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Found 33 results

  1. Artificer Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +2 Attack/-2 Effect In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Secret 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 Eyes: Sea Green Tall, sleek, and reasonably attractive, with an Aquiline nose and strong jawline topped by sea green eyes. He keeps his black hair 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 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. Where Are The Crystals?: Modern electronics, or even simple combustion engines, are as weird and alien to Heroditus as Atlantean techno-magic is to surface worlder engineers. ----- 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: [6 + 8 = 14PP] Initiative: +1 Attack: +3, +9 w/ Blast Grapple: +7, +8 w/ Move Object Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 w/out Force Field 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) Blinding Cone 35 ft. DC 17 Reflex Area (Cone) Effect DC 17 or 13 Reflex, then Fortitude Dazzle (Visual) Burst of Magic 35 ft. DC 17 Reflex Area (Burst) Effect DC 22 or 18 Toughness (Staged) Damage (Any Magic) Invoked Imaginings Perception DC 14 Will Disbelieve Mage Hand Ranged (500 ft. max) Grapple vs. +8 (Staged) Pinned/Bound DC 20 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +7 (+2 Con, +5 Force Field), +2 w/out Force Field Fortitude: +4 (+2 Con, +2) Reflex: +3 (+1 Dex, +2) Will: +6 (+3 Wis, +3) SKILLS: [40R = 10PP] Concentration 4 (+7) Craft (Artistic) 7 (+10) Craft (Mechanical) 7 (+10) Craft (Structural) 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Technology) 7 (+10) Language 1 (Atlantean [native], English) FEATS: [7PP] Artificer Dodge Focus 3 Eidetic Memory Environmental Adaptation (Aquatic) Ritualist POWERS: [5 + 4 + 5 + 3 + 16 + 4 + 4 + 2 = 43PP] 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 (“Elemental Gauntlet,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Heroditus’ Magic [16 points]) {5} AP: Blast 5 (“bolt of arcane energy”; PFs: Accurate 3, Variable Descriptor 2 [any elemental/magical]) {15/16} AP: Dazzle Visual 7 (“blinding cone”; Extra: Area [General, Cone, 35 ft.]; Flaw: Range [Touch]) {14/16} AP: Illusion 4 (“invoked imaginings”; auditory, olfactory, and visual) {16/16} AP: Move Object 5 (“mage hand”; Str 25; Extra: Damaging; PFs: Precise) {16/16} AP: Transform 1 (“transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; PFs: Progression [Mass] 3 [10 lbs.], Precise) {10/16} Force Field 5 (“arcane shields”) [5PP] Immunity 3 (cold, drowning, pressure) [3pp] Magic 8 (16 points) [16PP] BE: Damage 7 (“burst of magical power”; Extra: Area [General, Burst, 35-ft. radius]; PFs: Variable Descriptor 2 [any elemental/magical]) {16/16} 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 (14) + Saving Throws (7) + Skills (10) + Feats (7) + Powers (43) - Drawbacks (0) = 105/105 Power Points ----- Heroditus Fabricus Stylianos Stylianos = “pillar” Sophomore 2019-20 Junior 2020-21 Senior 2021-22
  2. Horrorshow Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Defense/+2 Toughness In Brief: Clayface, AS A HERO! Or Kamala Khan, as a Ukrainian-American boy. Identity: Secret Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik) Birthplace: Freedom City, USA Legal Status: American citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside) Occupation: High School Student Affiliations: Claremont Academy Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City. Father's parents, did Yuriy & bahb Larysa, live in Ukraine. Age: 16 (Date of Birth: July 26th, 2002) Gender: Male Species: Human Mutate Height: 5 ft 9 in. (1.75m) Weight: 225 lbs. (102kg) Skin: Caucasian (variable) Hair: Dark Blonde/Light Brown (variable) Eyes: Gray (variable) When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing. Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs. When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel). HISTORY Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster. Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people. He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people. He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program). One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs. He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams. He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd. Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him. But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll. He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian. "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form. Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents. Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy. PERSONALITY & MOTIVATION Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers. He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight. It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long. But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help. Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost. While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown. He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community. His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity. He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work. POWERS & TACTICS Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level. The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences. He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him. He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses. In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission. (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness. He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling. His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him. In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death. CAMPAIGN USE/ROLE Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character. He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.) He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride). How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!). COMPLICATIONS Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it. He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities. The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him. Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him. He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn. The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times. Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input. If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive. When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away. The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them. ----------------------- ABILITIES: 2 + 6 + 4 + 4 + 6 + 6 = 28PP Strength: 26/20/12 (+8/+5/+1) Dexterity: 16 (+3) Constitution: 26/14 (+8/+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +3 Attack: +5 Ranged, +10 Melee (+3/+5 Base, Attack Focus [Melee] +2/+5) Grapple: +18, +15 if Morphed Defense: +8 (+4 Base, +2/+4 Dodge Focus), +2 Flat-Footed Knockback: -11, -6 if Morphed or in "Oozey" form * If all his powers are nullified, his Attack drops to +3 ranged & +5 melee (grapple +6), and Defense drops to +6 (+2 flat-footed). ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Chitinous Horror Touch DC 23 Toughness (Staged) Damage (Physical) Strikes (crit 19-20 as Chitinous Horror) Touch DC 25 Toughness (Staged) Damage (Energy) Unarmed & Unpowered Touch DC 16 Toughness (Staged) Damage (Physical) SAVING THROWS: 0 + 5 + 5 = 10PP Toughness: +12 (+8 Con, +4 Protection) (Impervious 10 in "Chitinous Horror" form) Fortitude: +8 (+8 Con, +0) Reflex: +8 (+3 Dex, +5); Evasion 2 w/ "Oozey form" Will: +8 (+3 Wis, +5) * If all his powers are nullified, his Fortitude and Toughness both drop to +2. SKILLS: 32R = 8PP Bluff 2 (+5, +15 to imitate sounds when Shapechanged) Concentration 4 (+7) Disguise 7 (+10, +40 w/ Morph) Intimidate 2 (+5, +9 w/ “Horrific Transformation” or "Really Horrific Form", +13 if using both) Language 2 (English, Russian, Ukrainian [native]) Knowledge (Popular Culture) 8 (+10) Notice 2 (+5) Perform 0 (+3, +13 to imitate sounds when Shapechanged) Stealth 5 (+8) FEATS: 8PP Ambidextrous Attack Focus (Melee) 2 Dodge Focus 2 Improved Grapple Improved Pin Startle Enhanced Feats Accurate Attack All-Out Attack Attack Focus (Melee) 3 Challenge (Intimidate/Startle as Move Action) Defensive Attack Dodge Focus 2 Instant Up Power Attack POWERS: 12 + 5 + 9 + 2 + 8 + 1 + 8 + 23 + 4 + 5 + 8 = 85PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Enhanced Constitution 12 (resilient form; to 26/+8) [12PP] Enhanced Feats 5 (battle shifting; Accurate Attack, All-Out Attack, Defensive Attack, Instant Up, Power Attack) [5PP] Enhanced Attack 2 (fluid fighter) {4) plus Enhanced Feats 5 (fluid fighter; Attack Focus [Melee] 3, Dodge Focus 2) {5} [4+5=9PP] Enhanced Feats 1 (horrific transformation; Fearsome Presence 1) {1} plus Enhanced Skills 4 (horrific transformation; Intimidate +4) {1} [1+1=2PP] Enhanced Strength 8 (to 20/+5) [8PP] Features 1 (Internal Compartment [light load at Str 20 = 133 lbs.]) [1PP] Immunity 8 (adaptive physiology; Critical Hits, Disease, Heat [environmental], Poison, Radiation [environmental], Suffocation 2) [8PP] Metamorphic Body 10.5 (21 points; PFs: Alternate Power 2) [23PP] BE: Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {1+20=21/21} (Shapechanger) AP: Enhanced Strength 6 (to 26/+8) {6} + Impervious Toughness 10 {10} + Strike 2 (PFs: Improved Critical 1 [19-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {5} {6+10+5=21/21} (Chitinous Horror form) AP: Elongation 3 (25 feet) {3} + Enhanced Feats 2 (Evasion 2) {2} + Insubstantial 1 (liquid) {5} + Strike 5 (PFs: Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {7} + Super-Movement 2 (slithering, slow fall) {4} {3+2+5+7+4=21/21} (Oozey form) Protection 4 (resilient form) [4PP] Regeneration 4 (reassembly; Bruised 1 [1 round], Injured 1 [20 mins], Staggered 1 [20 mins], Disabled 1 [5 hours]; PF: Regrowth) [5PP] Shapeshift 1 (Move action, Sustained duration, physical traits, 5 points) [8PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (28) + Combat (14) + Saving Throws (10) + Skills (8) + Feats (8) + Powers (85) - Drawbacks (3) = 150/150 Power Points Miscellaneous Notes The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt). Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk). It also works out to be a reference to Chuck Palahniuk, author of Fight Club. As he is now, if all his powers were nixed, he’d be PL 4 defensively (+6 Defense & +2 Toughness) and PL 3 offensively (+3 ranged, or +5 melee doing +1 damage unarmed).
