Crit 18-20 Noisemaker 80 ft., 50 ft. area DC18 Will Fail: Belive audio illusion Independent Snare Line 200 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8, Subtle Stun Ravenrang 200 ft. DC18 Fort (staged) Fail: Dazed 1 rnd. >5: Stunned 1 rnd. >10: Unconscious +8, Crit 18-20, Subtle Tripwire 200 ft. DC18 Trip Resist (Worse bonus) Tripped +8, Subtle Totals: Abilities (44) + Combat (20) + Saving Throws (8) + Skills (15) + Feats (23) + Powers (40) - Drawbacks (0) = 150/150 Power Points
  3. Shadowborne Power Level: 8 Claremont (150/160PP) Unspent Power Points: 10 Trade-Offs: None In Brief: Celtic girl with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent Residence: London, England Occupation: Future Claremont Student Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day. Example images: https://imgur.com/a/pQUFY29 History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Personality & Motivation: Motivation: Acceptance Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users. Power & Tactics: Muirne can draw from the Shattenwelt she is bound to, morphing herself into one of the shadowbeasts that stalk the dark reality. She normally dislikes using the power, as she fears that she may lose herself to the darkness. This power has an alternate effect she may draw upon in place of alternating her form. She may instead transport herself bodily to the Shattenwelt, a parallel place to Earth Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence. When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes. Power Descriptions: The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she try using a shadowy hand for something. For those around her, her entry to the Shattenwelt is far less dramatic, she simply vanishes, then reappears at a later time, but for her it can be harrowing. In order to see, she has to bring her own source of light, and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness. Complications: Phobia: Magic Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time. Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether. Secret: Ancient Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not. Muirne will go to great lengths to keep the secret of her true age becoming widely known. Enemy: Dougal Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is. Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age Danger: Shattenwelt The Shattenwelt is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her. The shadowbeasts may find her at any point while she is in the Shattenwelt. During any round while she is in the Shattenwelt one might attack her. Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP Strength: 12 (+1) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +8/+4 (+8/+4 Dex) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4 (+8/+4 Dex, +0PP) Will: +8 (+4 Wis, +4PP) Skills: 44R = 11PP Acrobatics 2 (+10/+6) Bluff 0 (+5, +9 Attractive) Climb 4 (+5) Concentration 4 (+8) Diplomacy 0 (+5, +9 Attractive) Handle Animal 1 (+6) Intimidation 0 (+18/+5) Languages 1 (English, Old English [Native]) Medicine 1 (+5) Notice 6 (+10) Perform (Sing) 5 (+10) Perform (Dance) 5 (+10) Search 8 (+10) Sense Motive 5 (+9) Stealth 1 (+20/+5) Survival 1 (+5) Feats: 19PP Attack Focus (Melee) 4 Attractive Distract (Intimidation) Dodge Focus 5 Equipment 2 Hide in Plain Sight Luck 2 Startle Takedown Attack Track Enhanced: Evasion 2 Equipment 2: 10EP Chainmail: Protection 3 [3EP] Shield: Protection 1 [1EP] Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP] Powers: 70PP Shadow Form 14 (70PP Container [Active: Free Action, Sustained Duration], Drawbacks: Involuntary Transformation (Frequency: Uncommon, Intensity: Minor) [-1PP] One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [66PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion 2) [2PP] Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP] Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Flaws: Permanent) [15PP] Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP] Base Power: [20PP] Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP] Alternate Power: [19PP] Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP] Alternate Power: [16 + 4 = 20PP] Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP] Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP] Super-Movement 1 (Dimensional Movement 1 [Shattenwelt]) [2PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: -8PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Spear Touch/Thrown DC19 Toughness (Staged) Damage (Physical) Fear Touch/Area DC18 Will (Staged) Drain Wisdom Shaken/Frightened/Panicked Life Drain Touch DC23 Fortitude (Staged) Damage (Energy) Shadow Weapons Touch DC23 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (14) + Saving Throws (4) + Skills (11) + Feats (19) + Powers (70) - Drawbacks (8) = 150/160 Power Points
  4. Shadowborne Power Level: 8 Claremont (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Celtic girl with powers linked to a shadow dimension imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world. Alternate Identity: Muirne Sceadusangere (Secret) Birthplace: The Kingdom of Kent Residence: Occupation: Affiliations: Ministry of Powers, Vanguard Family: None known Description: Age: 1393 (DoB: 21 June, 627CE) Physical Age: 16 Gender: Female Ethnicity: Caucasian, Celtic Height: 4'11" Weight: 105lbs Eyes: Green Hair: Red This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders. When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in. When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears. In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day. Example images: https://imgur.com/a/pQUFY29 *The sword is now a spear History Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends. Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her. The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time. Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy. Personality & Motivation: Motivation: Acceptance Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users. Power & Tactics: Muirne can draw from the shadow dimension she is bound to, morphing herself into one of the shadowbeasts that stalk the dark reality. She normally dislikes using the power, as she fears that she may lose herself to the darkness. This power has an alternate effect she may draw upon in place of alternating her form. She may instead transport herself bodily to the shadow dimension, a parallel place to Earth Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence. When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes. Power Descriptions: The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she try using a shadowy hand for something. For those around her, her entry to the shadow dimension is far less dramatic, she simply vanishes, then reappears at a later time, but for her it can be harrowing. In order to see, she has to bring her own source of light, and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness. Complications: Phobia: Magic Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time. Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether. Secret: Ancient Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not. Muirne will go to great lengths to keep the secret of her true age becoming widely known. Enemy: Dougal Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is. Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age Danger: Shadow Dimension The Shadow Dimension is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her. The shadowbeasts may find her at any point while she is in the Shadow Dimension. During any round while she is in the shadow dimension one might attack her. Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP Strength: 12 (+1) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 6 = 14PP Initiative: +8/+4 (+8/+4 Dex) Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/2 Saving Throws: 0 + 0 + 5 = 4PP Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4 (+8/+4 Dex, +0PP) Will: +8 (+4 Wis, +4PP) Skills: 44R = 11PP Acrobatics 2 (+10/+6) Bluff 0 (+5, +9 Attractive) Climb 4 (+5) Concentration 4 (+8) Diplomacy 0 (+5, +9 Attractive) Handle Animal 1 (+6) Intimidation 0 (+18/+5) Languages 1 (English, Old English [Native]) Medicine 1 (+5) Notice 6 (+10) Perform (Sing) 5 (+10) Perform (Dance) 5 (+10) Search 8 (+10) Sense Motive 5 (+9) Stealth 1 (+20/+5) Survival 1 (+5) Feats: 19PP Attack Focus (Melee) 4 Attractive Distract (Intimidation) Dodge Focus 5 Equipment 2 Hide in Plain Sight Luck 2 Startle Takedown Attack Track Enhanced: Evasion 2 Equipment 2: 10EP Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP] Chainmail: Protection 3 [3EP] Shield: Protection 1 [1EP] Powers: 70PP Shadow Realm Link 34 (67PP Array; Feats: Alternate Power 1} [68PP] Base Power: [67PP] Shadow Form 14 (70PP Container [Active: Free Action, Sustained Duration], Drawback: One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [67PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion 2) [2PP] Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP] Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Flaws: Permanent) [15PP] Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP] Base Power: [20PP] Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP] Alternate Power: [19PP] Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP] Alternate Power: [16 + 4 = 20PP] Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP] Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP] Speed 3 (50MPH, 500ft per Move Action) [3PP] Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP] Alternate Power: [2PP] Super-Movement 1 (Dimensional Movement 1 [Schattenwelt]) [2PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: -8PP Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Spear Touch/Thrown DC19 Toughness (Staged) Damage (Physical) Fear Touch/Area DC18 Will (Staged) Drain Wisdom Shaken/Frightened/Panicked Life Drain Touch DC23 Fortitude (Staged) Damage (Energy) Shadow Weapons Touch DC23 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (14) + Saving Throws (4) + Skills (11) + Feats (19) + Powers (70) - Drawbacks (8) = 150/150 Power Points
  5. In Brief: Spider-Man as re-imagined by Guillermo del Toro, with bits of Robin and Daredevil mixed in. Character: Octoman Power Level: 14 (Built as PL8) Tradeoffs: None Power Points: 206/207PP Unspent Points: 1 Catchphrases & Nicknames: "Octo-Boy" (He does not like this one); "Señor Ocho"; "The Outrageous Octoman"; "The Crime-Fighting Kraken"; "The Sensational Cephalopod"; "The Loudmouth Leviathan"; "Who ordered the calamari?" Alternate Identity: Benicio "Ben" Wang Identity: Secret Legal Status: USA citizen (minor) with no criminal record Birthplace: Brooklyn, New York Base of Operations: Freedom City, New Jersey Residence: The Claremont Academy dorms during the week, and an apartment in the West End on the weekend Occupation: Student Affiliations: Claremont Academy (Student) Family: Amaya Molina Santiago (Mother), Diego Wang (Father), Sofia Santiago Vasquez (Maternal Grandmother), Benicio Molina Ramirez (Maternal Grandfather), Jasmine Guinto-Wang (Paternal Grandmother), Asher Wang (Paternal Grandfather), several unnamed aunts, uncles, and cousins DESCRIPTION Age: 16 (Date of Birth: 2003) Apparent Age: 16 Gender: Male Ethnicity: Mother is Puerto Rican Afro-Latina. Father is half Ashkenazi Jewish, half Filipino. Height: 5'7" Weight: 140 lbs. Hair: None (Formerly Black) Eyes: Yellow (Formerly Brown) Because of his mixed ancestry, Ben's actual ethnicity is difficult for people to guess at first glance. He has big eyes and a heart-shaped face with soft features which makes him look younger than he is. His build is that of a typical semi-athletic lanky teenager. During his day-to-day life out of costume, he uses his shapeshifting power to mimic his original appearance before his mutation. He recreates the brown eyes that turned yellow, and the medium-length Afro hairstyle he wore before all his body hair fell out. He also hides the new lines and folds all over his skin, which appear to be scars but are actually new orifices. The other changes to his body from the mutation are less visible. An x-ray would reveal his lack of a rigid skeleton, and several new organs and muscular structures. His blood is thick, like syrup, and purple, since it contains both the hemoglobin normally found in humans (which is red, since it contains iron), and the hemocyanin found in cephalopods (which is blue, since it contains copper). His blood pressure is significantly higher than that of a normal human. When he is cut, his blood generally sprays instead of dripping. His blood is also slightly radioactive; not enough to be dangerous, but enough for Geiger counters to register a noticeable uptick. Ben technically walks around naked most of the time. Both his normal street clothes and his superhero "costume" are just manifestations of his ability to change the shape, texture, and color of his own flesh. When he is "in costume", the impossibly perfect way that the "fabric" clings to his skin is a clue for close observers to its true nature. His "mask" somehow adheres to his face in a manner which conveys all of his facial expressions , and the "mouth hole" never falls out of place or exposes any of the skin around it, no matter how much he moves, talks, or gets punched in the face. HISTORY Benicio Wang was born in Brooklyn to Gen-X parents. His mother, Maya, is an overworked public defender of Puerto Rican Afro-Latina descent. His father, Diego, is a half-Filipino, half-Ashkenazi overworked baker and deli cook. Ben frequently jokes that his lineage makes him the most Brooklyn guy who ever lived. If one of his parents are in earshot, they will retort that they moved to Freedom City when he was a small child, and visiting his grandparents during the holidays doesn't make him a New Yorker. Ben met Geckoman in 2010, though Gecks probably doesn't remember. The 18-year-old superhero was occupied with defending Freedom City from the third Grue invasion, and working things out with his supervillain girlfriend. But Ben will never, ever forget it. He was only seven years old when his family found themselves trapped in the Millennium Mall, huddling behind an increasingly fatigued and desperate Spellbound. Ben was impressed with her and the lightning-wand she used to zap away the invading aliens, but with her black costume and icy demeanor, she scared the boy almost as much as the Grue. When the brightly-colored, wise-cracking Geckoman dropped down through the skylight and started jumping around, tossing boomerangs, and kicking giant monsters in the face, little Ben's fear evaporated. From that day forward, Ben was a lifelong #Geckofan. Eight years later, Doctor Cooper Seidel was hard at work trying to stabilize and enhance his universal antivenom serum, and his resulting transformation into the reptile monster Goanna. He had retained a gang of hired thugs who had helped him steal the lab equipment, rare animal specimens, and radioactive materials he needed for his latest experiments. He closely monitored local law enforcement communications, so he had advance warning when the multi-agency task force finally found his hideout and moved to raid it. Seidel and his henchmen hastily loaded the irradiated animal specimens into a truck and escaped just as the tactical units broke down the door. The truck had enough of a lead that they might have escaped, if a bystander hadn't lost their grip on their dog's leash. Or if the dog hadn't then run out into the middle of the road. Or if fifteen year-old computer science prodigy Ben Wang hadn't run out into the road after the dog to scoop it up. Or if Seidel's henchman hadn't swerved at high speed to avoid Ben and lost control of the truck, flipping and crashing it. The truck and the tanks inside it broke open, spilling water and a menagerie of mutated animals into the street. Ben saved the dog, but the truck clipped him, sending him flying several feet away. He was dazed for a few moments, before the rush of cold water on the asphalt under him cleared his head. He saw a tiny yellow octopus crawling on his hand, and had just enough time to think it was cute before it bit him. Seidel ordered his henchmen to gather up the escaped test subjects, but no amount of money could convince them to pick up a bunch of radioactive venomous creatures with their bare hands. While Ben was wracked with painful muscle spasms which escalated into projectile vomiting, diarrhea, and a full-blown seizure, an enraged Seidel transformed into Goanna and slaughtered his own "cowardly and incompetent" henchmen, along with the occupants of the first couple of police cars who responded to the crash. Goanna intended to do the same to the bumbling idiot boy who had ruined everything, but when he saw that one of his test subjects had already done the work for him, he merely laughed while the boy suffocated on the pavement. Knowing that some combination of the FCPD's STAR squad, AEGIS, or one or more superheroes would show up soon, Goanna fled into the sewers. Seidel showed up at the hospital where Ben had been taken later that same night, intent on harvesting samples from the boy's corpse, since it was all the remained of his months of research. He was surprised to learn that the boy had survived. He took careful note of the boy's name, and resolved to keep him under close surveillance. Ben received prompt medical attention, and he seemed to make a full recovery, with one exception: The song he'd been listening to on his headphones when he dove out in front of that truck was the last thing he would ever hear. Hearing loss isn't a normal symptom of either vehicular collisions or tetrodotoxin poisoning, but the doctors had no other idea what else could have caused it. It wasn't until several days after he was discharged from the hospital that Ben's body began to change significantly. The changes happened gradually, over the course of several months. Ben hid them from everyone, even his parents. As his new powers slowly manifested, he learned how to use them through a combination of new instinct and trial and error. He knew immediately what he wanted to do with them. Right after his sixteenth birthday, during the summer before his sophomore year of high school, Ben put on his costume and started swinging through the streets of Freedom City as Octoman. PERSONALITY & MOTIVATION Ben is bright, inquisitive, and altruistic, but he can't keep his big mouth shut. Growing up as the latchkey-kid only child of two workaholic parents has turned him into a bit of an unconscious attention-seeker. He likes to make an entrance. He has an opinion to share about everything. If he's not rambling, he's arguing. If a joke or an insult comes to his mind, then it also comes out of his mouth. He never stops trash-talking during a competition or a fight. He's actually a pretty lonely and sensitive kid, but he never met an emotion he couldn't hide under sarcasm or just drown out with his motor-mouth. He doesn't know how to pick his battles, and his refusal to let the slightest disagreement, injustice, or insult go unchallenged gets him into trouble. But even when he's railing against injustice, he generally tries to keep things light. He'll keep making bad jokes and puns past the point where anyone is laughing (if they ever were to begin with). After his brush with death, Ben just felt lucky. But once his powers manifested, weird though they are, he felt blessed. Ben has two passions in life: Hacking, and superheroes. He maintains active accounts on both HeroHouse and TroubAlert (Username: Geckofan). He's been obsessed with Geckoman in particular (and, to a lesser extent, the rest of his Young Freedom and Interceptors teammates) since he was seven years old. He had resigned himself to, maybe, at best, using his hacking skills to play a support role for a superhero someday. But he desperately wanted to be an actual superhero, just like Gecks. His resulting disability and (slight) disfigurement have put a damper on his enthusiasm, but only a slight one. He's still having trouble adjusting, but he loves being a superhero more than he misses his hearing. POWERS & TACTICS Ben has a surprising amount of hand-to-hand combat training for a teenager. He's been wrestling since junior high, and he's been taking self-defense classes since he was seven (they weren't a hard sell for his parents after he almost died in the Grue invasion). His superhuman agility and flexibility, his bundle of sticky tentacles stretching and lashing out for dozens or hundreds of feet in every direction, his lack of response to any auditory stimuli, and his youthful recklessness and loud mouth all combine to make him a confusing and irritating opponent. He can potentially attack or evade in any direction. He can lash out with his tentacles like whips, use them to grab a foe and pull them in for a punch or a kick, or use them to pull himself in close for the same. He will wrap his tentacles around a foe, and then slam that foe into objects, terrain, or even other foes. He'll grab a faraway foe and pull them in for a punch, or pull himself to them, boot-first. His ink sprays and venomous bite make him even more unpredictable. Ben was a normal human, but an injection of radioactive octopus venom mutated him into a human-cephalopod hybrid. His body has grown several new glands, organs, and orifices. He has no bones left in his body. They have transformed into cartilage and muscle. So while his body looks "solid" from the outside, he can bend, stretch, and compress his flesh, contorting into any position and squeezing through any crevices. His skin can secrete a clear mucous which acts as a lubricant to aid this process. The outer layers of his flesh are so flexible and malleable that he can change the texture of his skin at will. His skin cells contain pigments which can be released with muscle contractions in a virtually infinite variety of combinations, allowing him to change his coloration to anything he can imagine. These traits allow him to effectively becoming invisible in the normal visual light spectrum, or to mimic the appearance of any object or creature. This also makes it virtually impossible for foes in hand-to-hand combat to keep a grip on him. He has superhuman levels of strength, agility, stamina, and resilience. With his thick skin, powerful and flexible muscles, and lack of a rigid skeleton, he is able to absorb traumatic impact, cuts and blunt force alike, with less likelihood of real injury. He has grown several "back-up organs", which makes it less likely that any wounds he suffers will be debilitating. He has three hearts, and enough brain and nervous tissue running throughout his body to act as a second brain and spinal cord. His body will recover inside a couple of hours from wounds that would kill or cripple a normal person, or at least leave them bedridden for days. Like a cephalopod, his body can even regrow lost limbs. He isn't technically immune to fatigue, disease, infection, radiation, or extremes of temperature or pressure, but his body is so effective at fighting them off that sometimes it seems like he is; he has, for lack of a better term, "super-health". New orifices on his forearms and on the sides and back of his torso can deploy tentacles*, which can stretch until they are hundreds of feet long. The same neural tissue running through the rest of his body also runs through the tentacles, allowing his brain to control all of them perfectly. (*Technically, these new limbs are "arms", rather than "tentacles", since they have suckers along their entire length, instead of just at the ends, but this distinction only matters to marine biologists.) His body contains a network of hollow tubes and bladders similar to a cephalopod siphon. He can use muscular contractions to force fluids through those tubes and out of his body through a series of new orifices. The primary use of his internal siphon is locomotion. By forcing air or water through it, he creates jet propulsion, launching himself through the water or up into the air. That internal siphon can also expel the pungent, opaque black ink produced by another one of his new organs. He can release it gradually, creating a cloud which provides cover (the gas quickly dissolves in open air, so it is equally effective under water or on dry land), or he can fire a concentrated burst of ink directly into the face of an enemy, temporarily blinding them and overwhelming their olfactory senses in a manner similar to that of tear gas or pepper spray. A substantial portion of his extra brain tissue is devoted to processing visual and olfactory input, and the suckers on his tentacles act as extra noses and tongues. His senses of sight, smell, and taste are enhanced far beyond those of a normal human. His eyes can perceive a wider array of color at finer detail, and he has excellent night vision. He can distinguish fine details in scent and taste, and track them to their source like a bloodhound. His body is truly amphibious, adapted equally well to life in open air or under water. His aforementioned increased visual acuity allows him to see perfectly in the dim light of deep water. He has gills on the sides of his neck, which remain closed in open air but which allow him to breathe while he is under water. His skin acts as near-perfect insulation, keeping him from losing his body heat. His blood contains both hemoglobin and hemocyanin, so it is equally effective at keeping his tissues oxygenated in both open air and freezing water. His siphon allows him to regulate his internal fluid pressure, which, along with his flexible muscles, lets him adapt to the crushing weight of the deep sea. His head contains venom sacs, which produce a paralytic poison similar to that of the octopus who bit him. His body injects this poison with a combination of a pharyngeal jaw and a proboscis: A pair of pincers, similar to a cephalopod beak, on the end of a second tongue, hidden under his original tongue, which can telescope over a foot from his mouth, fully extending in a fraction of a second. His own body is immune to this venom, and other, similar toxins. COMPLICATIONS Accidents: Ben is inexperienced and reckless. The GM can give him a Hero Point in exchange for declaring that Ben's actions have created some sort of hazard, which he must drop his current task to deal with. Alien Blood: Ben's blood is a wildly different color and consistency from normal human blood, and it is slightly radioactive. Once it leaves his body, it is no longer subject to his Morph power, and its true nature is revealed. Since his blood pressure is so much higher than that of a normal human, when his blood does leave his body, it is usually quite obvious. It is not dangerous, but Geiger counters will register a noticeable uptick in its presence. The GM can give Ben a Hero Point if his blood causes some sort of setback. Examples include revealing his presence when it