  3. Since the attempted Grue invasion in the 1950's, and indeed for longer than proposed human history, extraterrestrial life has come to Earth to hide, to escape, to begin anew. Some become quiet, anonymous members of human or pre-human civilization, some rise to become brave heroes or dire villains, and yet others choose to exploit their unique set of circumstances for profit. Of this last is the Black Hole Gang, a band of exiles, fugitives and wanderers who combined their talents, resources and knowledge to become the Sol system's most powerful interstellar crime syndicate. Earth is home to many rare materials, unique wonders and kinds of life unknown in the wider galaxy. It is also poor, unadvanced by stellar civilization standards and largely ignorant of the world outside the asteroid belt between Mars and Jupiter, let alone of the galaxy beyond Sol's orbit. The 'Terrans' know that alien life exists, some of it is hostile, and it comes from somewhere science has yet to determine. Sometimes the Atom Family or Freedom League return with some snippet of information about extrasolar life, but for the most part you can tell the average Terran anything and they'll probably believe it. That's the gravy train the Black Hole Gang runs on, and they are in no mood to lose their spot to the bigger dogs outside the Developmental Quarantine Zone, in which Terrans remain so helpfully unaware and outsiders are given the boot before they divulge too much. Starting in 1979, when the three leaders of the Gang arrived on the Pacific coast fleeing their various problems, they were amazed to stumble upon an entire hidden population of non-humans and even non-Terrans living in and around Emerald City. Learning from them of the mysterious Chamber that had gathered so much wealth and power into the city, using it as a base and laboratory for secret, total domination, the trio sought out the human crime collective and offered their unique skills and contacts in return for a share of the profits and certain escape from Earth if things ever got too bad. Nobody has ever justly accused the Big Brain of being closed-minded or prejudiced, and he accepted their offer. Even agreeing not to ever read their minds without their express permission. Since then, the Black Hole Gang has made a killing smuggling living things, technology and raw materials to and from Earth. After the opening of the extra-Plutonian wormhole, their business has boomed and their importance has steadily increased on both sides of the stellar divide. There are times, even, when they think of the Earth as home. Though for them, home has always and only meant a safe place to hide. Leadership: The original three who started the Gang remain its leaders, titled 'Star's. In order of age: Khorr'Tang, Star of Execution & Acquisition Oversight. When someone needs to be eliminated, or something valuable must be taken, this orange-hued Lor career-diplomat has both the savvy and ruthlessness to get the job done quickly and quietly. A secret devotee of the Katanarchist cult, she's shown tremendous aptitude for personal combat, stealth and mysticism alongside her hard-won people skills and knack for the perfect heist. She sees the Quarantine Zone and neighbouring stars as her future personal fiefdom, has spent considerable resources on building bases through the sector and will stop at nothing to protect her 'investment'. Of the Stars she thinks about, and thus hates, Terrans the least. Gowlim-D, Star of Personnel & Resource Management. The handling of currency, recruitment and care of employees and ensuring everything keeps moving is placed in the hands of this ice-blue Zultasian. Managing the Star Khan's treasures and ensuring every conquered world payed its tribute in full and on time makes coordinating an interstellar gang almost child's play. Heavily-augmented with cybernetics, she can transmit and receive information across the Orion Arm and stores most of the data involving the Black Hole Gang in caches scattered throughout the local sector. From observation posts and the sensors of craft across the void of space, she pulls the strings and leads the dance. As a former Khanate noble she loathes all non-Zultasians as her inferiors. Toyota Corolla, Star of Negotiations & Asset Development. The Gang is in constant need of new contacts, technology and field information. In the hulking and solid rogue Grue, they have a master of the underworld arts who fulfils these roles with ease. Formerly the nameless chief scientist for the Meta-Mind, Corolla now adopts any identity they wish from across a dizzying repository of stolen memories. They make the deals, form the alliances, design the latest bio-tech gadgets and keep Terran and galactic law-enforcement off the scent. It's a never-ending workload, but Corolla remains up to the task. After centuries devoted to one thing at a time, the explosion of possibilities is intoxicating. As the Star who deals with people the most, they individually hate all Terrans. Membership: The galaxy is full of desperate people, and even before the Incursion War there was widespread corruption and crime across the fringes of the Lor Republic and unrest across the Stellar Khanate. The Grue Unity, similarly, relying on unbroken psychic links to maintain order, has regularly lost control of Grue at the edge of its influence, ironically the cause of several invasions blamed on the Meta-Mind. As a result of this, displacement by the Communion and the arrival of the many refugee species from the neighbouring arm, the Black Hole Gang has a reliable stable of tens of billions of beings across known space. Their lowest number is by far human and Cryptid agents on Earth. However, most of these star warriors are common criminals. Little different from the average Terran driven to crime by circumstance or inclination, they provide in quantity and ubiquity what they lack in firepower and technical skill. The research assistant siphoning funds and data to pay for an expensive habit, the indebeted merchant captain reluctantly adding a little extra cargo, the soldier looking to make an accuser disappear. The Black Hole Gang's reach is only into the lowest levels of galactic society, but their grasp is unerring and unyielding. Most membera use the Criminal stat block, with non-human members adding their species characteristics. Equipment rare on Earth, such as blasters and spacecraft, are in common use by them. Methodology: Like their name(chosen purely because it was a common idea), the Black Hole Gang works to bend everything toward itself, unseen yet irresistible. Usually the Gang works in disguise as another organization, from governments to other criminals to even masquerading as Praetorians or Star Knights or superheroes. As well, despite their vast reach and resources, they take care to never work in bulk, or amounts that are difficult to move and hide. One cloning tank, one psychic mutant, one piece of magical art, the Black Hole Gang never gets greedy and takes pains to never over-extend its narrowly-limited power. That aside they will do anything, absolutely anything, for money and control. Resources: The Black Hole Gang has ready access to 9 private space craft on Earth, 507 in the Orion Arm, and approximately 1000 in extreme emergencies. None of these are warships, nor are any heavily-armed or armored. They are mostly small shuttlecraft and freighters. Their personnel is, as stated previously, in the tens of billions. A miniscule number on the galactic scale, but making up a varied and effective workforce that can go almost anywhere the Gang needs them to. Thanks to the Gang, many have biotech or cybernetic modifications that grant them any number of additional advantages, from minor shapeshifting, to invisibility, to direct interfacing with technology to bluffing psychic scans. As well, as Chamber members, they have access to the ferocious and powerful Brande Management supers culled from supervillain families. Some of whom are among the most-traveled humans in the galaxy. Space being largely occupied by airless rocks of little mineral value, the Gang has a great deal of free real estate set up with safehouses, docks with repair and refueling bays, caches on asteroids and so on. On Earth their base is a fortified bunker built beneath the Nolan Aerospace airfield and rocket launchsite. Sphere of Influence: The Lor Republic and Grue Individuality are the most economically stable, technologically-liberal and socially-mobile areas in local space. Thus, most Gang business is done in or with these systems. They exert subtle but considerable influence on the Developmental Quarantine Zone centered on Sol as well.
  4. Starlok Power Level: 12 (180/180 PP) Unspent Power Points: 0 Trade-Offs: 0 In Brief: A countess from a vampire-like alien species out to protect the galaxy as part of her noble duty. Catchphrase: Starlok hungers! Theme: Mannfred von Carstein Theme - Total War Warhammer 2 Alternate Identity: Ori-Bath of House Nos, Countess of Lugo (Public) Birthplace: Castle Lugo, on the night moon of Nokton Residence: Space Base of Operations: The Pale Rider Occupation: Aristocrat Affiliations: House of Nos Family: Ney-Var (father, deceased), Ka-Har (mother, deceased), Ven-Ruth (brother), Description: Age: 122 (DoB: May 26, 1897) Gender: Female Ethnicity: Alien Height: 5’08” Weight: 140 lbs Eyes: Red Hair: Dark blue, long Starlok’s appearance, to an Earthling, immediately calls to mind the wicked vampire. Her skin is pale grey, her eyes blood red, her ears pointed, her fingers ending in black, razor sharp fingernails and in place of canines, she has fangs. Yet there is the touch of something alien to her as well: Her long, widow’s peaked hair, though normally appearing black, is revealed to be actually a very dark blue under the right light; her skin lacks any blemish, not even a mole; her pupils are actually a subtle starburst shape rather than round. Starlok stands 5’08”, with a lithe, athletic figure. Her face is angular, with very prominent cheekbones, with a thin upper lip and a pointed nose. She is fond of makeup, wearing black eyeshadow and similarly coloured lipstick in most occasions, even when she is going into battle, and is fond of wearing golden rings and necklaces. When in a civilian context, she dresses richly, favouring long, flowing gowns and fashionable jewelry in colours like dark purple, mauve and burgundy. When dressed for battle, she dons the Panoply of Nos, which takes the form of a golden girdle, a similarly coloured open-top helmet that frames her face adorned with what looks like bat wings, and a sword made of blood red metal. This is accompanied by a midnight blue leotard, thigh high red boots, and a black opera cape with the collar turned upwards so that it reaches up above the back of her head. History: Ori-Bath was born as a scion of House Nos on the night moon of Nokton, the daughter of Count Ney-Var and his wife, Ka-Har. The oldest of two children, Ori-Bath was raised to become the next Countess of Lugo, a prestigious position that her younger brother Ven-Ruth made no secret of coveting. Only separated by a year, Ven-Ruth constantly jockeyed for favour, but both Ori-Bath and her parents ignored these attempts. For over a century, Ori-Bath remained convinced of her succession. However, in that time, her brother’s bitterness had grown. Secretly, Ven-Ruth made alliances with other houses and built up forces to strike when the time was right. The chance came when Ney-Var decided to abdicate and allow Ori-Bath to ascend as Countess. On the day of her coronation, Ven-Ruth struck. Both Ney-Var and Ka-Har were struck down, but Ori-Bath herself managed to survive. Taking with her the ancestral Panoply of Nos, the ancient gear necessary to hold the right to rule, she fled aboard one of her family space-ships, the Pale Rider, and took off into space. Adopting the title of “Starlok”, a sobriquet once used by the founder of her noble house, Ori-Bath fled into the wider galaxy looking for support to reclaim her rightful lands. In doing so, she has occasionally deigned to act as a hero to whatever people she has been near, partially out of a sense of noble duty and partially because she knows that she needs to build respect to gain the aid she needs. All the while, her brother and his allies send hunters after her, knowing that without the Panoply of Nos, Ven-Ruth’s rule can never be legitimate. Forever watching her back and yet always moving forward, Starlok must contend with much if she is ever to reclaim her lands and return home. Personality & Motivation: As befitting a noblewoman, Starlok is a very haughty woman. She has an exceptionally high opinion of herself, and an even more exceptionally low opinion of most others. Her reasons are many - her noble blood, her impressive intellect, her appearance. But even if she had none of these, her personality is such that she would still hold herself in high regard. Bruises to her ego only strengthen her resolve to prove herself better than her enemies, of which she has many. Yet, for all her belief of superiority, Starlok believes strongly that she has an obligation to ensure the safety and security of those around her, a noblesse oblige. This is still tied into her ego - the helpless masses needing the aid of someone competent and regal - but it’s there. She bristles at the pointless mistreatment of others, and is completely and utterly honest to the point of bluntness. Unafraid of combat, she will gladly put her life on the line to defend the common people, even if this is mostly because she’s too arrogant to believe she’ll ever die. Starlok loves to be theatrical, and is prone to making grand proclamations and refer to herself in the third person. When people don’t take this seriously, she takes notice and becomes annoyed. She demands respect, and only becomes more theatrical the more it is denied to her. Powers & Tactics: Starlok is a frontline combatant, through and through. Wading into combat with her Blade of the Blood Drinkers, she hacks and slashes her way to victory. Should she be disarmed, or simply very injured, she switches to her claws, which allow her to drink the life-force of her enemies and restore herself. Preferring straight-forward combat, she primarily uses her flight to bridge the gap between herself and enemies, rushing forward to hit them with her sword. Power Descriptions: Though she appears humanoid, Starlok’s biology is very different than that of H. sapiens. Her flesh contains thin layers of non-newtonian fluid, which when combined with bones that possess natural carbon fiber and redundant organs like a second liver and heart make her body more resilient than many species in the galaxy. Her eyes are specially constructed to see in the dark, combining hyper-sensitive photoreceptors with cat-like reflectors. What appear to be merely claw-like fingernails are instead an important part of her digestive system, combining enzymes with efficient muscles to drain the blood of others and filter out important nutrients like Vitamin D even as it enters the bloodstream. However, she also faces some complications. Her species is native to the dark side of a massive moon, and as such she is effectively allergic to daylight, and other intense light is similarly damaging to her skin and eyes. Silver is as toxic to her as arsenic is to humans, due to its extreme rarity on her homeworld. The non-newtonian fluid in her flesh is also slightly flammable, and thus fire hurts her more than other substances.’ She is supplemented by the Panoply of Nos, a set of armour and a sword that have been designed to enhance its wearer to even higher levels. The girdle, also known as the Girdle of Es-Tep, projects a gravitic field that allows her to project a force-field of gravitic energy, which simultaneously allows her to take flight into the sky. It also releases pulses of energy into her muscles, stimulating them to the point that they allow her to perform amazing feats of strength. Her sword, the Blade of the Blood Drinkers, is made of a strange red metal that is profoundly sharp and sturdy, allowing her to hack through even the toughest enemies, while her helmet, the Helm of Nos, empowers her natural senses and notifies her of danger. Complications: You Fool! You Worm!: Starlok is of a grandiose disposition, and sometimes cannot help but remind the enemy of how superior she is to them. The GM can award her a hero point if she wastes her turn monologuing rather than doing anything productive. The Peasants are Revolting: Starlok is an aristocrat through and through, and sometimes she cannot conceal her contempt for the lower classes. The GM can award her a hero point if her snobbery ruins a social interaction. Starlok Hungers!: While she can be sated by normal food for a time, Starlok’s primary mode of sustenance is the life essence of others and she will become weak if she goes too long without feeding. The GM can award her a point to give her a -2 penalty to all physical stats until she feeds on a living thing. Nobless Oblige: For all her snobbery, Starlok firmly believes nobility comes with duties like protecting the lesser folk. The GM can award her a hero point to force her to drop what she is doing to protect the imperiled. How Dare You!: Starlok has an ego the size of a large nebula, and it is easily bruised. The GM can have award her a hero point to have her focus on an enemy who has insulted her, or to forgo her turn out of spite if another PC offends her. A Countess Should Keep Her Word: Starlok is painfully honest, and will always keep her word even if it would benefit her to break it. She is similarly almost pathologically unwilling to lie, something which has caused numerous problems for her in the past. The GM can award her a hero point whenever her honesty causes problems for her. Abilities: 10 + 4 + 16 + 16 + 2 + 6 = 56 PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 26 (+8) Intelligence: 26 (+8) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16 PP Initiative: +2 Attack: +12 Melee, +4 Ranged Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +17/+21 Knockback: -6/-12 Saving Throws: 2 + 8 + 8 = 18 PP Toughness: +12 (+8 Con, +4 Force Field) Fortitude: +10 (+8 Con, +2) Reflex: +10 (+2 Dex, +8) Will: +10 (+1 Wis, +8) Skills: 48R = 12PP Diplomacy 7 (+10) Intimidate 12 (+15) Knowledge (Cosmology) 2 (+10) Knowledge (Theology and Philosophy) 2 (+10) Languages 3 (Nokton [Native], English, Galstandard, Lor) Perform (Oratory) 7 (+10) Pilot 8 (+10) Sense Motive 7 (+9) Enhanced Skills: Notice 8 (+10) Feats: 33PP Attack Focus (Melee) 8 Dodge Focus 8 Equipment 11 Fearless Jack-of-All Trades Luck Status (Nobility, Wealth 2) Equipment: 11PP = 55EP The Pale Rider (Vehicle; Spaceship) [55 EP] Size: Colossal [4 EP] Strength: 70 [4 EP] Defence: 2 [0 EP] Toughness: 13 [0 EP] Features: Living Space Powers Damage 10 [Extras: Ranged] [20 EP] Flight 10 [10 000 MPH] [20 EP] Super Movement: Space Flight 3 [Intergalactic] [6 EP] Powers: 29 + 2 + 7 + 14 + 3 = 57 PP Device 7 (Panoply of House Nos; Flaws: Hard to Lose; Power Feats: Restricted: Bloodline [House of Nos]) [28 PP] (Multiple items) Sword Damage 7 (Blade of the Blood Drinkers; Power Feats: Mighty 5, Penetrating 3, Takedown Attack) [16 DP] (Physical, Slashing, Piercing) Girdle Flight 3 (Wings of Nos; 50 MPH) [6 DP] (Cosmic, Gravitic) Forcefield 4 (Invisible Armour of Estep; Extras: Impervious 2; Power Feats: Selective) [7 DP] (Cosmic, Gravitic) Super-Strength 4 (Micropulse Muscle Stimulation; Flaws: Sustained) (Cosmic, technology) (4 DP) Helmet Enhanced Skill (Integrated Sensors: Notice [2 DP] (Technology, Computational) Immunity 1 (Perfect Telomeres; Ageing; Power Feats: Innate) [2 PP] (Alien, Biological) Impervious Toughness 8 (Natural Resilience; Power Feats: Innate) [9 PP] (Alien, Biological) Natural Weapons Array (12 PP Array; Power Feats: Alternate Power, Innate) [14 pp] (Alien, Biological) BE: Damage 3 (Thirsting Talons; Extras: Vampiric; Power Feats: Mighty 5) {12/12} AP: Drain Constitution 8 (Plasma Drain; Power Feats: Progression 4 [20 minutes] {12/12} Super-Senses: Darkvision (Hunter’s Eyes; Power Feats: Innate) [3 PP] (Alien, Biological) Drawbacks: (-2) + (-2) + (-2) + (-5) = -12 PP Vulnerable (“Fire” effects; Frequency: Common. Intensity: Minor) [-2 PP] Vulnerable (“Light” effects; Frequency: Common; Intensity: Moderate) [-3 PP] Vulnerable (“Silver” effects; Frequency: Uncommon; Intensity: Moderate) [-2 PP] Weakness (Daylight; Frequency: Very Common; Intensity: Moderate [-1 Constitution; Time: 20 minutes) [-5 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Thirsting Talons Touch DC 23 Toughness Damage, Vampiric Plasma Drain Touch DC 18 Fortitude Drain Constitution Blade Touch DC 27 Toughness Damage Totals: Abilities (56) + Combat (16) + Saving Throws (18) + Skills (12) + Feats (33) + Powers (57) - Drawbacks (12) = 180/180
  5. Erik Lancaster Power Level: 10; Power Points Spent: 150/150 STR: +3 (10/16), DEX: +5 (20), CON: +5 (10/20), INT: +5 (20), WIS: +3 (16), CHA: +4 (18) Tough: +5/+10, Fort: +7, Ref: +8, Will: +5 Skills: Acrobatics 5 (+10), Bluff 11 (+15), Concentration 12 (+15), Diplomacy 5 (+9), Disable Device 1 (+6), Disguise 11 (+15), Escape Artist 5 (+10), Gather Information 11 (+15), Intimidate 2 (+6), Investigate 10 (+15/+17), Medicine 2 (+5), Notice 9 (+12), Search 10 (+15), Sense Motive 11 (+14), Sleight of Hand 1 (+6), Stealth 5 (+10), Swim 1 (+4) Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 6, Attack Focus (ranged) 6, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Combat Awareness, Crippling Blow, Defensive Roll 5, Defensive Strike, Distract (Bluff), Dodge Focus 6, Elusive Target, Equipment 1, Evasion 2, Quick Change 2, Quick Draw 2, Redirect, Skill Mastery (Bluff, Investigate, Search, Notice), Sneak Attack (+2), Stunning Attack, Taunt, Well-Informed Powers: Body Control (Array 12) (default power: enhanced ability Constitution; Action 2 (standard)) - Bone Constructs (Strike 6) (Array; [0 active, 22/24 PP, 1/r+1], DC 21; Thrown (Range: 50 ft., incr 10 ft.)) - Bone Plate Armor (Impervious Toughness 10) (Array; [6 active, 22/24 PP, 1/r]) - Cellular Control (Healing 10) (Array; [0 active, 22/24 PP, 2/r+2], DC 20; Total; Limited (Limit to Self); Persistent, Regrowth) - Heightened Immune System (Enhanced Constitution 10) (Default; [10 active, 22/24 PP, 1/r], +10 CON) - Muscle Acceleration (Enhanced Strength 6) (Array; [6 active, 22/24 PP, 1/r], +6 STR) - Shapeshifting (Morph 3) (Array; [0 active, 22/24 PP, 2/r], morph: broad group - humonoids, +15 Disguise) - Super-Senses 9 (Array; [0 active, 22/24 PP, 1/r], accurate (type): Hearing, darkvision, scent, tracking: smell 1 (half speed), ultra-hearing) Equipment: First Aid Kit, Flashlight, Investigator's Kit, Multi-Tool Attack Bonus: +4 (Ranged: +10, Melee: +10, Grapple: +13) Attacks: Bone Constructs (Strike 6), +10 (DC 21), Unarmed Attack, +10 (DC 18) Defense: +10 (Flat-footed: +2), Knockback: -8 Initiative: +5 Languages: English Totals: Abilities 34 + Skills 28 (112 ranks) + Feats 46 + Powers 19 + Combat 16 + Saves 7 + Drawbacks 0 = 150
  6. So over here I was talking about moving Dead Head out to Bedlam. But then I was reminded of something: Bedlam's got a cap of PL 10. And right now, he's at PL 12/15 (PL 12 for offense, fully Toughness-shifted PL 15 for defense). Time for some changes! How to explain it? Maybe his long absence weakened him some physically, but he made up for it by learning some new tricks.