would otherwise go unnoticed, or social interaction turning hostile when he is revealed as something not quite human. Disability (Deaf): Ben permanently has the Deafened condition (Mutants & Masterminds 2nd Edition, page 171). He suffers a -4 penalty to Initiative, and he automatically fails auditory Notice checks (Mutants & Masterminds 2nd Edition, page 52). Ben has another Acute Radius sense, his normal olfactory sense, but that doesn't necessarily provide him with the same information that an auditory sense would. The GM can give him a Hero Point every time he suffers a setback due to his inability to hear, such as missing important dialogue. The most common example would be a failure on his part to correctly read another person's lips while they speak. According to the Masterminds Manual, page 14, in order to read lips, he must make a visual Notice check at +5DC. According to Mutants & Masterminds 2nd Edition, pages 51-52, this is a base DC10 check, since it is DC0 to notice something standing out in the open but DC10 to perceive fine details about it. With the +5 penalty, the Notice check for lip reading would have a base DC15, with an additional +5 DC if the GM decides that Ben is "distracted", and another +1DC for every 10ft Notice increment between Ben and the person whose lips he's trying to read. If he fails by 1-4, then he can't make out what they're saying, and if he fails by 5+, then he misinterprets their words. Enemy (Goanna): The GM can give Ben a Hero Point when Goanna shows up to make an already bad situation worse. Since Goanna knows Ben's secret identity, he could show up anywhere, at any time. Loudmouth: Ben doesn't know when to keep his big mouth shut. The GM can give Ben a Hero Point when he creates a setback for himself by mouthing off. Alternately, the GM can give another character a Hero Point when Ben creates a setback for them. If the GM doesn't feel that Ben is being sufficiently mouthy, then they can give him a Hero Point in exchange for forcing him to mouth off in a situation where doing so will create a setback for him. Alternately, the GM can give another character a Hero Point and force Ben to mouth off in a way which will create a setback for that other character. Obsession (Geckoman): The GM can give Ben a Hero Point if Ben creates a setback for himself due to his obsessive hero-worship of Geckoman, such as neglecting his responsibilities or ruining a social interaction. The GM can also give him a Hero Point in exchange for forcing him to do this. Power Loss (Ink, Venom): Ben's body produces ink and venom which he can use as weapons, but it does not produce an infinite supply, and once depleted, it takes time to replenish. The GM can give Ben a Hero Point when he tries to use one of these powers in exchange for declaring that he has run out of "ammunition". Prejudice: Ben is black, Latino, Asian, Jewish, disabled, and a mutate. The GM can give him a Hero Point when another character's ignorance of and/or prejudice against one or more of these groups creates a setback for him. Responsibilities (Family, School): The GM can give Ben a Hero Point when he faces a setback on account of obligations to his parents or his schoolwork. For example, the GM can give him a Hero Point at the start of a day or thread and declare that he is Fatigued because he didn't have time to get enough sleep. Secrets (Identity, Mutation): The GM can give Ben a Hero Point when he has a task to accomplish, but is hindered by the need to protect his identity, and/or his nature as a mutate. Sensory Overload (Olfactory, Visual): Ben has enhanced smell, taste, and vision. The GM can give him a Hero Point in exchange for increasing the effective power rank of sensory powers like Dazzle which target those sense types. Status (Minor): It's possible that Ben might face a setback on account of his legal age which even his Morph power and high Bluff score couldn't get him out of. If the GM can come up with one, then they can give him a Hero Point in exchange for inflicting it upon him. ABILITIES 2 + 4 + 4 + 8 + 4 + 8 = 30PP Strength: 26/12 (+8/+1), 56/12 Lifting (Heavy Load: 58,880 lbs. [29.44 tons] / 130 lbs.) Dexterity: 26/14 (+8/+2) Constitution: 26/14 (+8/+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 18 (+4) COMBAT 6 + 6 = 12PP Initiative: +12/-2 (+8/+2 Dex, +8 Enhanced Improved Initiative, -4 Deafened) Attack: +8 Melee (+3 Base, +5 Melee Attack Focus), +3 Ranged (+3 Base) Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8 Melee Attack, +8/+2 Strength/Dexterity, +4 Additional Limbs, +6 Elongation, +6 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4/1 SAVING THROWS 0 + 0 + 6 = 6PP Toughness: +8/+2 (+8/+2 Con) Fortitude: +8/+2 (+8/+2 Con, +0PP) Reflex: +8/+2 (+8/+2 Dex, +0PP)Evasion 2 Will: +8 (+2 Wis, +6PP) SKILLS 72R = 18PP Acrobatics 3 (+15/+5)Skill Mastery Bluff 13 (+17)Distract, Fascinate, Fast Task (Feint, Taunt), Skill Mastery, Taunt Computers 13 (+17)Online Research + Well-Informed, Second Chance, Skill Mastery, Ultimate Skill Craft (Electronic) 1 (+5) Disguise 0 (+5/+4, +10 or +50 with Morph) Escape 0 (+14/+2, Automatic with Insubstantial) Knowledge (Current Events) 6 (+10) Knowledge (Physical Sciences) 1 (+5) Knowledge (Pop Culture) 11 (+15) Knowledge (Technology) 6 (+10) Knowledge (Theology & Philosophy) 1 (+5) Languages 3 (American Sign Language [ASL], English [Native], Hebrew, Spanish) Notice 3 (+15/+5)Deafened Search 1 (+15/+5) Sleight of Hand 3 (+15/+5)Skill Mastery Stealth 3 (+15/+5) Swim 4 (+15/+5)Swimming FEATS 24PP Attack Focus (Melee) 5 Chokehold Distract (Bluff) Dodge Focus 5 Fascinate (Bluff) Fast Task 2 (Feint, Taunt) Grapple Finesse Luck 2 Online Research Second Chance (Computers) Skill Mastery (Acrobatics, Bluff, Computers, Sleight of Hand) Taunt Well-Informed Ultimate Skill (Computers) Enhanced: Environmental Adaptation (Underwater) Evasion 2 Improved Initiative 2 Uncanny Dodge (Sense Types: Olfactory) POWERS 116PP Additional Limbs 4 (10 Limbs; Extras: Duration [Sustained]; Feats: Ambidexterity) [5PP] (Descriptors: Mutation, Retractable Tentacles) Concealment 2 (Normal Vision; Flaws: Blending, Passive) [1PP] (Descriptors: Mutation, Shapeshifting) Elongation 6 (Elongate 300ft per Move Action, 250ft Max, Free action to retract; 60ft Range Increments for elongated melee attacks; Flaws: Limited [Additional Limbs]) [3PP] (Descriptors: Mutation, Stretchy Tentacles) Enhanced Constitution 12 [12PP] (Descriptors: Mutation, Redundant Organs, Regeneration, Super-Toughness) Enhanced Dexterity 12 [12PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Feats 4 (Evasion 2, Improved Initiative 2) [4PP] (Descriptors: Mutation, Super-Reflexes, Super-Senses) Enhanced Skills 36 (Acrobatics 4, Disguise 1, Notice 10, Search 10, Sleight of Hand 4, Stealth 4, Swim 3) [9PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes, Super-Senses) Features 2 (Environmental Adaptation [Underwater]; Internal Compartment) [2PP] (Descriptors: Mutation, Shapeshifting) Immunity 6 (Cold; Critical Hits; Poison; Pressure; Suffocation [Underwater]) [6PP] (Descriptors: Brain Tissue Distributed Throughout Body, Gills, Insulated Skin, Internal Network of Fluid Bladders & Siphons, Mutation, No Skeleton, Venom Glands) Insubstantial 1 (Feats: Subtle) [6PP] (Descriptors: Mutation, No Skeleton, Shapeshifting) Morph 1 (Any Form; +5 Disguise) [3PP] (Descriptors: Mutation, Shapeshifting) Octopus Movement 2 (4PP Array, Feats: Alternate Power) [5PP] Base Power: [4PP] Leaping 4 (x25, Running Long Jump: 450ft) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Alternate Power: [4PP] Swimming 4 (25MPH, 250ft per Move Action; Can Take 10 on Swim checks) [4PP] (Descriptors: Biological Jet Propulsion, Mutation) Octopus Power 13 (26PP Array, Feats: Alternate Power 4) [30PP] Base Power: [14 + 12 = 26PP] (Descriptors: Mutation, Super-Strength) Enhanced Strength 14 [14PP] Super-Strength 6 (Lifting Strength: 56, Heavy Load: 58,880 lbs. [29.44 tons]) [12PP] Alternate Power: [22 + 4 = 26PP] Dazzle 8 (Sense Types: Olfactory + Visual; Flaws: Range [Touch]; Feats: Extended Reach 4 [25ft], Improved Critical 2 [18-20]) [22PP] (Descriptors: Ink Spray, Mutation) Obscure 2 (Sense Types: Olfactory + Visual; Area: 10ft radius; Extras: Independent, Total Fade [4 rounds]; Flaws: Limited [One Sense: Normal Vision], Range [Touch]) [4PP] (Descriptors: Ink Cloud, Mutation) Alternate Power: [24PP] (Descriptors: Mutation, Shapeshifting) Morph 8 (9; Any Form; +45 Disguise) [24PP] Alternate Power: [26PP] (Descriptors: Mutation, Pharyngeal Jaw, Proboscis, Venom) Paralyze 8 (Extras: Alternate Save [Fortitude], Secondary Effect; Feats: Improved Critical 2 [18-20]) [26PP] Alternate Power: [26PP] (Descriptors: Mutation, "Tentacle Storm") Snare 8 (Extras: Area [Type: Targeted, Shape: Cone], Engulf, Selective; Flaws: Duration [Concentration]; Feats: Chokehold, Progression [Area Size] 1 [25ft/rank = 200ft]) [26PP] Regeneration 7 (Recovery 1 [+9]; Recovery Rate: Injured 3 [1 minute], Staggered 1 [20 minutes], Disabled 2 [1 hour]; Feats: Regrowth) [8PP] (Descriptors: Mutation) Super-Movement 2 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]) [4PP] (Descriptors: Mutation, Suckers) Super-Senses 6 (Acute Tracking Smell/Taste; Danger Sense [Sense Types: Olfactory]; Low-Light Vision; Microscopic Vision 1 [Dust]; Uncanny Dodge [Sense Types: Olfactory]) [6PP] (Descriptors: Mutation, Suckers) Abilities (30) + Combat (12) + Saving Throws (6) + Skills (18) + Feats (24) + Powers (116) - Drawbacks (0) = 204/207 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC23/16 Toughness (Staged) Damage (Physical) Additional Limbs 250ft Max, + Elongation 60ft Increments Ink 25ft DC18 Reflex Dazzle (Visual + Olfactory) DC18 Fortitude Recover Tentacle Storm Touch/Area DC18 Reflex (Staged) Entangled/Bound (200ft Cone) Venom Touch DC18 Fortitude (Staged) Slowed/Paralyzed
  6. Artificer Power Level: 8 (122/133PP) Unspent Power Points: 11 Trade-Offs: +3 Attack/-3 Effect In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Public, though largely unknown Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black (very very dark green) Eyes: Sea Green Tall, sleek, and reasonably attractive, with a long Aquiline nose, sharp cheekbones, and strong jawline topped by sea green eyes. He keeps his hair -- a shade of green so dark is appears black -- long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn. And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur. The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers. The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. ----- ABILITIES: [4 + 2 + 4 + 6 + 6 + 2 = 24PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [8 + 8 = 16PP] Initiative: +1 Attack: +4 Melee, +7 Ranged, +11 w/ Blast Grapple: +7, +10 w/ Move Object Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4, -1 w/out Force Field DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (500 ft. max) DC 20 Toughness (Staged) Damage (Any Magic) Burst of Magic 40 ft. DC 18 Reflex Area (Burst) Effect DC 23 or 19 Toughness (Staged) Damage (Any Magic) Holograms Perception DC 17 Will Disbelieve Mage Hand Ranged (500 ft. max) Grapple vs. +10 (Staged) Pinned/Bound DC 20 Toughness (Staged) Damage (Physical) Transmuted Object (Dropped) Touch DC 17 Reflex Avoided Touch DC 22 Damage (Staged) Damage (Physical) Transmuted Object (Trap) Touch DC 17 Reflex Trapped inside object SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +8 (+2 Con, +6 Force Field), +2 w/out Force Field Fortitude: +4 (+2 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +6 (+3 Wis, +3) SKILLS: [64R = 16PP] Concentration 5 (+7) Craft (Artistic) 7 (+10) Craft (Chemical) 2 (+5) Craft (Mechanical) 7 (+10) Craft (Structural) 7 (+10) Disable Device 7 (+10) Investigate 2 (+5) Knowledge (Arcane Lore) 7 (+10) Knowledge (Technology) 7 (+10) Language 2 (Atlantean [native], English, Greek) Medicine 2 (+5) Notice 2 (+5) Search 7 (+10) FEATS: [11PP] Artificer Attack Focus (Ranged) 3 Dodge Focus 4 Eidetic Memory Environmental Adaptation (Aquatic) Ritualist POWERS: [5 + 4 + 6 + 3 + 18 + 2 + 4 + 4 + 2 = 48PP] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [18 points]) {5} AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 2, Affects Insubstantial 2, Improved Critical, Precise, Variable Descriptor 2 [any magical]) {18/18} AP: Create Object 7 (”Alchemy/Transmuted Objects”; up to 7 5-ft. Cubes, Lifting STR 35; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter]) {18/18} AP: Environmental Control 2 (Light 1, 10-ft. Radius) {2} and Illusion 7 (“holograms;” visual; PF: Progression [10-ft. radius]) {15} {2+15=17/18} AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise, Subtle, Variable Descriptor [arcane force or shaped matter]) {18/18} AP: Transform 3 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]; PFs: Progression [Mass] 3 [50 lbs.]) {18/18} Force Field 6 (“arcane shields”) [6PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 9 (18 points) [18PP] BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial 2) {18/18} Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP] Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] Swimming 2 (5 MPH) [2PP] DRAWBACKS: None TOTALS: Abilities (24) + Combat (16) + Saving Throws (7) + Skills (16) + Feats (11) + Powers (48) - Drawbacks (0) = 122/133 Power Points [11 under] ----- Heroditus Fabricus Stylianos Stylianos = “pillar” Sophomore 2019-20 Junior 2020-21 Senior 2021-22