  7. ATLANTEAN TECHNOLOGY Ancient Atlantis possessed truly advanced technology, including energy weapons, force fields, and aircraft, among other things. However, this technology was made up of a combination of scientific principles, the alien science and technology of the Preservers, and Atlantean understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental and geomantic forces (some of which may have weakened the strata and geological stability of the island-nation). Some Atlantean technology survived the Sinking and the subsequent millennia immersed in icy salt water, and it has led to significant differences between what Atlanteans and surface people consider “technology”. In particular, while some of their weapons, vehicles, and even household elements may appear “high-tech,” Atlantean technology 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). Instead, most Atlantean technology is powered by magical crystals drawing upon geomantic and elemental energies, recharged in orichalcum-lined sockets linked to ley-lines, or from the user's own personal stores of mystical energy. So while an Atlantean blaster-weapon may look like a pistol or a rifle, a surface world engineer taking one apart would find it a technological impossibility. The same is largely true of Atlantean vessels and other devices, such as the occasional Atlantean audio-visual projector, actually a crystalline-based image generator, often with some telepathic components, rather than a video screen or camera. The nature of Atlantean mechano-mystical devices makes their technology less mass-produced and ubiquitous compared to the surface world, since each item is hand-crafted. Indeed, many are often family heirlooms maintained, repaired, and passed down through the generations, dating back to before the Sinking, patched together with whatever components were available. This leads to an apparent mixture of ancient and modern styles and resources in Atlantis and a somewhat “retro-future” quality to their technology, since it generally lacks things like computers and electronics. (Picture sci fi stories from the 1920s-1950s, before transistors and integrated circuits.) USES AND LIMITS OF ATLANTEAN TECHNO-MAGIC Atlantean Technology/Techno-Magic is very good at effects that involve or manipulate the four "classical elements": air, earth (and metal), fire (and heat), and water (including cold). Fire itself is not often used, since that doesn't work underwater, but heat is. It is also very good at generating and manipulating light (and darkness) and sound, which are considered "lesser elements." Electricity & lightning are known, but rarely used, in part due to the problems in using it underwater, and in part because of ongoing debates on which element it should fall under. Plants can be manipulated indirectly, by manipulating the minerals and water around & within them. Many forms of Atlantean Tech have been developed that channel the power of Law/Order -- bonds or large mazes of mystic force, locking shapeshifters to one form, repairing/restoring broken items, sealing dimensional breaches -- developed to counter their Chaos-using Deep One enemies. And as Lemurian techno-mages have proven, similar devices can also be constructed to channel the powers of Chaos. Body-altering magics are rare. Their last widespread use was in altering survivors of the Sinking to be able to breathe water. Healing devices are available, which involve some restorative Law/Order magics, but are not nearly as common as they once were and so usually reserved for extreme cases. The techno-magical equivalent of bionics/cybernetics are possible, but rare, and usually done to replace & replicate the function of a lost body part, not to enhance or add new abilities. Some Atlantean athletes and soldiers use performance-enhancing potions or ointments, but they're viewed with disdain, not for any harmful side-effects but because they should be able to rely on their own skills and aptitudes. (Some Atlantean sorcerers engage in shapeshifting battles, but they're viewed as... weird.) The taboo against body-altering magics is largely born of anti-Deep One sentiment, fearing the polymorphic power of the Serpent Scepter, and the protean nature of their otherworldly masters. For similar reasons, and also out of respect to the Sirens, Mental effects are rare. Devices permitting telepathic communication -- between Atlanteans and other sapients, and Atlanteans and animals -- are common, as are illusions, though most are obviously illusions and so suitable only for entertainment or educational displays, not deceit. Emotion control is accepted, if tied to the elements (via the "four humours"), but mind reading and mind control -- even controlling non-sapient animals -- are deeply feared, and is something only those vile Lemurians would do. Order-focused artificers argue for being able to develop truth-compelling effects, to cut through the chaos of lies and deception; debates are still ongoing, though rumors persist of "secret police" who do employ such techniques. (In truth, Atlantean techno-magic is just as capable of generating and manipulating psionic energies as any other form of elemental energy, though this is not widely known.) Atlantean Tech is capable of teleportation across space, but only using large platforms connected to ley lines & only to teleport to other such platforms. Experiments with using charged crystals to power more mobile teleporters have met with limited success. (Dimensional and temporal travel are theoretically possible, but would require more complex calculations and even larger amounts of energy.) Flying vehicles are common, but wearable "flight packs" are still being worked on. Atlanteans were adept at creating magiconstructs -- automatons in humanoid or animal form, serving a variety of military and construction functions -- but the techniques to create them are long lost. Some Atlantean statues -- on the isle or in surface world museums -- are actually long-dormant colossi, their inner furnaces long depleted of fuel. Though Atlantean technology is as much magic as it is science, it is not used to invoke or entreat any mystic entities, even ones who are called on for elemental effects (like Abbridon, Ghorummaz, or Phoros), though Atlantean sorcerers can and regularly do. The reasons for this are twofold: they don't want to become beholden to any outside entity, and the Preserver tech components have trouble with specific mystical entities of such great power. Their techno-magic can be used to summon elemental beings, using large arcane patterns developed over millennia and altered based on what needs to be summoned, and an ample supply of elemental material to form the body, though whether these "spirit matrices" actually summon spirits from some other plane, or creates something like an A.I. molded by the user's subconscious, is a matter of some debate. Atlantean Techno-Magic is capable of necromantic effects -- manipulating both life force and energies from der Shattenwelt are within its capabilities -- but such devices are extremely rare. ATLANTEAN SUBSTANCES The ancient Atlanteans invented a unique metal alloy of copper, gold, mercury, and silver, called orichalcum, a hybrid creation of advanced metallurgy and alchemy. (Surface world metallurgists get confused and infuriated when examining it, because such an alloy should not be possible.) The secret of its creation was lost in the sinking of Atlantis, and likely would not be practical in an aquatic environment, but samples of the metal still exist, owing to its near-indestructible nature, and Atlantean “cold-forges” can reshape existing orichalcum to a degree. Orichalcum is a golden (or deep coppery) metal with Toughness 25 and immunity to damage from temperature extremes. (If put in a fire, when removed it won't be any hotter and can be safely handled with ungloved hands; if left in a snowbank, when removed it won't be any colder.) Also, despite being largely unaffected by magic -- magical energies pass through, flow around, or are absorbed into it -- it holds enchantments better than most any substance, making it ideal for crafting magical armor, weapons, vehicles, and other devices. Orichalcum weapons, armor, and tools are prized heirlooms among the Atlanteans (and their Utopian cousins). Atlantean mechano-mystics also recognize four distinct elemental substances, though these are so basic a component of their craft that they rarely bother describing them to anyone. Corusqua are incandescent blue crystals which contain electricity, though they are inert unless agitated by mystical energy; their use became much less common post-Sinking. Crystallos is a transparent crystal similar to quartz, but grows like a plant; it can be constrained and forced to grow into various shapes (typically flat panes), dyed by soaking in pigments, and can be baked in special arcane furnaces to halt their growth but make them harder than steel (though much lighter). Fulminor is a blue-black smoke that is lighter than air, and can impart that quality on any substance it remains in extended contact with; it is used in the fuselages of Atlantean aircraft. Ignaetium is a pale blue, dull orange, or blood red crystal, containing a spark of Elemental Fire, and is used to fuel many arcane furnaces & as a source of heat. All four are naturally occurring substances, but can also be created in a sorcerer-scientist's workshop. As for mundane substances, copper -- and its alloys bronze and brass -- are often used in Atlantean metallurgy, due to their availability and unreactiveness to most mystical energies. Iron and most steels rust in the saltwater environment, though they do have various sealants which can slow that corrosion. The alchemical resonances in gold and silver tend to interfere with the mystical elements of their devices if present in large quantities. SKILL CHECKS Among other things, the differences in Atlantean technology impose a +20 DC modifier to Knowledge (Technology) skill checks dealing with it, unless the character is also trained in Knowledge (Arcane Lore), in which case the lesser of the two skill ranks may be used without the +20 DC modifier. Surface-world trained technicians can barely make heads or tails out of Atlantean techno-magic. In a like manner, modern electronics, or even simple combustion engines, are just as weird and alien to Atlanteans as their techno-magic is to surface worlder engineers.