  7. In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn. Character: Mister Strix Power Level: 13 (Built as PL8) Tradeoffs: None Power Points: 206/216PP Unspent Points: 10 Alternate Identity: Gaetano “Guy” Giordano (Deceased) Identity: Secret. The public is not aware that either Gaetano Giordano or Mister Strix are undead, or that they are the same person. Legal Status: Deceased USA citizen with no criminal record. Birthplace: Bedlam City, Wisconsin, USA Base of Operations: Bedlam City Residence: An abandoned, boarded-up house on Ash Street. The only sign of habitation is his casket sitting in the basement. The entrance to the basement is blocked with heavy debris. He accesses the house and the basement with Mist Form. Occupation: None Affiliations: Father Cesare Messina (Retired Catholic priest, Friend) Family: Doctor Adriana Aparo (Widow), Luna Giordano née Gallo (Mother), Massimo “Mo” Giordano (Father), Matteo “Matt” Giordano (Older Brother), Flora Russo née Giordano (Older Sister), Rafael Giordano (Younger Brother, Deceased). Matt and Flora are both married, with children. Adriana has re-married, and she has a child with her new husband. DESCRIPTION Age: 37 (Date of Birth: 1981) Apparent Age: 31 (Date of Death: 2012) Gender: Male Ethnicity: (Sicilian) Italian-American Caucasian Height: 6’2” Weight: 180 lbs. Hair: Black Eyes: Black His superhero costume consists of a white skintight jumpsuit, mask, and cape. The chest of the jumpsuit is emblazoned with a white crescent moon set against a black circle. The edges of the cape and gloves are cut with notches suggestive of the feathers on a bird's wings. The gloves are fingerless. The mask covers his entire head except for his jaw and the lower half of his face. It has a shape similar to the feathers on the head of a horned owl. The bottom of the mask comes to a hook with a slight downward curve resembling a raptor's beak. Overall, it looks like a photo-negative version of the original Raven’s costume. Out of costume, a fan of old movies might compare him to a young (and underslept, and possibly ill) Lee Van Cleef or Basil Rathbone. His flesh is unnaturally pale, and always cold to the touch, regardless of any physical activity or environmental factors. When visible, his veins appear to be black. His build is slender. He was never bulky in life, and when he transformed, most of his fat burned away, and most of his internal organs shriveled and atrophied. His face is all sharp angles, with high, prominent cheekbones, a large nose, and a narrow, pointed chin. His hair is dark, and perpetually messy. (Since he has no reflection in mirrors, even if he had much reason to style his hair, he wouldn't be able to see what he was doing.) He has thick eyebrows, perpetually arched over eyes set deep in their sockets, eyes which always seem to be surrounded by shadows, regardless of the angle or intensity of light in the area. The irises of his eyes are completely black, indistinguishable from the pupils. The center of his eye is one solid black disk. His hands are slightly larger in proportion to the rest of his body than they should be, the fingers slightly longer. His voice is a deep baritone, surprisingly deep for someone of his size. When he feeds or uses his powers, his appearance becomes even more overtly monstrous. His veins bulge and darken. The blackness at the center of his eyes spreads to cover the entire eyeball. His mouth, canine teeth, and tongue all double in size. His voice deepens by at least a full octave, and echoes independent of the local acoustics. When he growls, he sounds like a tiger. HISTORY Guy Giordano’s life ended just as it was about to begin. Gaetano "Guy" Giordano was born the third of four children in an Italian-American family living in Stark Hill. The family all attended the local Catholic school and church. His mother was a librarian turned homemaker, and his father was a "made man" in the Scarpia crime family. Guy was closest with his younger brother, Raphael, and his mother, whom they both took after, being more gentle and scholastically inclined than their brutish father and older brother or their scheming "queen bee" older sister. When they grew up, Guy became a doctor, while Raphael became a priest. Guy went to college and medical school in Chicago and Detroit, and earned a doctorate in emergency medicine alongside Adriana Aparo, his fellow student. After they completed their residency, they got engaged, spent a year working with Doctors Without Borders in Libya and the Congo, then moved back to Bedlam, got married, and bought a house. They were just about to start trying for their first child when Guy got sick and died. Unbeknownst to his family, Guy's younger brother Raphael wasn't just a priest, but a Vatican-sponsored monster-hunter. Raphael had destroyed a powerful elder vampire, and the even older and more powerful vampire who had created that elder took his revenge and replaced the lost member of his "family" by killing Raphael's favorite brother and turning him into a vampire. Raphael was no match for the vampire, who only ever identified himself as "Johann." He ambushed Raphael at the cemetery where Guy was buried. Guy dug himself out of his own grave, emerging in a mindless feeding-frenzy, and Johann made sure that Raphael was caught helpless in Guy's path. Guy drained his little brother dry. After Guy's bloodlust faded and he cried out in anguish over what he'd done, Johann wished him a taunting "Happy Birthday" and stabbed him in the heart with a wooden stake, putting him in a coma. Then he locked Guy's unconscious body in a box and left it there for five years. When Johann finally took the stake out of his heart, Guy woke up, but he had no idea how much time had passed. He ran home, only to learn that his wife lived there with her new husband and their child. He fled the scene before anyone spotted him. Johann laughed, taunted him with another "Happy Birthday," and vanished. Guy spent the next year living in the shadows of Bedlam. He spent days sleeping in sewers, abandoned basements, and hastily dug holes in the dirt, rarely staying in the same place twice. He spent the nights spying on his family and his widow, and through a mix of research and trial and error, figuring out how much time had passed, what had happened to him and what he could do. When he drank Raphael's blood, he absorbed his memories, so he knew that he was a “vampire,” but that could mean a hundred different things. He spent many nights at local libraries, catching up on recent history and researching his “condition.” An academic at heart, he felt “at home” there, and since he could ignore alarms and surveillance equipment, hypnotize guards, and slip through locked doors as a cloud of mist, he had the run of the place. When he needed blood, he would grab sewer rats, or hypnotize the employees at the less ethical animal “shelters,” so he could drain the cats and dogs already scheduled for execution. At first, he made the mistake of trying to subsist entirely on animal blood. But he learned the hard way that the inferior quality (for his purposes) of animal blood would only satisfy his undead body for so long. After the first time he snapped and almost killed a random person on the street, he made an effort to regularly infuse his diet with human blood. He limited his human feeding to whatever criminals and corrupt cops he could find, often guys he recognized as his father’s employees and associates. At one point, he decided that he needed to be destroyed, and even if suicide was a sin, the greater sin would be continuing to live as a monster. So he fought through his instinct to sleep during the day, and he tried to walk out into the sun. He was terribly burned, but he discovered that his undead body had a powerful instinct for self-preservation, one he could not overcome. He fled the light, slept deeper and woke up thirstier than ever before, and by the time he regained the capacity for rational thought, he was standing over the half-drained body of what was now the second random person he had almost murdered. After that debacle, he stopped trying to kill himself. During a chance encounter near the end of his first year as a vampire, he saved the life of a 70-year-old retiree and "supply priest," Father Cesare Messina. Father Messina quickly became his friend and confidant, the only source of human interaction for him since his death. Father Messina felt that it was his duty to help Guy figure out God's plan for him, even if that just meant praying for him and chatting with him over coffee. Father Messina reminded him that the best way to heal one’s own pain was to help others with theirs. As they spoke, an idea formed between the two of them. Guy could do what everyone with extraordinary abilities and a secret to protect did to help make the world better: He could put on a mask, and become a superhero, “Like Raven, that guy in Freedom City.” Father Messina was an ornithology enthusiast, so when the subject of superheroes came up, Raven's was the first name that came to his mind. Of the decorations in Father Messina's home, the pictures and sculptures of owls outnumbered the Christian imagery by at least ten to one. With little prompting from Guy, Father Messina practically gushed about how owls were found all over the world, in all kinds of environments, and how they appear in the myths of almost every culture on the planet, usually as demons or psychopomps. Guy mentioned a local legend he’d heard in the Congo about how owls hunted humans to eat their souls. That reminded Father Messina that while the more popular modern vampire myths describe them transforming into bats, in older stories, they turned into owls. Just like that, Guy knew what form his disguise should take. The tailor who would later craft it was hypnotized to misremember the job, but he was well-paid. "Mister Strix" was born. At the start of this new chapter in Guy's life, Johann reappeared, attacking him without warning and beating him almost to a second death. Then Johann laughed, taunted him with yet another "Happy Birthday," and disappeared. To Guy's surprise, he laughed too. Johann’s assault had an oddly invigorating effect on him. If Johann was still trying to break him, that meant he wasn't broken yet. His conversations with Father Messina had given him a new sense of purpose, but Johann’s beating gave him a new sense of hope. His existence might be evil, but he could still do some good with it. He might not be a doctor anymore, he wasn't going to let that stop him anymore from doing the same thing in death that he used to do in life: Try to save people. PERSONALITY & MOTIVATION Like any good Catholic, the primary driving force in his life has always been guilt. When he was a child, it was guilt over the apple, and the crucifixion, and not being the son his father wanted. When adolescence opened his eyes a little wider, it was guilt over who his father was and how he made his money. He became a doctor and went to war zones so that he could try to save more lives than his father had destroyed. Now it’s guilt over what he is and what he has to do. In life, he was quiet and gentle, but determined. He always tried to put others before himself. People always told him he was “a good listener.” He loved his wife. He loved his family, even if he didn't like them. He inherited his mother’s love of books, opera, traditional French and Italian cooking, and when he got older, coffee and wine. He always seemed to have his nose in a book. He’d lived in war zones, but he’d never really been in a fight. He'd never wanted to hurt anyone. In death, everything that used to define him or bring him joy has been stolen from him, and he's become a predator who leaves ruin in his wake, a danger to everyone around him. Violence now feels as natural to him as breathing used to, and the only thing that truly brings him joy anymore is sinking his fangs into another person’s neck and sucking the blood out of their veins. He hates the thing he’s been turned into, and the things who turned him into it. He’s trying to make the best of it. POWERS & TACTICS He is an unskilled brawler, relying entirely on the animal instinct and enhanced physical prowess he gained when he became a vampire. Everything he “knows” about fighting, he learned from movies and television. Popular culture is also his main source of “knowledge” about his own condition. He’s studying all the relevant history and mythology he can get his hands on, but it’s a slow process. The vampire who killed him didn’t tell him anything. Most of what he can do either comes from pure instinct, or is something he read about and decided to try that worked, either immediately or with practice. He is undead, preserved and animated by the life-consuming energy that is the pure darkness of the Schattenwelt, in a process fueled by blood magic. His undead body is far more resilient than his human body was. His skeleton is harder than stone, but just as light as human bone. His flesh feels human to the touch, but displays a resistance to cutting or puncturing more akin to silk, thick leather, or Kevlar. His body somehow metabolizes the blood he drinks to sustain his existence, keep him preserved, heal his wounds, and alter his body in ways he is only beginning to explore. He can increase his strength, speed, and agility to superhuman levels, grow claws that can shred metal and stone as if it were paper, or transform into a cloud of mist. His blood can also heal the wounds of others (a Healing power stunt off of his main