  8. Lady Diem Power Level: 10 (150/150 PP) Unspent Power Points: 0 Trade-Offs: -2 Toughness, +2 Defense In Brief: Fantasy Nerd with a magic book that allows them to bring their imagination to life. Nicknames: The Wizard Of The Coast Theme: Dragon Empress by BrunuhVille Alternate Identity: Sonya Teller(Secret) Birthplace: American Samoa Residence: A small basement apartment in the suburbs that she rents from her 90 year old landlord. Base of Operations: Freedom City, Liberty Park Occupation: Wage Slave Office Drone, Self-Published Fantasy Author Affiliations: None Family: Two Parents, both alive, one older sibling, one younger sibling. Description: Age: 28 Gender: Female Ethnicity: Samoan Height: 5'4" Weight: 160 lbs Eyes: Emerald Hair: Chocolate History: "Your deepest desires can be yours" That was what the card said. Sonya had a lot of problems, a lot of things that needed to be fixed, and best of all, she was desperate. At the time, she thought that Mr. Infamy, as the the card said in bold if plain text, was just the name of a business agent. The card itself had come from a stranger she'd run into during her last convention, along with some vague comments about being able to help. At the time, Sonya hadn't thought anything of it, but time passed and that changed. Suck in a dead end job, struggling to get her work published and to actually make the jump from 'aspiring' to full blown 'author', Sonya felt like her life was going nowhere fast. Lacking money, and feeling her debts steadily piling up, she felt like she needed an escape hatch. So while she was turning her wallet inside out trying to find a few extra dollars to pay her groceries, and the black card came tumbling out, she was ready to consider it. The card itself listed the address of a curio shop, one close enough to her apartment that she could reach it by foot, though far enough that she probably wouldn't have ever stumbled across it had she not been looking for the place. At a glance, it was a disheartening sight. Sure, looking at old antiques would be fun, but it wouldn't do much to improve her lot in life, or so she thought. Standing at the threshold, Sonya considered just leaving, but decided against it. Coming all the way, she could at least step inside. Mr. Infamy stood at the counter, and warmly invited Sonya in. Their interaction was a strange one. Sonya began with the assumption that the business owner could get her a book deal, or perhaps a loan to help her get her bank account out of the red. Mr. Infamy acknowledge that while he certainly could help with those sorts of things, he was curious if that was what she really wanted. Without really giving it much thought, Sonya admitted it wasn't. Normally a reserved individual, Sonya found the black haired, blue-eyed man surprisingly easy to speak with, and so her feelings just came tumbling out. In a world filled with hero's, Sonya always wanted to be one. Not the cape and mask kind, but the sword and sorcery type. She had a love of fantasy, of adventure, of daring quests and mighty magics, and most importantly, of a world she could escape to where things made sense, as far as she was concerned. Mr. Infamy listened patiently, with a charming smile, nodding along as Sonya spoke. He concluded, to summarize, that she seemed to possess a wealth of imagination and a sense of wonder that this world was simply ill equip to handle, and that she'd be much better off if she could just change a few things to better reflect the worlds she could dream up in her imagination. To that end, he offered her a strange book, plucked from a display case beside his counter, and offered it to her with the kind words that he looked forward to see what kinds of stories she decided to create, and when she attempted to pay, simply raised a hand and assured her it was no charge. After all, he said kindly, he could imagine no one better suited to carry it. So ended her encounter with Mr. Infamy. When she left his shop, Sonya found herself feeling a bit despondent. She'd come all the way trying to turn her life around, and walked out with an old book. By the time she'd walked back home, all she felt was foolish for getting caught up in the idea of changing anything. Out of curiosity, Sonya opened the book and found it was a guidebook for some sort of tabletop game, a way of crafting narrative stories based on a few simple rules. She was a veteran LARPer and had run multiple marathon game sessions during conventions, so such a book was remarkably familiar as she thumbed through the pages. As she read, her mind naturally began to imagine what sort of games she could make, and as she did, the ideas began to literally spring off the page and into the world. Before she knew what was happening, her apartment had transformed into a tavern filled to the brim with orcs, goblins, elves and hobbits. It was like a miracle. Now, were this one of the stories Sonya enjoyed reading, she probably would have paused a moment, and thought fully about the circumstances as they unfolded. Perhaps she would recall that objects of power are seldom given out for free, and that accepting gifts from strangers can lead to misfortune if you are not careful. Sonya, however, was to caught up in the moment, to fixated on all the things she had wanted which had never been possible. To preoccupied with the injustices in her life that she could finally correct. To blinded with the prospect of finally being able to step out of the dull world she lived in, and into one where she could be happy. On that day, Sonya transformed nearly half the city without even giving it a second thought, replacing the modern metropolis with a medieval citadel, positioning herself as a mighty and noble queen to preside over the realm. It would have been perfect, just like she imagined. And of course, it wasn't. There was panic in the streets as unsuspecting citizens fled before the fantastical creatures that had been conjured up among them. Hero's emerged to help contain the situation, and assembled a party to storm her castle. First, Sonya was confused as to this. But confusion turned to anger, a bitterness at what she perceived to be an attack. This was supposed to be her chance to finally get what she wanted, to make people happy. Everyone wanted to be a hero, to live an adventure, and she could give them that. How many people had been just like her, hopeless and depressed? With her power, Sonya could make it so that nobody would ever feel like that. And yet, the 'hero's were on their way to try and stop her? She didn't understand, she only felt hurt. Sending all the power she could at the heros, Sonya tried to resit their efforts to take away the world she'd tried to build, but was ultimately defeated. After all, the evil queen never wins in the end. Her book was taken, and Sonya was thrust back to the world she'd tried so hard to escape from. Only then did she fully understand how far she'd gone astray. She didn't resist arrest, and admitted her guilt on all charges. She was sentenced to prison, and while it was crushing to experience, she told herself that it was what she'd deserved. For the one time in her life she'd been given power, and all she'd done with it was try to rule some little kingdom. Five years passed, and Sonya was granted release on good behavior. In her time, she'd been a model prisoner, and actively attempted to reform herself. She'd actively participated in therapy groups, and volunteered for community service at every opportunity. The biggest sign that she was genuine in her efforts to reform was the book, however. Despite her imprisonment, Sonya's book had repeatedly found its way back to her. And instead of using it to escape, she'd done what she was supposed to do, and hand it over to the authorities. That was a huge sign in and of itself. Her application for probationary release was granted, and Sonya was able to walk free. When Sonya returned home, she found the book waiting for her. And it would be a lie to say she wasn't tempted to use it. But Sonya refused to go down that path again. She hid the book away, and tried her best to ignore it. For six months, she even managed. In that time, she got a job. It was a terrible job, but then as a felon with a record, it was about the best she could manage. Most of the time, she could push the matter aside. But when her mind drifted, she would find herself contemplating the book again. If she never touched it again, she could never use it to hurt anyone. That was certainly commendable. But with the book, she could do some good, of that much she was sure. Project Freedom, a reform program for criminals who were attempting to use their superhuman abilities productively, provided a means to do so. Working with the project, Sonya was granted the opportunity to use her abilities in controlled settings, and with nearby heros on hand should she start displaying some of her less positive tendencies. In addition to connecting her with a therapist, Dr. Gabriel Marquez, to help continue her rehabilitation. Sonya is now six months into the program, and has been granted a wider range of freedom to use her abilities, and works every day to continue to better herself and put the power she was given, however dark its origin, to use for good. Personality & Motivation: True nobility is not being superior to your fellow man, but superior to your past self. Sonya has attempted to make that the core of her being. As a fantasy fanatic, she's filled her subconscious with tales of chivalry and hero's facing off against evil, and believes in a very optimistic world view. However, at a personal level, she's largely failed to uphold such ideals, which has left her with no small amount of self loathing. Sonya uses her powers for good to try and become a better person herself in the process, and to try and help the world be a better place in the process, rather than trying to force it to be what she wants it to be. As an individual, Sonya is likable enough, if a bit awkward. She doesn't usually make eye contact and avoids talking much about herself, rather preferring to talk about her interests or other people. While she would never admit it, she's something of a hopeless romantic, and tends to fall in love easily but lacks the courage to really act on her feelings, which leads to heartbreak when the subjects of her affections remain unaware of her crush. She hates her job, and only works enough to get by on, finding satisfaction in her hobbies rather than her profession. an armature writer, she maintains a small collection of self-published works of middling quality, though small commercial success. Before gaining her book, she was a big fan of superheros and is still largely a big fan of superheros, so she can turn into a total fan-girl when meeting other costumed vigilantes. Powers & Tactics: In a battle, Sonya holds two key advantages. The first is that she will almost certainly have near total control of the environment in which the fight takes place, as her power lets her radically reshape her surroundings on a whim. Castles, dungeons, alien worlds, lost caves, and all manner of scenarios can spring from nothing in an instant. As such, her first and foremost strategy involves keeping the fight on her terms. Individually, she's very vulnerable and she knows it. Throwing up barriers between her and her enemies so that they remain trapped within her worlds means that the fight always stays at a distance. A battle with Dorothy is more about fighting against the world she creates than her personally. Aside from controlling the fight, Sonya can keep her enemies off balance with a constant barrage of illusions and distractions. Some of her creations are harmless and immaterial, while others are far more solid. Foes will never fully know what can harm them, and what cant. These illusions can also help to keep her hidden while the battle goes on. She'll send hordes of goblins to clash with her foes, or bombard them with fiendish traps, while monitoring the situation from behind her barriers. If pressed, she can call up a solid construct to act as her champion, making it the boss of her dungeons and a final encounter, though while that happens she's just as likely to disappear herself through a gateway, retreating and keeping the game of cat and mouse going. Ultimately, the fight comes down to whether Sonya can keep her enemies contained before they can close in and lock her down, or worse yet, separate her from her source of power. When fighting with allies, Sonya dials back on the scale of her worlds, preferring to simply play a support role by keeping her teammates in advantages positions and undermining enemies. She can provide tactical information thanks to an ability to step back and view the real world as a projection of a game board, even moving pieces around if she desires, or through restoring the strength of her companions in the event they become injured. Power Descriptions: Sonya has no powers on her