array), though consuming his blood can bring unpredictable side-effects (a temporary Complication for the other character). He also has some psychic powers. He can broadcast a psychic command which forces the minds of others to ignore his presence. He can more directly hypnotize anyone who looks him in the eye, forcing them to obey all his commands and re-writing their memories. When he pierces a living creature's skin with his fangs and sucks out their blood, he triggers a rush of endorphins which overwhelms his victim with intense pleasure. This makes it difficult for his victim to understand what is happening or to remember it clearly after the fact. Since his blood can heal wounds, he can use his fang to cut his tongue, then lick the puncture wounds closed with the transfer of blood. This combination allows his feeding to go mostly undetected. Like a shark, he can sniff out even tiny amounts of blood from far away. The smell and taste of blood can give him the type of information about its owner that would make a crime lab jealous, and when he tastes blood, he can tap into any psychic resonance it has absorbed, experiencing the memories of its original owner like they were his own. He can see in the dark because he is Darkness. When he makes a scary face and roars, hardened soldiers will run, hide, and lose bladder control, because he’s giving them a glimpse of the literal Abyss, and when they look into his eyes, they don’t just see “darkness,” but “The Darkness.” He’s also learned the hard way that he has just about every quirk and weakness that’s ever been attributed to vampires in folklore. He doesn't have to worry about running water or being invited into a home, but that’s about it. COMPLICATIONS Achilles Heels & Weaksauce Weaknesses: Certain plants, objects, and symbols of mystical and religious significance will repel him, interfere with his movement, and cause him pain and injury. He cannot stand them, even if they were a source of joy or comfort in his mortal life. Daylight Fire Garlic: All parts and states of the garlic plant affect him: The flower and the bulb, whether living, freshly harvested, or even ground into dry powder. Unlike most plants, garlic never withers or dies merely from being in his presence. Holy Symbols & Blessed Items: Holy symbols and items affect him at the GM’s discretion, on a case by case basis. Generally, the holy symbol must belong to a “Good” deity, or a deity whose portfolio includes concepts such as “Healing,” “Life,” “Light, or “The Sun.” Foods and liquids which have been “blessed,” such as holy water, or which have ritual significance, such as the wine and wafers used in Communion, will also affect him. Holy symbols and items will affect him even if he, or the character wearing or wielding them, do not believe in (or even know of) the religion with which they are associated. However, if he attempts to force his way past the holy object and some sort of opposed check is required, a wielder who knows, believes in, or reveres the deity associated with the holy item will have a better chance of winning the opposed check than a wielder who is ignorant, skeptical, or blasphemous. Jade Mirrors: He has no reflection. Like machines, mirrors do not register his presence. If he can exert enough willpower to stare into a mirror, then a vague, blurry semblance of his visage may briefly appear, only to vanish as soon as he turns away. This effort may cause the mirror to crack, or even to shatter. Mirrors also sometimes break even if he briefly glances at them, or passes by them without peek. Salt: Pure salt will affect him, but saltwater will not, nor will food with a high salt content. Silver Wolf’s Bane: See “Garlic,” above. Everything described there applies to wolf’s bane as well. Wooden Stakes: He can be incapacitated if his heart is impaled with a piece of wood. It doesn't matter if the “stake” is made entirely of wood or not, so long as the part lodged in his heart is composed of pure, whole wood. An arrow or spear with a steel head and a wooden shaft would work, but a piece of compressed particle board would not. Wood and wooden implements do not cause him any of the fear, discomfort, or damage described below, and staking his heart is the only circumstance under which a wooden weapon will overcome his resilience or regeneration. Wood does not limit his movements, and touching it does not harm him. He already has drawbacks and flaws to account for how these items can suppress his powers, penetrate his defenses, and inflict wounds which are slow to heal, and since those traits already provided a power point discount, they do not count as complications. However, these items can have other effects which would count as complications: He cannot stand to look directly at these items. As soon as he sees them, the GM can force him to make a Will save against an Emotion Control (Fear) effect, which may cause him to flee the scene entirely. He cannot knowingly or willingly attempt to touch any of these items, or even to advance to within touch-range of them. He must stay at least 10 feet away. (If the item is hidden from him, then he can unknowingly approach it or touch it.) The GM can force him to save against Damage and/or some other attack effect if he touches any of these items or their shadows, or if the ingests them, or the blood of someone else who has recently ingested them. If another character wears or wields any of these items, then he cannot attempt to physically touch them, or anyone behind them. (As reflected with his Power Loss drawbacks, he also cannot bite them or use his mind control powers on them.) He cannot attempt to directly remove or destroy the items. Another character who wields these items can advance toward him, forcing him to withdraw. If he is bound with these items, or with bonds infused or plated with these materials, then he cannot untie or break those bonds, no matter how objectively flimsy they may be. He may not even be able to lift them. (As reflected with his Power Loss drawbacks, such bonds will also suppress most of his powers.) If these items are mounted on, above, or around a door, window, or other portal, then he cannot pass through that portal, even in his mist form. If these items are placed on top of the lid to a container, or tied or wrapped around it, then he cannot open that container, or enter or exit it in his mist form. If these items are arranged in a circle, then he cannot cross that circle. He cannot step over it, and he cannot fly over it in his mist form. A circle around another character can protect that character from him, while a circle around him can trap him. He can attempt to overcome these limitations, forcing his way past these items, or even forcing himself to touch them, with a focused act of will, most likely represented by a Will save. If these items are being wielded by another character, then the GM can force him and that other character to make an opposed check, most likely Charisma. This effort may cause him harm whether it is successful or not, so he may also have to save against Damage or some other attack effect. If his act of will is successful, then he can temporarily overcome the limits to his freedom of movement, and these items may be damaged, or even destroyed. They may bend, crack, shatter, melt, or burst into flame. Addiction (Blood): He doesn't just need blood. He wants it. He loves it. It is as much his drug as it is his sustenance. The GM can decide that he's thirsty, give him a Hero Point, and then give him a circumstance penalty on a check to represent how difficult it is for him to focus on other tasks when he’d rather be drinking blood. When blood is available, the GM can give him a Hero Point, and then force him to make a Will save to resist the urge to lap it up or suck it down. He can also cause Addiction complications for other characters. They can become addicted to the euphoria of being fed upon by him, or they can become addicted to consuming his supernatural blood. Chill of Undeath: Since his Environment Control (Cold) power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his cold aura may cause complications for other characters. Enemies: Archnemesis Dad: His father is a captain in the Scarpia family syndicate. His surviving brother works with him, as does his sister's husband. When he was alive, he refused to participate in his father’s criminal activities, but he didn't interfere with them either. When he died, so did his ambivalence. Now he’s determined to dismantle everything his family helped build. Burn The Witch!: The secret monster-hunting arm of the Catholic Church knows that his brother killed a vampire, and that soon after, he and his brother were both killed in circumstances which sounded suspiciously like retaliatory vampire attacks. It’s been a few years since then, but if they hear about anything that sounds like a vampire in Bedlam, they will follow up. I Hate You, Vampire Dad!: “Enemy” isn't quite the right word. His sire, "Johann" (real name unknown), is working toward a long-term goal of making him part of Johann's "family." To Johann, that means an unholy combination of child, friend, and lover. Unfortunately for him, Johann doesn't think he’ll realize his potential as a vampire until his human spirit is broken and stripped away from him by a conga line of trauma and disappointment, a process Johann expects to take at least a hundred years. Johann shows up once a year like clockwork to beat him within an inch of his life as a celebration of his "birthday" as a vampire. In addition, Johann will, seemingly at random, send various minions, pawns, or even other “children,” to torment him in some way. They might attack him directly, provide aid to his enemies, or harm something or someone he cares about (including Bedlam City itself). Electromagnetic Ghosts: Since his Obscure power has the "Uncontrolled" flaw, it does not generate Hero Points for him. However, his aura of interference with mechanical senses may cause complications for other characters. Enemy To All Living Things: While machines seem to simply ignore him (as represented with his Permanent Concealment from them), nature seems to actively resent him. Animals universally hate and fear him, unless they have consumed his blood, or are under the effect of some sort of mind control power. They will flee from him, attempt to scare him away, and/or attack him. He automatically fails any Handle Animal or Ride skill checks. (See, also, “Walking Wasteland,” below.) Glamour Failure: He has quirks which either explicitly reveal him to be a supernatural creature, or at least create a subconscious “Uncanny Valley” effect, making humans deeply uncomfortable in his presence. The air is unnaturally quiet around him because of all the normal sounds his body doesn't make, and he lacks several signs of life that most observers would take for granted. The GM may give him penalties to checks involving social interaction, or declare such checks to be impossible. Indifferent or even Friendly NPCs could turn Hostile, attacking or fleeing. Many of those features are already mentioned in "Description," above, and others are described in other Complication entries. He never casts a shadow, regardless of the level or angle of light in the surrounding area. His hands and fingers appear to have normal friction ridges, yet his touch never leaves prints. His footsteps never leave tracks, or make a sound. He does not breathe, cough, sneeze, or yawn. (This is particularly noticeable in winter.) His heart does not beat. He has no pulse of any kind. He does not sweat. When he is wounded, his skin does not bruise, and his cuts do not bleed. He will only bleed if decapitated or staked through the heart. His blood is so dark that it mostly appears to be black, only showing red when light hits it at just the right angle. If he cries, the tears are blood. His body does not age. If viewed with Infra-Vision, his body always appears to be colder than his surrounding environment, no matter what that environment may be. Most machines seem to ignore him. He has no reflection in mirrors, or any other reflective surface. He does not show up in photographs or on video cameras, film or digital. His voice cannot be heard in auditory recordings, or through microphones, telephones (cellular or land-line), or radios. He doesn't show up as a blip on any kind of radar or sonar. He can walk freely through the laser, infra-red, and microwave beams used by motion detectors without them registering his presence. Automatic doors won’t even open for him. A gas chromatograph mass spectrometer can at least attempt to analyze samples of his tissues, and mechanical components like buttons which detect physical pressure will recognize the force his touch exerts upon them, but that seems to be the extent to which machines recognize or acknowledge him. Note: Aside from his lack of reflection, this is the result of the Permanent flaw on his Concealment against machine senses, so he should not receive any Hero Points for it. However, it may be a complication for other characters. For example, a robot or cyborg ally, whose eyes are mechanical cameras and whose ears are mechanical microphones, may receive a Hero Point in exchange for not being able to see or hear him. Heavy Sleeper: When the sun is in the sky, it is almost impossible for him to stay awake, and once he falls asleep, he stays asleep. Instead of suffering the usual -10 Notice penalty while asleep, he automatically fails Notice checks. Other characters can even lift or manipulate his body without waking him up. Nothing less than a direct attack on his body will disturb his daytime slumber. I Do Not Drink…Wine: His Immunity to Fortitude effects includes Immunity to Starvation and Thirst, but not only does he not need to eat or drink, he physically cannot. If he tries to consume food, or if he tries to drink any liquid other than blood, then he will quickly vomit it back up, along with some of his own stored blood, and the GM can also force him to save against an attack effect, like Nauseate, or even Damage. Involuntary Transformation (Berserk Rage): His undead body has instincts for predation and self-preservation more powerful than those of any living creature, and more powerful than his moral compass. When he attempts to resist those instincts, the GM can force him to make a Will save. Failure can result in a complication for him and/or for others. Starvation can cause him to be overcome with bloodlust, to the point of mindlessly attacking the next human he encounters, without caring if his prey survives the encounter or not. Potential causes of “starvation” include simply going too long without drinking blood, trying to subsist for too long on blood of low quality (animal blood, refrigerated blood bags, etc.), or depleting the blood stored in his body by using it to fuel his powers. When exposed to one of his weaknesses, especially fire or sunlight, he feels a powerful primal urge to flee from it. If he is unable to summon the willpower to endure its presence, then during his flight, he may brutally attack anyone who gets in his way, whether they meant to or not. Once he is out of danger, he may then be overcome with bloodlust, as if he were starving, as his scared inner animal seeks to re-assert control over its surroundings. Made of Evil: He is that which should not be, but is. He is a monster, an abomination, a dead thing preserved and animated with the life-consuming darkness of the Schattenwelt. Any powers which “Detect Evil” will show him as such, and any powers which “Protect From Evil” or “Smite Evil” will affect him as if he were applicably “Evil,” regardless of his actual conduct or inner sense of morality. Any power such as “Aura Vision” which can detect the presence or state of a “soul” will show his to be present, but shredded, hanging in tatters, and stained by shadows and blood. Mainlining The Monster: Some view him as a monster to be destroyed, but others see him as a resource to be exploited. His blood and body could be used as a component for countless magical spells, rituals, potions, or other items. When ingested or injected by a living creature, his blood can act as a powerful and potentially addictive drug. The specific effects vary depending on the person, the amount consumed, and the GM’s whims. It can act as a stimulant or a narcotic. It can cause euphoria, hallucinations, and/or uncharacteristically aggressive or deviant behavior. It can even heal wounds, cure diseases, or grant temporary powers, such as Enhanced physical abilities, or Immunities like Aging and Disease. It can also create a temporary psychic link, and a temporary stain or “taint” on the user’s “soul” or “aura” with a "negative resonance." Prejudice: If someone does learn that he is a vampire, or that his family is part of the Bedlam Mafia, it could cause them to mistrust him (and they might not be wrong). Conversely, if he learns that another character is also a vampire, or some other sort of undead creature, then this can be a complication for them, because his default reaction will be homicidal violence. Relationships: His wife thinks he’s dead. She’s remarried. She has children with her new husband. But he still cares about her, and by extension, her new family. He still cares about his family too, even the mobsters. He keeps tabs on all of them, and he will leap to their aid if they are in danger. Father Cesare Messina, the retired priest, is the only friend he's made since his death. He will drop everything to help Messina. But the priest’s secret association with him could cause problems for both of them. Secrets: It is not public knowledge that Gaetano Giordano is Mister Strix, or that either of them is a vampire. As far as most people know, Gaetano Giordano is still buried in his grave. Unlife: Even though he has no Constitution score and Immunity to Fortitude effects, he still needs to sleep, and he still needs “food” in the form of blood. He only gets restful sleep if he has complete shelter from sunlight, and if his resting place includes soil from his homeland. He does not need to be buried; a thin layer of dirt spread out under him is sufficient.When he drinks blood, his undead body stores that blood in his heart. His body consumes a small amount of that stored blood every night to preserve his corpse, and a greater amount to heal his wounds and fuel his powers.After a day without sleep and/or three days without blood, the GM can inflict negative conditions upon him, like Fatigued or Exhausted, cumulative penalties on certain checks, and/or temporary ability damage. The GM may allow him some sort of check to delay or lessen these effects, akin to the Constitution checks and Fortitude saves mortals can make to resist the damage caused by neglecting their physical needs.He will not be destroyed by starvation or lack of sleep, but the supernatural preservation of his body will be disrupted. At first, he will start to look sick. Then, he will begin to age. Finally, he will start to decay. Eventually, his flesh will wither away and slough off completely, leaving little more than a fanged skeleton. Eventually, he won’t have eyes or a tongue, but he will still be able to see and speak. Once he finally gets the blood and restful sleep he needs, the decay will gradually reverse. If his soft tissues have rotted away, then his bones will absorb the blood he “drinks" directly. The decay will reverse at roughly the same rate at which a mortal would recover from starvation and/or sleep deprivation.His ideal sustenance is the blood of a living human (or humanoid alien with genetic similarity sufficient to produce viable offspring with a human), taken directly from that human’s veins, ideally while the human is experiencing some sort of intense emotion. The further his feeding deviates from that ideal, the less nourishment and satisfaction he derives. He can consume blood from cold storage, so long as that stored blood would be safe to transfuse back into a living human. He cannot feed on necrotic or coagulated blood, and attempting to do so will cause him to vomit as if it were human food (see “I Do Not Drink…Wine,” above). He can feed from vertebrate animals and aliens which have “blood” (the fluids of arthropods, for example, would not work), but it is not as satisfying, or as efficient; it would take multiple units of animal blood to equal the same “nutritional content” as one unit of human blood. The blood of living supernatural creatures, such as faeries, werewolves, or dragons, on the other hand, tastes better than human blood, provides more efficient nourishment, and may also have side-effects at the GM’s discretion. Potential side-effects include addiction, inebriation, temporary insanity (hallucinations, berserk rage, etc.), and temporary Boosts to his existing powers, and temporarily gaining new powers. Depending on the individual, the blood of human mutants and mutates, powerful aliens, and, depending on their descriptors, even other vampires, may have the same effects. Walking Wasteland: Since he is infused with the life-consuming dark energy of the Schattenwelt, his very presence can be hostile to life. At his touch, or even in his passing, non-animate plants (except for garlic or wolf’s bane) may wither, or even melt or crumble into ash, while food and drink such as bread, milk, cheese, or wine (but never salt) may spoil or rot. Animals which happen to be pregnant may spontaneously miscarry. ABILITIES 20PP Strength: 26/14 (+8/+2), 36/14 Lifting (Heavy Load: 3,680 lbs. [1.84 tons] / 175 lbs.) Dexterity: 26/14 (+8/+2) Constitution: - Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +8/+2 (+8/+2 Dex) Attack: +4, +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +6 Claws/Fangs Grapple: +18/+6 (+8/+4 Melee Attack, +8/+2 Strength, +2 Super-Strength) Defense: +8/+4 (+4 Base, +4 Enhanced), +4/+2 Flat-Footed Knockback Resistance: 8 Here is a new DC chart for the "Combat" section reflecting the changes: ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Claws/Fangs Touch DC25 Toughness (Staged) Damage (Physical, Lethal, Incurable) Blood Drain Touch/Grapple DC18 Fortitude* Drain Constitution* Opposed Will vs +8** Mind Reading DC18 Will (Staged)** Sickened/Nauseated/Incapacitated Glimpse of The Abyss Touch/Area (Visual Perception) DC18 Reflex Avoided DC18 Will (Staged) Shaken/Frightened/Panicked Hypnotic Eyes Perception (Visually Sense-Dependent) Opposed Will vs +8** Mind Controlled DC18 Will** Transformed (Memory Altered) Psychic Invisibility Personal DC18 Will*** Total Concealment from all non-Mental type senses *This saving throw is not Staged, because he can only drain 1 Constitution rank per round, regardless of the margin by which the victim failed their save. **Because the two Linked effects target the same saving throw (Will), the victim makes one saving throw and compares it against the DC for both effects. This effect has one static DC and one DC determined by a power check, so it is possible that the victim will successfully save against one of the linked effects but fail to save against the other one. ***Creatures with Intelligence 0 are unaffected. Creatures with Intelligence 1+ only get a saving throw if he does something to draw attention to himself. Machines with Intelligence 0 are also unaffected, but he has a separate, permanent Concealment effect against all Auditory, Radio, and Visual-type machine senses. SAVING THROWS 5PP Toughness: +8 (Impervious) Fortitude: - Reflex: +8 (+8 Dex, +0PP) Will: +8 (+3 Wis, +5PP) SKILLS 32R = 8PP Craft (Culinary) 1 (+5) Handle Animal 0 (-) Intimidation 1 (+13/+5, +15 Deathly Aura) Knowledge (Arcane Lore) 1 (+5) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Pop Culture) 1 (+5) Knowledge (Streetwise) 11 (+15) Knowledge (Theology & Philosophy) 1 (+5) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 5 (+8) Notice 1 (+12/+4) Ride 0 (-) Search 0 (+12/+4) Sense Motive 0 (+12/+3) Stealth 0 (+15/+2) FEATS 2PP Benefit (Legally Deceased) Interpose Enhanced: Attack Focus (Melee) 4 Evasion 2 Hide In Plain Sight Takedown Attack 2 Veteran Rewards: Equipment 7 (35EP) EQUIPMENT 7PP = 35EP POWERS 168PP Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Enhanced Defense 4 (Extras: Linked [Enhanced Dexterity, Enhanced Feats], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency:Common]) [6PP] Enhanced Dexterity 12 (Extras: Linked [Enhanced Defense, Enhanced Feats]) [12PP] Enhanced Feats 9 (Attack Focus [Melee] 4, Evasion 2, Hide In Plain Sight, Takedown Attack 2, Extras: Linked [Enhanced Defense, Enhanced Dexterity])[9PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Agility, Superhuman Speed, Undead) Enhanced Skills 40 (Intimidation 8, Notice 8, Search 8, Sense Motive 9, Stealth 7, Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Fearsome Visage, Necromancy, Shadow, Super-Senses, Undead, Unnaturally Deep and Resonant Voice) Enhanced Strength 12 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [10PP] Super-Strength 2 (Lifting Strength: 36, Heavy Load: 3,680 lbs. [1.84 tons], Extras: Linked [Enhanced Strength]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Environment Control 2 (Cold [Intense], Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled) [1PP] (Descriptors: Black Magic, Blood Magic, Cold, Darkness, Death, Evil, Necromancy, Shadow, Undead) Features 3 (Deathly Aura*; Touch does not leave prints; Wounds do not bleed) [3PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) *See "Death Powers" in Power Profiles. Healing 1 (Extras: Action 4 [Reaction], Affects Objects, Restoration, Total Flaws: Limited [Objects], Personal, Source [Blood]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Undead) Immunity 30 (Fortitude effects) [30PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Impervious Toughness 8 (Flaws: Limited [Effects with one or more of the following Descriptors inflict Penetrating damage: “Acid”; Attempts to impale him through the heart with a "Wooden Stake"; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Regeneration, Shadow, Superhuman Resilience, Undead) Leaping 3 (x10, Running Long Jump: 180ft, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Strength, Undead) Obscure 2 (Sense Types: Auditory, Radio, and Visual, Area: 10ft radius, Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Limited [Machines], Partial, Range [Touch], Uncontrolled) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Electromagnetic Interference, Evil, Necromancy, Shadow, Undead) Protection 8 [8PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Resilience, Undead) Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 12 (Recovery Rate: Injured 6 [1/round, No rest], Disabled 6 [1 round], Flaws: Limited [Effects with one or more of the following Descriptors inflict Incurable damage: “Acid”; “Blessed/Celestial/Consecrated/Holy”; “Disintegration”; “Fire”; “Garlic”; “Jade”; "Natural Weapons" of "Supernatural Creatures", such