own, and is fairly sub-par in most aspects. Her abilities stem from her Grimoire. While it appears to be a fairly standard, if somewhat ornate book, it is a talisman with which its holder can manifest their imagination into reality, sculpting the world around them to their liking. While nearly indistinguishable from reality, the creations are manifestations of Sonya's imagination, and can sometimes take on lives of their own outside her control. Complications: Wage Slave: Sonya works at a dead end cubical job entering data from spreadsheets, employed under a boss that doesn't particularly like her (or anyone), for a wage that is barely enough to scrape by on, as well as being generally soul crushing. Darker Impulses: There is certainly a reason that Sonya attracted the attention of Mr. Infamy. Aside from a sincere dissatisfaction with her life and a desire to escape from it, she has more sinister aspects of her personality that were previously contained by her lack of power, but are now unleashed. She can be very controlling, manipulative, and has a genuine sadistic streak she wasn't aware off. Gaining the ability to change the world to her liking made it hard to ignore the fact that her first temptation wasn't to help others or fix things, but to enact petty revenge against people who she felt wronged by and indulge in self gratification. It provided a harsh look in the mirror and has left her with the challenge of confronting the fact she's not as good a person as she liked to believe. She's receiving psychological therapy to help her better learn to cope with and channel her feelings in constructive ways, but she still has bad days. Probation: Sonya's been allowed to keep her book after showing genuine remorse for her actions and is working to prove herself as reformed, but that doesn't mean she's entirely off the hook. In addition to community service, she's monitored to make sure she doesn't relapse into more megalomaniac patterns of behavior. Self Conscious: When comparing herself to others, Sonya usually views herself as inferior, whether referring to intellect, appearance, or talent. She is easily put down by others and made to doubt her own value. Wrong Genre Savy: Despite being a big fan of literature, particularly fantasy, Sonya knows precisely nothing about real magic or supernatural creatures, and so will just try to muddle through based on what she thinks she knows. Which is not only often wrong, but dangerously wrong. Claustrophobia: Defined as a fear of confined spaces, Sonya becomes stressed if put inside an elevator, and can panic in any enclosed space much smaller than that. Debts: Sonya accepted a deal from Mr. Infamy, and such things always have a way of coming back around. Much as Sonya might envision herself as the one sitting at the game table, she's more likely to just be a piece in his larger game. Second Chances: Sonya, having turned back from the dark side, is a bit to eager to try and see the same good in others, and this leaves her with a blind spot as she ignores the risks in her efforts to reform other misguided souls. Abilities: 0 + 4 + 4 + 2 + 4 + 4 = 18 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 0 + 8 = 9PP Initiative: +4 Attack: +0 Melee, +4 Ranged Defense: +12 (+4 Base, +4 Illusion, +4 Dodge Focus), +4 Flat-Footed Grapple: +0 Knockback: -2 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +8 (+2 Con, +6 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+1 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 48R = 12PP Bluff 8 (+10) Distract Knowledge (Pop Culture) 4 (+6) Notice 10 (+12/+20) Perform (Acting) 12 (+14) Fascinate Profession (Writer) 8 (+10) Sense Motive 6 (+8) Assessment Feats: 6PP Assessment Distract (Bluff) Fascinate (Acting) Luck 2 Equipment: 0PP = 0EP Powers: 92PP (Descriptor: Magic, Imagination) Device 30 (The Grimoire; 150 PP Container; Extras: Indestructible, Summonable; Flaws: Easy-To Lose) [92PP] World Building 45 (80 PP Dynamic Array; Feats: Dynamic Alternate Power 5 )[90PP] Base Power: Illusion 10 (All Senses; Extras: Ephemeral [+3]; Feats: Progression 10 (10K ft Radius)) {80/80} (Quasi-Real Illusions, though more difficult, are possible) Alternate Power: Illusion 10 (All Senses; Extras: Sustained [+1]; Feats: Progression 15 (10K ft Radius)) {65/80} (Illusions that make the fantasy seem real) Alternate Power: Create Object 10 (10 Cubes; Extras: Perception Range [+1], Movable [+1]; Feats: Subtle, Precise, Stationary, Selective, Variable Descriptor 2 (Magic), Feature (Furnished), Progressive 8 (2.5K ft cube/Rank)) {57/80} (Conjure Entire Worlds From Nothing) Alternate Power: Environment Control 13 (5 PP Effects, 50K ft Radius) {60/80} (Dramatic Environments Provide Interesting Backdrops) Alternate Power: Transform 10 (Inanimate To Inanimate, 1M lbs; Extras: Perception Range [+1]; Feats: Indirect 4, Progression 10, Precise) {74/80} (Reshape The World) Enhanced Advantage 8 (Dodge Focus 4, Defensive Roll 3, Evasion) Linked Enhanced Dodge 4 [12PP](Misdirection and Illusion make it hard to actually land a solid hit) Dungeon Master 20 (42 PP Array; Feats: Alternate Power 8)[50PP] (Change the world like it was just a game) Base Power: Summon 10 ( 150 PP Boss Monster; Extras: Heroic [+1], Broad Type (Fantasy Creature)[+2], Continuous [+1]; Feats: Mental Link, Sacrifice; Flaws: Tiring [-1], Distracting [-1]) {42/42} (Call up powerful Boss Monsters) Alternate Power: Damage 9 (Monster/Traps/Spells; Extras: Perception Range [+2], Alternate Save (Reflex)[+1]; Feats: Indirect 4, Variable Descriptor 2 (Magic)) {42/42} (Create challenging and dangerous hazards) Alternate Power: Teleport 8 (800 ft /2000 miles); Extras: Accurate [+1], Portal [+2] Feats: Progression 2) {42/42} (Gate Spell) Alternate Power: Mental ESP 10 (10,000 ft Range ; Extras: No Conduit [+1]; Feats: Subtle 2), Super-Senses 16 (Detect Weaknesses (Mental: Ranged, Acute, Analytical), Detect Strengths (Mental: Ranged, Acute, Analytical), Spacial Awareness (Mental: Acute, Radius, Ranged), Extended Mental Senses 2 (-1 per 1000ft), Rapid Mental Senses 2 (x100); Flaws Limited To ESP [-1]), Enhanced Notice 8 {36/42} (View the world as a battle-map with character figures and look up stat blocks) Alternate Power: Move Object 12 (16/32/50/100/250 Tons; Extras: Perception Range [+1]; Feats: Subtle 2, Indirect 4) {42/42} (Picking pieces up off the board) Alternate Power: Healing 8 (Erasing Damage; Extras: Perception Range [+2], Restoration [+1], Total [+1]; Flaws: Distracting [-1]; Feats: Persistent, Regrowth) {42/42} (Undoing Harm can be as simple as erasing it from a character sheet) Alternate Power: Paralyze 9 (End Of Turn; Extras: Perception Range [+2]; Feats: Subtle 2, Indirect 4){42/42}(Time) Alternate Power: Boost 6 (All Traits; Extras: Perception Range [+2]; Flaws: Limited To Others [-1]; Feats: Indirect 4, Subtle 2) {42/42}(Level Up!) Alternate Power: Dimensional Pocket 8 (500K lbs; Extras: Perception Range [+2]; Feats: Indirect 4, Subtle 2, Progression 4){42/42}(Put Pieces back in the box) Drawbacks: 0PP DC Block Attack Range Save Effect Unarmed Melee DC 15 Toughness Damage Illusion Perception DC 20 Will Tricked By Illusion Ephemeral Illusion Perception DC 20 Will Tricked By Illusion + Up To Rank 5 Effect Create Object Perception DC 20 Reflex/DC 25 Toughness Trapped/Crushed by object Damage Perception DC 24 Reflex Damaged Transform Perception DC 20 Fort (Inanimate) Transformed Paralyze Perception DC 20 Will Slowed/Paralyzed Dimensional Pocket Perception DC 18 Reflex/Will Moved To Pocket Dimension Totals: Abilities (18) + Combat (9) + Saving Throws (13) + Skills (12) + Feats (6) + Powers (92) - Drawbacks (0) = 150/150 Power Points
  9. (Alongside the obvious formatting issues present, it's been months since I made this build, and I made it on Hero Lab no less, so I very likely have my math wrong somewhere, probably where the skills and the trade-offs are concerned.) General Giirok PL 10 (150/150) https://imgur.com/a/u5QrHaU In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was double-crossed by duplicitous understudies. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1600 lbs. Eyes: Green compound eyes Hair: None Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux (a world which was largely devoid of intelligent life other than Orion-Brood Andromedans. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, and he soon ended up crafting his own primitive weapons rather than just using natural weaponry. While all Andromedans possessed animal cunning, Giirok in particular honed his unorthodox (for an Andromedan) fighting style until he became good at it. He began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Because of his ingenuity and prowess in battle, he gradually moved up the ranks until he became the captain of his own war-swarm. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a metamorphosis that lasted for a few weeks. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King. He ruled alongside his consort, Brood-Queen Atayah, who rumors suggest may once have been a harshly abused worker-caste slave he took a liking to, and once he found out about her situation, he killed the abusive master, freed her, and took her in. His ascent afforded him a kind of cult of personality among the warrior-caste and even beyond. However, some of the biologists and engineers did not like how their influence over the species was being taken away from them, which is why they agreed to help one of Giirok's opponents, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx, to have poisoned weapons in order to render him unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King. Kekarx quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, and wanted to beat Kekarx in single combat to regain control of his world, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return not just to free his people from Kekarx, but he would come back for her sake as well. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an illegal, underground intergalactic gladiatorial combat league, assuming he was just another Andromedan, one they could control. His new masters placed advanced restraints on him to prevent him from flying away, or even attacking anyone his owners didn't want him to. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. Because of it, he became an extremely popular gladiator, and even became its champion for years. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in an illegal gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. My Only Equal - He loves his Brood-Queen dearly, and she is the one person he won't talk down to. Scrap Happy - He's very eager to get into any fights with an enemy whenever possible. Especially if waves of enemy soldiers are involved. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 10 + -2 + 16 + 4 + 4 + 4 = 36 PP Strength: 28 (+9) Dexterity: 8 (-1) Constitution: 30 (+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22 PP Initiative: -1 Attack: +10 Melee, +5 Ranged Defense: +10 (Base) Grapple: +24/+26 Knockback: -10 Saving Throws: 3 + 6 + 3 = 12 PP Toughness: +13/+10 (Trade-Offs Detected via HeroLab) Fortitude: +13 (3) Reflex: +5 (6) Will: +5 (3) Skills: 62 R = 16 PP Diplomacy 6 (+4) Gather Information 8 (+6) Intimidate 16 (+12) Knowledge: History 6 (+4) Knowledge: Tactics 16 (+10) Language 2 (+2) Notice 6 (+4) Perform: Oratory 10 (+8) Sense Motive 10 (+8) Feats: 31 PP All-Out Attack Ambidexterity Assessment Attack Focus: Melee 5 Defensive Attack Defensive Roll 6 Dodge Focus 6 Fearless Fearsome Presence 1 Inspire 1 Leadership Master Plan Move-By Action Power Attack Startle Veteran Fighter Improved Grapple (Only through Additional Limbs) Equipment: 0 PP Powers: 33 PP Additional Limbs 2 (2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feat: Improved Grapple) (2 PP) Flight 2 (25 mph, 220 ft./rnd.) (4 PP) Growth 4 (+8 Strength, +4 Constitution, +1 Size Category; Feat: Permanent, Feat: Innate) (13 PP) Protection 3 (Feat: Impervious, Feat: Innate, Drawback: Noticeable) (6 PP) Strike 1 (Feat: Mighty, Feat: Variable Descriptor (Narrow Group - Warrior's Arsenal)) (3 PP) Super-Strength 2 (+10 STR Carrying Capacity, heavy load: 4.8 tons; +2 STR to some checks, Feat: Groundstrike (Radius 90 ft., DC 19) (5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 24 Toughness Damage Strike Touch DC 25 Toughness Damage Totals: 36PP on Abilities + 22PP on Combat + 12PP on Saves + 16PP on Skills + 31PP on Feats + 33PP Powers = 150/150 PP
  10. Player Name: Dreamwalker Character Name: Seraph Power Level: 11 (160/160) Tradeoffs: TBD Unspent Power Points: 0 In Brief: Vitakinetic member of the Martel lineage. Looks to reconnect with her States-side family and be a superhero again. Residence: TBD Base of Operations: TBD Catchphrase: TBD Alternate Identity: Faith Martel (birth name) Identity: Secret Birthplace: Atlantic Ocean, International Waters Occupation: None Affiliations: TBD Family: Eve Martel/La Renarde Bleue (first cousin), Anson Martel (father), Maria Martel (mother) Date of Birth: November X, 1993 Apparent Age: late teens Gender: Female Ethnicity: Caucasian (French) Height: 5'1" (1.55 meters) Weight: 110 pounds (50 kg) Eyes: Green Hair: Blonde Power Descriptions History On a plane trip to the United States is where Faith was born. Her father, Anson, was on a business trip and decided to bring his very pregnant wife, Maria. And that's where Faith popped out. In a plane. Over the Atlantic Ocean. While technically French by birth, she has dual citizenship between both countries. She used it frequently travelling between the hustle of the northeastern United States (mostly) and the French countryside. During her early years she proved to be quite a talker and a listener, defusing hostilities with a few words. It would be the first of her psychic resonance bleeding subtly through. The Martel family have had instances of psychics reaching all the way back to Charlemagne. Though Faith's early psychic resonance not expounded upon, as no one noticed it, it did not go away. Though it did keep her parents from fighting. Years later, she would be given a second taste of power. During her teenage years she was in to health and fitness. She studied and trained her body mostly, but this lead to a precocious love of sciences. 'Puberty' was kind to her, but it was her psychic resonance forming. Personality and Motivation Complications
  11. Portia Labiata


    WIP Huntsman Power Level: 7 Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +5 Defense / -5 Toughness In Brief: Blind bow-master with incredible senses and a seeing-eye monkey Alternate Identity: Duab Ntxoo Hawj (Secret) Birthplace: Muang Khoun, Laos Occupation: Ex-Hunter Affiliations: Family: Husband (Darrel White) Granddaughter (Danielle White) Description: Age: 36 (DoB: 1982) Gender: Female Ethnicity: Asian. Height: 5’ 1” Weight: 120 lbs Eyes: Brown Hair: Black Huntsman is a Laos-born woman with straight, black hair. She is physically very fit, but of small, slight build. She wraps a strip of silk around her eyes, which have been scared heavily and blinded due to an explosive. Huntsman wears a specialized ghillie suit that can change color and pattern to match its surroundings. Underneath are rather common hunting gear, such as water-resistant, canvas pants and jacket, gloves, and a facemask, all dark colored. At her hip is a quiver of arrows, and she carrie at all times her trusty bow, a marvel of composite engineering. Her belt has the tools of her trade as a hunter, such as a hunting knife, and vials of the sleep-inducing agent Huntsman coats her arrows in. History: Huntsman was born in Muang Khoun, the once-capital of its province in Laos. At the end of the second Indochina War, Muang Khoun had been all but abandoned. But her family remained. When she was a child, Duab Ntxoo stumbled across an unexploded ordnance near her home. It went off, and while she miraculously survived, she was permanently blinded. It was only then that her family chose to leave their home, and start a new life in Colorado. In America, Duab Ntxoo had the advantage of childhood to help her learn English. However, suffering from blindness made her miserable. She began trying to find ways to work around the disability, choosing only the most difficult hobbies she could for someone who cannot see, seemingly out of spite. Archery was one of those hobbies. Over a decade of dogged determination and practicing under her fingers bled gave her the ability to not only rely on her hearing to make up for her blindness, but also source and aim at anything she could hear. This same determination turned into a contrarian nature. Where her parents would try to protect her by keeping her near, Duab Nxtoo would frequently try to run away to prove her independence, exploring the outdoors and wilderness in much the same way that led to her blindness in the first place. Still, she was capable enough to learn and improve herself to become a skilled survivalist. She turned these skills into becoming a professional hunter… but not to kill animals as trophies, as she was a natural animal-lover. Instead, she offered her skills to conservationists, putting animals to sleep so that they could be collared, monitored, and protected During a trip to the South American amazon, Duab Nxtoo found a group of trophy hunters illegally killing and capturing protected species for sport, such as jaguars and monkeys. She attacked the hunters herself, and freed the animals still alive. One of the spider monkeys took a liking to her, and she brought it back as a pet, naming him George. This also impressed one of her co-workers - Darrell White, one of the men who had worked on designing the collars and other equipment - enough for him to ask her out on a date. A few years later, the two married and had a child. Unfortunately, Duab Nxtoo was not the type to settle down in one place. She continued to travel the world and work, and Darrell was left behind with their baby girl, Danielle. One day, she came home to find both missing… kidnapped, for unknown reasons. Which brings us to today. Duab Nxtoo has taken the name Huntsman, and is actively looking for her family. Her search has led her through politicians, crime lords, and corrupt scientists. The trail points to a massive conspiracy, but exactly what it hides has yet to be revealed… Personality & Motivation: Huntsman has only one motivation, and that is to find her family. However, many roads lead to this goal. She is currently using a two-pronged approach. First, Huntsman finds someone involved in the conspiracy surrounding her family’s disappearance, and “convinces” them to give her information leading to the next minion. Second, Huntsman has been trying to get in contact with other heroes, helping them with their pursuits in exchange for return favors. Huntsman is pragmatic and candid. She wastes few words, and is wholly determined on only one task at a time. A perfectionist by nature, she refuses to leave anything unfinished before moving on to the next task. Her stand-offish behavior often means that she has an easier time with animals than people. Huntsman is also very contrarian, and hates being told what to do or how to do it. Powers & Tactics: Huntsman is, as the name implies, a hunter first and foremost. To her, preparation before a fight is the key to success, and patience is the greatest virtue. Using a weapon with limited ammunition lead to a “quality over quantity” mentality in terms of lining up shots. Huntsman is far from a pacifist, but she abhors killing. Her arrows are aimed to cause non-lethal wounds, and are coated with a sleep-inducing drug to knock out opponents rather than kill. Due to the silent nature of her weapon, Huntsman tries to pick off loners one by one, using stealth and cunning, rather than barge in head-first. Power Descriptions: Huntsman’s bow is one of her husband’s many inventions, a powerful, durable compound bow. It is devoid of any sights, as they would be wasted on Huntsman. In compliance with Huntsman's disdain for killing, she only uses tranquilizer arrows. At point blank range, a full draw would still certainly be enough to kill... but she would have to intentionally try to do so. As long as the arrows strike center mass (or any limb) from a reasonable distance, the worst they can do is break a bone or leave nasty bruise. Another of Darrell's inventions is Huntsman’s ghillie suit, the most advanced piece of technology on her person. The suit can adapt its color, pattern, and even texture to mimic the environment around Huntsman, meaning if she calibrates it and remains still, she can become virtually invisible. Complications: Archaic Weaponry – A bow and arrow doesn't allow for too many shots. If Huntsman is not conservative, she can run out of ammunition and be left helpless. At any time, the GM may decide that Huntsman has run out of arrows, and her bow becomes unusable until she restocks. Friend to Animals, to Humans… Not So Much... Huntsman is a natural when it comes to understanding and handling animals. Around humans, however, her charm has a tendency to fly out the window. At any time, the GM may decide that Huntsman’s social skills are hindered or simply do not apply when interacting with other people. Blindness - Huntsman is totally blind. No matter how good her hearing is, there are some things she simply cannot detect. At any time, the GM may decide that Huntsman's blindness is an insurmountable obstacle to detecting something important. No, I'M the REAL Huntsman - Turns out, Duab Ntxoo isn't the first to take the name "Huntsman." Naturally, the causes some confusion. Occasionally, when meeting or interacting with others, this can lead to... difficulties. At any time, the GM may decide that Huntsman has been mistaken for another with the same moniker, adding some significant complication to the encounter. Family First - Huntsman is single-minded in her pursuit after those who kidnapped her family. When this conflicts with other obligation, or even her own morality, this can cause a crisis. At any time, the GM may request an irrational or dangerous emotional response from Huntsman when finding her family or the kidnappers responsible conflicts with her current goals. If Huntsman complies, a Hero Point is awarded. Abilities: 0 + 0 + 0 + 0 + 0 - 2 = -2PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 6 (2PP / Base Attack) + 8 (2PP / Base Defense) = 14PP Initiative: +0 Attack: +3 Base, +9 Bow Defense: +12 (+4 Base, +8 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 10 (1PP / Reflex) + 2 (1PP / Will) = 12PP Toughness: +2 (+0 Con, +2 [Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +2 (+0 Wis, +2) Skills: 108 = 27PP Language 4 (Laos [Native], Hmong, French, English, Spanish) Climb 12 Swim 5 Survival 12 Medicine 12 Notice 12 Bluff 13 Intimidation 13 Persuasion 13 Stealth 12 Feats: 28PP Animal Empathy Attack Specialization 3 (Compound Bow) Defensive Roll Dodge Focus 8 Ranged Pin Improved Ranged Disarm Improved Aim Improved Critical 3 (Compound Bow) Precise Shot 2 Uncanny Dodge Sidekick 6 Equipment: 0PP = 0EP Powers: 4 + 6 + 4 + 12 = 26PP Device 1 (Reconfigurable Ghillie Suit; 5PP Container; Flaws: Hard-To-Lose) [4PP] (Technology) Concealment 2 (Normal Sight); Extras: Continuous; Flaws: Blending, Increased Action (Move); Feats: Close Range, Linked) [3PP] Concealment 1 (Normal Hearing; Extras: Continuous; Flaws: Limited (Only While Stationary) [2PP] Super Senses 6 (Auditory: Accurate, Extended Range 2; Danger Sense; Direction Sense) [6PP] (Training) Super Movement 4 (Sure-footed 3; Trackless) [4PP] (Training) Device 4 (Compound Bow / Doused Arrows; 20PP Container; Flaws: Easy to Lose) [12PP] (Technology) Stun 5 (Extras: Ranged, Poison, Sleep) [20PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Compound Bow Ranged (50/500) DC 20 Toughness Stun / Sleep Totals: Abilities (-2) + Combat (14) + Saving Throws (12) + Skills (27) + Feats (28) + Powers (26) - Drawbacks (0) = 105/105 Power Points Sidekick: George Monkey Preset (pg 231 core rules) with higher skills George is a black-furred, South American Spider monkey from Huntsman's trip to the Amazon. George has remained with Huntsman even longer than her own husband and child, and has learned several tricks useful to her, including being able to alert her of things she cannot see, or fetching objects for her. Str 3 Dex 15 Con 10 Int 2 Wis 12 Cha 5 Skills: Acrobatics 8 (+10), Climb 17 (+13), Notice 9 (+10), Stealth 11 (+13), Sleight of Hand 11 (+13) Powers: Additional Limbs 1 (tail), Shrinking 8 (Power Feats: Innate; Flaws: Permanent) Combat: Attack +6 (includes +2 due to size), Damage –3 (unarmed), Defense +4 (includes +2 due to size), Initiative +2 Saving Throws: Toughness –1, Fortitude +2, Reflex +4, Will +1 Abilities –5 + Skills 14 (56 ranks) + Feats 0 + Powers 10 + Combat 12 + Saves 3 – Drawbacks 4 = 30PP