as the Claws, Fangs, and/or Horns of Demons, Dragons, Faeries, Vampires, or Werewolves; “Salt”; “Silver”; “Wolf’s Bane”]) [6PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Regeneration 8 (Resurrection 8 [1 round], Flaws: Limited [If decapitated, he requires outside aid to reunite his head and body before he can resurrect; If impaled through the heart with a wooden stake, or a blade or bullet made from his other weaknesses, he requires outside aid to remove the "stake" before he can resurrect; He requires outside aid and extra time to resurrect if his body is completely burned, disintegrated, or dissolved]) [4PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Superhuman Speed, Undead) Super-Movement 1 (Trackless) [2PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [1PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Super-Senses 11 (Acute Analytical Tracking Smell/Taste, Darkvision, Microscopic Vision, Postcognition [Flaws: Medium {Blood}], Ultra-Hearing, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including one or more of the following Descriptors: “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane”; Frequency: Common]) [7PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Vampire Power 8 (16PP Array, Feats: Alternate Power 4) [20PP] (Descriptors: Black Magic, Blood Magic, Darkness, Death, Evil, Necromancy, Shadow, Undead) Base Power: [16PP] (Additional Descriptors: Blood Divination, Blood Drain, Euphoria) Drain Constitution 8 (Extras: Linked [Mind Reading, Nauseate], Flaws: Limited [1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss 3 [While exposed to Daylight, he can only bite with a regular unarmed attack, which will not have any euphoric effect on the victim; Cannot attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot attempt to bite any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Mind Reading 8 (Extras: Action [Standard], Linked [Drain, Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple) [2PP] Nauseate 8 (Extras: Alternate Save [Will], Linked [Drain, Mind Reading], Flaws: Requires Grapple) [8PP] Alternate Power: [6 + 7 = 13PP] Autofire Strength 8 (Drawbacks: Power Loss 2 [Lost while exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [6PP] (Additional Descriptors: Super-Speed) Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Claws and/or Fangs; Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss 2 [While exposed to Daylight, he cannot create claws, and his bite is a regular unarmed attack; Cannot create claws or attempt to bite anyone while he is Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [7PP] (Additional Descriptors: Claws, Fangs) Alternate Power: [7 + 2 = 9PP] Concealment 10 (All Non-Mental type Senses, Flaws: Phantasm, Feats: Selective, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common], Progression [Counter Rank / Save DC] 2 [-2 = Rank 8 / DC18]) [7PP] (Additional Descriptors: Hypnosis, Mind Control, Psychic Invisibility) Emotion Control 8 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [2PP] (Additional Descriptors: Fearsome Visage, Glimpse of The Abyss) Alternate Power: [15PP] (Additional Descriptors: Mist Form) Flight 2 (25MPH, 250ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss 2 [Lost while Exposed to Daylight, or while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Frequency: Common]) [3PP] Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP] Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP] Alternate Power: [14PP] (Additional Descriptors: Hypnotic Eyes, Psychic) Mind Control 8 (Extras: Conscious, Duration [Sustained, Lasting], Linked [Transform], Mental, Flaws: Action [Full], Distracting, Sense-Dependent [Visual], Feats:Subtle, Drawbacks: Power Loss 3 [Lost while Exposed to Daylight; Lost while Restrained with bonds including the “Blessed/Celestial/Consecrated/Holy”, “Garlic”, “Jade”, “Salt”, “Silver”, and/or “Wolf’s Bane” descriptors; Cannot be used against any character wearing or wielding "Fire", a Mirror, or an item with any of the aforementioned descriptors, or anyone hiding behind that character; Frequency: Very Common]) [6PP] Transform 8 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Linked [Mind Control], Mental, Range [Perception], Flaws: Action [Full], Distracting, Sense-Dependent [Visual]) [8PP] DRAWBACKS -13PP Vulnerability ("Blessed/Celestial/Consecrated/Holy" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability ("Fire" effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability ("Silver" effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daylight, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6], Time: 1/round) [-8PP] Weakness (Healing effects without Descriptors which identify them as being "Evil", "Unholy", or otherwise beneficial to the "Undead" do not work on him, even if they have the "Affects Objects" extra, and they also inflict Damage of equal rank; Frequency: Uncommon, Intensity: Minor, Time: Instant) [-1PP] Abilities (20) + Combat (16) + Saving Throws (5) + Skills (8) + Feats (2) + Powers (168) – Drawbacks (13) = 206/216 Power Points
  8. Justice Power Level: 11 (153/164PP) Unspent Power Points: 11 Trade-Offs: Justice Armor [+3ATK / -3DC (Justice Shot), -2ATK / +2DC (Justice Kick)], Stealth Armor [+3ATK / -3DC (Justice Shot), +2DEF / -2TOU], Blaster Armor [+2ATK, -2DC (Justice Shot)] ; No Defensive In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: The Moment - Miracle of Sound ft. Karliene Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) Description: Age: 23 (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin tends wear casual clothes, her Justice Driver belt and a red domino mask to hide her identity. She will often combine this with a hoodie when trying to go incognito, while still being in costume. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. History: Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Personality & Motivation: Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Powers & Tactics: Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile. Power Descriptions: Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The one exception to the rule is Robin's grandmother's amulet, which lets her open portals to Z-Space, and works as a power source for the Justice Driver. The Justice Buster is a slightly over sized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets. The Justice Driver is Robin's prized invention. She can cause a lightweight body armor to appear from the belt, hiding her identity, either by the voice command "Henshin" or by a code entered with her fingerprint on a special program on her phone. Robin has enhanced her design to improve her combat capabilities and flexibility, using the magic power from her grandmother's amulet as a power source for the armor. By opening portals to Z-Space, Robin is able to exchange parts of her armor by remote control, altering her capabilities. She currently has 3 armor configurations: The balanced Justice Armor, the heavily armored and powerful Blaster Armor that improves the power of the Justice Buster and the Stealth Armor, useful for infiltration. Robin has added an utility belt to the Justice Driver, letting her bring a large assortment of gadgets into the field. Complications: Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to. Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP Strength: 10 (+0) / 14 (+2) [w. Justice Armor Form] Dexterity: 14 (+2) Constitution: 14 (+2) / 18 (+4) [w. Justice Driver] Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver) Attack: +4 Base, See below for breakdown Defense: +4 Base, See below for breakdown Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)] Knockback: -2 (TOU 4/2), Justice [-5 (TOU 10/2)], Stealth [-4(TOU 8/2)], Blaster [-11(10 Impervious - TOU 2/2)] Armored Combat Breakdown: Armor Melee Ranged Buster Defense Flat Footed Normal ID +4 +7 +9 +8 +2 Justice Armor +8 +13 +15 +10 +3 Stealth Armor +4 +13 +15 +12 +3 Blaster Armor +4 +7 +9 +8 +2 Saving Throws: 3 + 6 + 6 = 15PP Toughness: +4 (+2 Con, +2 Defensive Roll) (Normal ID) Justice Armor [+10 (+4 Con, +2 Defensive Roll, +4 Protection)] Stealth Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)] Blaster Armor [+12 (+4 Con, +2 Defensive Roll, +6 Protection)] Fortitude: +5 (+2 Con, +3) / +10 (+4 Con, +6) [w. Justice Driver] Reflex: +8 (+2 Dex, +6) / +10 (+2 Dex, +8) [w. Justice Driver] Will: +8 (+2 Wis, +6) Skills: 96R = 24PP Acrobatics 6 (+8) Bluff 6 (+8) Computers 6 (+11) Concentration 6 (+8) Craft [Electronics]Skill Mastery 7 (+12) Craft [Mechanical]Skill Mastery 7 (+12) Diplomacy 6 (+8) Disable Device 6 (+11) Drive 4 (+6) Gather Information 6 (+8) Investigate 3 (+6) Knowledge [Physical Sciences]Skill Mastery 7 (+12) Knowledge [Popular Culture] 4 (+9) Knowledge [Technology]Skill Mastery 7 (+12) Notice 6 (+8) Search 3 (+8) Sense Motive 6 (+8) Feats: 18PP Attack Focus [Ranged] 3 Attack Specialization [Justice Buster] 1 Defensive Roll 1 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology]) Uncanny Dodge [Auditory] Enhanced Feats Improved Initiative Equipment: 4PP = 20EP The Law Rider (Vehicle; Motorcycle) [10EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP] Powers: 5 + 6 + 38 + 8 = 57PP Device 1 ("Grandmother's Amulet"; 5PP Container; Flaws: Easy-To-Lose, Feats: Restricted 2 [Only you can use]) [5PP] (Magic) Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space], Extras: Portal (+2), Feats: Progression [Portal Size] 1) [5PP] (Dimensional, Magic, Z-Space) (Up to 10ft x 10ft portal) Device 2 (Justice Buster; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology) Blast 5 (Justice Shot) [10PP] (Kinetic) Device 9 ("Justice Driver"; 45PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [38PP] (Invention, Technology) Armor Change Array 17 (34PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [35PP] (Z-Space) BP: Alternate Form 6.8 ("Justice Armor"; 34PP Alternate Form) {34/34PP} Damage 10 ("Justice Kick"; Feats: Knockback, Mighty) [12PP] (Bludgeoning Damage Type) Enhanced Feats 2 (Attack Focus [Ranged]+2) [2PP] Enhanced Stats 4 (Strength+4) [4PP] Enhanced Trait 8 (Attack Bonus+4) [8PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] Protection 4 [4PP] AP: Alternate Form 6.8 ("Stealth Armor"; 34PP Alternate Form) {34/34PP} Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology) Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2) [2PP] Enhanced Feats 8 (Attack Focus [Ranged] 6, Dodge Focus 2) [8PP] Enhanced Trait 4 (Defense Bonus+2) [4PP] Protection 2 [2PP] Super-Movement 3 (Trackless, Wall-Crawling 2) [6PP] AP: Alternate Form 6.8 ("Blaster Armor"; 20PP Alternate Form) {34/34PP} Blast Array 7 (14PP Array, Feats: Alternate Power 1) [15PP] BP: Enhanced Blast 6 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 11; Feats: Homing, Incurable) {14/14PP} (Impact Damage Type) AP: Obscure 7 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent) {14/14PP} (Smoke) Impervious Toughness 10 [10PP] Leaping 3 ("Jump Jets") [3PP] Protection 6 [6PP] Enhanced Feats 1 (Improved Initiative) [1PP] Enhanced Stats 4 (Constitution+4) [4PP] Enhanced Traits 5 (Fortitude Save+3, Reflex Save+2) [5PP] Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology) Sample powers Drawbacks: (-3) = -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Driver or Justice Buster; Requires Utility belt to activate) [-3PP] DC Block Name Armor Range Save Effect Attack Bonus Unarmed All Touch DC15 TOU (staged) Damage +6 Unarmed Justice Touch DC17 TOU (staged) Damage +8 Justice Shot Justice, Stealth 50 ft. DC20 TOU (staged) Damage +15 Justice Shot Blaster 50 ft. DC20 TOU (staged) Damage +9 Enh. Justice Shot Blaster 110 ft. DC26 TOU (staged) Damage +9 Justice Kick Justice Touch DC27 TOU (staged) Damage +8 Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (24) + Feats (18) + Powers (57) - Drawbacks (-3) = 153/164 Power Points
  9. Red Lynx Power Level: 10 (157/161PP) Unspent Power Points: 4 Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity(Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 18 (DoB: 12th April 2002) Apparent Age: 18 Gender: Male Ethnicity: African (Dakanan) Height: 6'4" Weight: 225 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 14 + 14 + 14 + 14 + 14 + 14 = 84PP Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 24 (+7) Wisdom: 24 (+7) Charisma: 24 (+7) Combat: 14 + 12 = 26PP Initiative: +5 Attack: +13 unarmed, +11 Melee, +7 base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +18 Knockback: -5/-3 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +10 (+7 Con, +3 Armored Costume) Fortitude: +7 (+7 Con, +0) Reflex: +10 (+7 Dex, +3) Will: +10 (+7 Wis, +3) Skills: 48R = 12PP Acrobatics 7 (+14) Gather Information 2 (+9) Intimidate 7 (+12) Knowledge: Business 3 (+10) Knowledge: Civics 3 (+10) Knowledge: Streetwise 3 (+10) Language 2 (Dakanan [Native], English, Spanish) Notice 7 (+14) Sense Motive 7 (+14) Stealth 7 (+14) Feats: 16PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit 2 (Diplomatic Immunity, Wealth) Dodge Focus 4 Eidetic Memory Hide in Plain Sight Jack of all Trades Quick Change Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty, Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge [Mental]) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited [Half Effect]) [1PP] Leaping 1 (Acrobatic Leap) [1PP] Quickness 1 (Efficiency) [1PP] Speed 1 (Sprinter) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Marungu (melee) Touch DC 24 Toughness Damage Marungu (Thrown)Thrown DC 20Toughness Damage Totals: Abilities (84) + Combat (24) + Saving Throws (6) + Skills (12) + Feats (16) + Powers (13) = 157/161 Power Points
  10. Waverider Power Level: 8 (119/123 PP) Trade-Offs: +2 Damage, -2 Attack(Blast & Drain); +2 Attack, -2 Damage (Nauseate); +2 Toughness, -2 Defense Unspent PP: 4 In Brief: Normal teenage girl with dreams of deaf advocacy back slapped by irony, becomes deaf and mute vibration controller. Residence: Claremont Academy dorms Base of Operations:Freedom City in general with a focus on Bayview Catchphrase: “…” Alternate Identites: Naomi Suleiman Identity: Secret Birthplace: Los Angeles, California Occupation: Student Affliations: Spectacle (Los Angeles street level hero), Claremont Academy in general Family: Armaan Suleiman (a lawyer), Jana Suleiman (a doctor), Saloni Suleiman (currently Pre-Med and engaged), Navin Suleiman (elementary school student) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Indian-American Height: 5’ 5” Weight: 110 Eyes: Dark Brown Hair: Black Description: Naomi is of Indian descent, which means chocolate skin and straight jet black hair. She keeps her hair cut just above her shoulders and her makeup is on the minimal side. Her clothes are quite preppy and put together. Usually a ruffled shirt and cute skirt with some ballet flats and tasteful jewelry. As being a superhero wasn’t in her future plans until relatively recently, she wears a variation on the standard Claremont uniform. The tights have been replaced by relatively loose fitting slacks of the same material. The top is a bit looser of a fit, as well. History: Naomi was born in Los Angeles. No one knew it, but she’d been absorbing vibrations since she was a small bundle of cells in her mother’s womb. Which made the pregnancy slightly more…interesting…than most, but caused no real complications. Growing up, she was the source of the occasional mysterious loud bang, which gradually made her persona non grata among her peers. There were some earthquake scares as well (which really didn’t help), but those weren’t traced to her until later. However, there was one group that didn’t reject her for the occasional weirdness that surrounded her. They were the deaf and hearing impaired kids at her school. So she made friends, and learned sign language explicitly so she could talk to them. She was a normal kid, doing normal kid things. Then it happened. Summer break, 2014. Naomi was waiting for a friend downtown, having planned a beach day. They had agreed to meet at a parking garage, but her friend was late. So she’d stepped into the shade of the parking garage to wait. She felt the vibrations (not that she knew what they were at the time) churn inside her. This had happened many times before. See the mysterious loud noises and odd earthquake scares. The problem was that these were much stronger than before. They…hurt. She leaned against the wall of the parking garage. Her skin touched it, and instantly the mysterious force inside of her ripped its way out, with all the pain that verb implies. It was a sound and quake burst, at the same time, and with more force that she could conceive of. Her eardrums burst immediately. The cilla in her inner ear were smashed down. The bones in her inner ear shattered. The pain was immense. No one wouldn’t have screamed. Unfortunately, that was the last thing she should’ve done. The vibrations had found an easier way out, and tore her larynx to shreds on the way. No parking garage, even in Los Angeles, is built to take that kind of strain. Hell, the surrounding buildings were in trouble. Naomi might have even triggered a real earthquake and endangered the entire city. Except there just happened to be a hero in the area. Spectacle. Claremont class of 2008. The name…didn’t fit his powers. He was stronger, faster, and more durable than any unarmored human could possibly be, but it was his power of infinite capacity (but not infinite rate) energy absorption that saved the day. He chucked his groceries aside, and dove in to save a girl who was having a very bad day. He saved the city. He saved the neighborhood. He saved the girl. He even saved the parking garage attendant. Unfortunately, he couldn’t save the parking garage. It collapsed, crushing all the cars inside of it. Spectacle was not an idiot. He knew the girl, now unconscious, would be blamed. This wasn’t Freedom City. She ought to get away from the justice system, but the civil suits and media coverage would destroy her family. So he got gone, and fast. He dropped her off at a hospital in another district. Spectacle poked his head in now and again, while Naomi was recovering, making it clear in no uncertain terms that they needed to have a conversation. Something Had To Be Done, and such like. When they finally had it, she anxiously begged him not to ship her away just yet. Her parents would never allow it. She had friends here. She was still adjusting to her new life. And so on. He actually had no intention of doing that (otherwise he’d have spoken with someone at Claremont by now), but watched the girl squirm under the idea before announcing he’d train her. Spectacle always wanted a sidekick, after all. When Naomi protested even that much, he told her it was either that or being shipped away. He knew of someone who could be very persuasive, if it came to that. And so Waverider was born. After school training. The occasional easy mission. That sort of thing. When it came down to it, Spectacle was a good teacher, and his energy absorption and overall toughness helped make up for any…mistakes along the way. Until, around the end of the school year, he realized his pupil was growing past his skills. It was sad, but he had to revisit their initial Something Had To Be Done conversation. During this time, Naomi had gotten to know him, and on the whole he wasn’t a bad guy. A skilled and effective hero, who just so happened to be exasperatingly easygoing about everything under the sun. That said his relaxed deadpanning of virtually everything was funny when directed at others. Such as whoever was on the other end at that superhero school he was talking about. Leaving might not be so bad. Her family had grown a bit distant from her, which made some sense. She couldn’t hear them anymore, and sign language was a pain in the butt to learn without a powerful motivation and sufficient spare time to do so. She knew that from personal experience. She also knew the person on the other end of that call (who was growing ever more exasperated, a position with which she both sympathized and found funny) would easily persuade her parents to let her go. And honestly? The prospect was a little exciting now. Sure, leaving her friends would be sad. But she’d be going to a place where she didn’t have to hide her powers from everyone around her. She didn’t have to pretend she didn’t notice when people spoke to her. And, like virtually every teenager ever born, she was always up for a bit of an adventure. . Personality & Motivation: Naomi isn’t one of those ultra-driven hero types. She’s a good person, and she’ll help out people in trouble, but her sights remain set squarely on her dream of being a lawyer who advocates for deaf rights. Maybe even politics, if she can swing it. In the meantime, she’s got no problem with the Wake Up, Go To School, Save The World thing. She’s…rather remarkably well adjusted, actually. She’s calm, rational, and only dwells on the things she can change. This doesn’t mean she doesn’t get frustrated, anxious, or depressed, but that she’s learned to deal with such emotions in a way that stops them from inhibiting her life. Power Descriptions: Naomi is a vibration controller. She can theoretically induce, increase, or reduce vibrations in virtually any material. As sound is simply vibration that can be heard by humans, she can manipulate that as well, although somewhat less effectively at present. She has a personal force field made of high resonance vibrations to protect her. She does not, however, generate the vibrations out of nothing. In fact, her body absorbs and stores vibratory energy for later use. This renders her immune to vibratory (and thus sonic) attacks of any kind, and provides a measure of defense against bludgeoning attacks. She can feel vibrations on her skin, as well. Practice allows to even differentiate between people’s voices. However, actually telling what they’re saying on a consistent basis is currently beyond her, and thus she must lip read or have the speaker(s) use sign language instead. Powers & Tactics: Naomi is essentially a blaster. She’s got a few neat tricks, like deadening the sound in an massive area, increasing the vibrations in a target’s inner ear to sickening levels, or unleashing a deafening wall of sound in a small area. However, the core of all of that is blasting away with vibratory energy. With both Accurate Attack and Power Attack she can shift the damage and accuracy of her attacks around, so it’s not quite as one dimensional as it sounds. Her force field is stops bullets with little effort, and it’d take a very powerful blunt strike to get past her absorption and the field. And, of course, vibratory/sonic attacks are entirely useless, as she absorbs them. Complications: I’m Sorry, I Didn’t Catch That:Naomi’s inner ear is destroyed. She can’t hear anything. At all. Whatsoever. That said, she does have the ability to feel vibrations. If she focuses, she can even understand speech. Unless, of course, there’s too much background noise. Or she’s tired. Or distracted. You name it. Lip reading can help with this, but it has its limits. So sometimes she can garble people’s words. Or miss them entirely. A GM may award a hero point when this becomes a…problem. Seen And Never Heard: Naomi cannot talk. Her larynx is ruined. Most people don’t know sign language, so she keeps a pen and pad on her person. Easy enough, right? Well…that requires the person she’s “speaking” with to look at her. Which may or may not always be possible in the middle of superheroics. Add to that, her pad and/or pen could be ruined by damage, and then what can she do? A GM may award a hero point when communications between her and anyone else become compromised in this manner. Bad Vibrations: Naomi’s powers run on vibratory energy, such as sound. Her body is constantly absorbing such energy from the environment. However, she has an upper limit to the amount she can absorb. Reaching it triggers a devastating Burst Area of vibratory energy (rank 7 at minimum, with any more left to GM’s discretion) to explode from her body, instantly and agonizingly depleting her reserves (making her stunned from the pain). Therefore, from time to time she must release some lest this happen. Conversely, she can use up her reserves in combat (repeatedly Power Attacking and/or taking lots of hits to her force field) rendering her attack array and force field useless until she absorbs enough energy to use them again. A GM may award a hero point for either of these situations occurring. No, I Don’t Know That Guy From That Show: Naomi is of Indian descent. Both parents were born and raised in India, and immigrated later. Americans have some…unfortunate misconceptions about the Indian people. And others can…mistake her ethnicity for another one, such as Arabic. That’s without getting into the fact that she does not, in fact, practice Hindism or Islam, the two dominant religions of India. She’s agnostic, thank you very much. No, her parents don’t approve. A GM may award a hero point for Waverider having to deal with the ignorant and/or prejudiced. Abilities: 0+2+4+2+2+4=14 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 14 (+2) Combat: 8+6=14 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base (+6 Ranged, +10 Nauseate) Grapple: +4 Defense: +6 (+3 Base, + 3 Dodge Focus, +2 Flat Footed) Knockback: -8 w/ Force Field, -1 without Saving Throws: 3+4+6=13 Toughness: +10 (+2 Con, +8 Force Field); Impervious 8 Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 44 SP = 11PP Bluff 5 (+7) Concentration 11 (+12) Diplomacy 5 (+7) Knowledge (civics) 4 (+5) Knowledge (current events) 4 (+5) Language 1 (American Sign Language; English Base) Notice 7 (+8) Sense Motive 7 (+8) Feats: 11PP Accurate Attack Attack Focus (ranged) 2 Challenge (Notice-Lip Reading) Dodge Focus 3 Improved Initiative Power Attack Precise Shot Uncanny Dodge (tactile) Powers: 4+16+10+3+24=57 Flight 3 (Power Feat: Subtle; Flaw: Platform) [4PP] Force Field 8 (Extra: Impervious) [16PP] (Vibration Field) Immunity 10 (Vibration/Sonic) [10PP] Super Senses 3 (Extended(Tactile), Ranged(Tactile)) [3PP] (Vibration Feeling) Vibration Control 10 (20 pp array; 4 Alt Powers) [24PP] BE: Damage 10 (Vibration Control; Extras: Range(Ranged)) {20/20} AP: Drain Toughness 10 (Extras: Affects Objects [Only], Range [ranged]) {20/20} AP: Nauseate 6 (Power Feats: Accurate 2; Extra: Range [ranged]) {20/20} AP: Obscure 8 (Auditory, 1000 ft radius; Extra: Selective Attack) {18/20} AP: Dazzle 6 (Sonic Control; Auditory; Extra: Area(General, Burst; 30ft Radius), Selective Attack) {18/20} DC Block: Unarmed (+3 Hit, Melee, DC 15 Toughness) Vibration Control (+5 Hit, Ranged, DC 25 Toughness) Drain Toughness (+5 Hit, Ranged, DC 20 Fortitude [Objects only!]) Nauseate (+9 Hit, Ranged, DC 16 Fortitude) Sonic Control (30 ft Burst Area, DC 16 Reflex) Abilities 14 + Combat 14 + Saving Throws 13 + Skills 11 + Feats 10 + Powers 57 – Drawbacks 0= 119/123
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