  12. Just putting this here for any feedback people would like to offer me. I'm far from finished and I consider nothing to be set in stone at this time. Additionally, I have a really thick skin, so please don't hesitate with your criticisms. ^.^ Kuroko Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None") In Brief: Grace does not equal weakness. Unarmed does not equal defenceless. Unpowered does not equal helpless. Catchphrase: N/A Theme: Alternate Identity: ??? (Public) or (Secret) Birthplace: TBD Residence: Claremont Dorms Base of Operations: Claremont Academy Occupation: Claremont Student Affiliations: None yet. Family: TBD Description: Age: "116" (DoB: 1992 - ten calendar years as a fox before gaining sentience, ergo this age combined "fox years" and human ones) Apparent Age: 16 Gender: Female Ethnicity: Japanese Height: TBD Weight: TBD Eyes: limpid jasper with slit pupils Hair: obsidian Kuroko tends to dress in "traditional clothing" when she's not wearing a uniform, such as the outfit pictured above. When acting as a hero, she wears the Claremont Academy hero uniform with a white fox mask over her face. She keeps the mask handy in case she needs to perform an impromptu heroic deed when she's out and about. History: Sixteen years ago, an American zookeeper was shocked to discover an infant girl in the enclosure of foxes they had visiting from Japan, while the famously rare naturally black Japanese fox named Kuroko that was the centrepiece of the exhibit was missing. The child displayed an uncanny intellect and behaved as if she were actually communicating with the foxes, who were in turn protective of her to the point of being aggressive to the zookeepers. At a complete loss for what else to do, the child was passed along to the government, where a local street level hero named TBD came looking for her, having heard about it from gossiping customers that were disappointed with the exhibit being cancelled. At his prompting, the infant revealed an ability to turn back into the missing fox, proving her identity. Kuroko eventually wound up officially adopted by TBD, who took her in and served as her only parent for her new human life. He taught her everything he knew about martial arts and ethics, the latter being rather difficult for Kuroko's non-human mind, though she eventually got the hang of it. Already getting on in years back then, TBD is fully retired now, so to further Kuroko's education and heroic training they moved to Freedom City and enrolled her in the Claremont Academy. Personality & Motivation: Kuroko is a gentle and quiet person, very respectful and studious and apparently rather boring and passive. Beneath this delicate silken facade, however, resides a heart of steel. The contrast is no deception; Kuroko genuinely values peace and courtesy, but won't hesitate to follow the example of the man she calls her grandfather and put a miscreant suddenly and painfully in his place. She considers grandstanding to be boorish at best, and prefers to simply do the right thing - that which would make the old man proud of her - and slip away silently before anyone knows that she's been there at all. Powers & Tactics: Kuroko relies entirely on her aiki-jujutsu, a pragmatic martial art designed for fighting armed, armoured, and potentially bigger and stronger opponents while unarmed and potentially unarmoured. The manoeuvres are subtle, frequently using the opponent's own strength against them and unlike the sports equivalent aikido, the style includes a number of painful strikes, twists, and locks designed to bring an end to the fighting as expediently as possible, up to and including techniques that are prone to making onlookers cringe in sympathy for the target. She uses this skill only when diplomatic or clever means to resolve the issue have failed. Power Descriptions: The only power Kuroko displays is an ability to transform from a human shape to that of a black-furred fox and back again. The transformation is accompanied by a concealing white light and a swirl of cherry blossoms.
  13. Janus Danger Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to her father finding an entirely different dimension that he quickly found himself a destined hero in. Her immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so she's reasonably close to her father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: biologically female, presents androgynous, uses she/her pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. She's definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from her mother. Training and exercise has been part of her daily routine since she was old enough to toddle, so she has more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with her long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like she's waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but she wears it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced her ears several times, wearing silver hoops and studs to match the multitude of rings that she is rarely without. Over her right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with her weapon when she draws out her soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to her height. She's fond of Earth based cosmetics and often uses those to heighten and accentuate her already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Her elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Her younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves her siblings very much but as the middle, rebellious child, her place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that her parents sent her to her father's relatives but it became clear that Janus's physical prowess was beginning to eclipse her older brother. They hope that free from the pressure of Fortuna, Janus can take her own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. She is both genuinely courageous and kind although she's often driven to prove herself. She thinks nothing of engaging in dramatics as its expected by the idiom of her native land. Despite often taking summers or vacations on Prime, she still retains a bit of a 'stranger in a strange land' vibe, especially as she makes little to no effort to change herself to conform. Janus' primary motivation is to be true to herself, and find the Hero within. She wholeheartedly believes that her Soul Sword is a sign of her inner potential and that it is both her responsibility and her gift to bring it to its full potential. Unfortunately, this means that she can be both stubborn and defiant when dealing with any authority trying to push her to act outside her morals. Powers & Tactics: Janus' relies on her physical prowess. Trained to defend herself with sword and fist since she was young, she's skilled at hand to hand combat although she's most comfortable with a sword in her hand. She's a flashy fighter, in part because she has fought side by side most often with her brother who, as the heir to the throne, is more important. Janus has accompanied her father and brother on ogre hunting missions and the like since she was old enough to engage in live combat. Being as she's from the Danger family, that was definitely on the younger side. She's used to making herself a target to draw attention away; a tactic her sibling is not overly fond of. She has a natural gift for witty banter, one that has only grown since spending more time with her Danger relatives. In addition to being highly skilled, Janus can draw her soul sword from her breast if she deems the threat worthy of it. Eldritch armor covers her arm from shoulder to fingertip and a glowing blade forms in her hand, drawn from her own essence, providing her additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Her soul sword and the armor fluctuates depending on her sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, her power covers her shoulder down to her fingertips in armor and manifests in a single blade. It is possible that she might make different energy constructs with time and practice. Should she change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with her the power of her mother's world but that is a world with its own beliefs and structure. Those are rules she has to follow. Self-doubt or despair weakens her mystical abilities and, in moments of true crisis, could render her without them entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those she calls friends. Responsibilities: Not only does Janus have a title and public duties when she's home, but she's a member of the Danger family. Not only does that mean she inherits some of the considerable enemies that they have made over the years, but it means that in addition to school, she has whatever responsibilities to her family and their businesses that might come up. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 13 (+20)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Escape Artist 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 37 PP Attack Focus (Melee) x 2 Beginner's Luck Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 5 (250 mph) / Flight 5 ( mph) {10EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 8; Drawback: Noticeable) {7 PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (37) + Powers (18) - Drawbacks (0) = 180/180 Power Points
  14. MossHeart

    Side Step

    Daniel O. Becker Power Level: 7 (105/105PP) Unspent Power Points: Trade-Offs: In Brief: The son of a retired Hero couple, Daniel grew up idolizing his parent’s achievement and training to one day emulate them in making the world a better place. Although Psychic, Daniel’s powers only recently manifested recently and so he’s grown accustomed to living as well as fighting like a regular person. Catchphrase: Theme: CloZee - Koto https://www.youtube.com/watch?v=6QvMcQ2Eejo Alternate Identity: Secret Birthplace: Emerald City Residence: South Freedom, Boardwalk Base of Operations: Occupation: Student Affiliations: None Family: Cyrus Becker (Father and Retired Hero/ Reformed Villain), Alondra Ortega (Mother/ Retired Hero) Description: Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Latino Height: 5’10’’ Weight: 153 lbs Eyes: Dark Brown Hair: Black History: Daniel was born to a loving and energetic mother and a quiet but supporting father. As a child, Daniel's Mother would regale him with stories about good, evil, heroes, villains and the daring conflicts and struggles that regularly happened in the defense of Liberty, Peace, and Order. In particular was the special Crisis response team which had a duo of heroes who back to back would swing wildly into the jaws of hell, fight cruelest of villains and risk life and limb to save lives. These were Ortega and Sidestep, and together it seemed like nothing could stop them. It didn't take Daniel long to figure out his mother was Ortega, Really it wasn't hard, she knew classified information about those events, She hadn't actually changed much from her pictures from years ago, Her name is literally Ortega and if that wasn't enough Daniel searched the web and most of her Hero information including her real name and birth date was registered on a public record. He also deducted that sidestep was likely his father although he had his doubts as the hero was registered dead more than ten years before he was born. And so Daniel at the tender age of nine would commit himself to making the world a better place as his parents did before him. Since Daniel was a regular human he knew that there was no way he could easily out match a super and so he trained. At first he tried to join a Dojo in Emerald city but found fighting to not be his strong suit and so he signed up for gymnastics instead, He devoted his free time tinkering with electronics while learning physics and climbing on the rooftops of the nearby buildings(Which got him into a lot trouble). A few weeks after his sixteenth birthday, Daniel’s parents decided to move to freedom city as they were both offered jobs with lucrative salaries there. Daniel was excited to move to a wonderful city filled with heroes and villains alike but a month after arriving and transferring to his new school his powers began to manifest. The aspiring Hero was walking through the hallways to his class when he saw a confrontation starting between a group of delinquents and a younger boy. A punch was suddenly thrown with Daniel's first instinct being to rush in to save the boy and so he gladly threw himself between the bully to take any other hits and defend the kid. He succeeded, of course, and the young student was able to flee quickly but before he knew it Daniel was on the floor getting wailed on and curb stomped. He had the daylights kicked out of him and by the time he did get to class he was red, black and blue. After a week of laying low because of the fight, Daniel spotted the same group of bullies trying to pick a fight in a go mart parking lot with a blind elderly man. Glutton for punishment as he was Daniel tried to reason with them until one of the students pulled out a knife and in fear, for the old man’s life, Daniel screamed for him to stop. Strangely enough, The bully’s face went deadpan and froze in place, Daniel asked the other two in a stern but polite voice to leave. They gave identical wooden expressions and left peacefully. Daniel tried commanding a nearby bird and then a squirrel and when they all listened to his orders he concluded he had powers. He pondered this new and life changing discovery but all he felt was “I have powers now… Neat. I'm sure this is a sign for me to go patrol the streets for crime? I really should I'm probably ready right?” So Daniel decided it was time to roam the streets as a proper hero. He Googled how to make DiY Gadgets from the internet, Donned a loose collection of random clothing and tied on a bunch of belts and satchels to himself just to look cool. Personality & Motivation: Daniel was Inspired to become a hero after hearing the exploits of his mother and father. Although he tries his best to be analytic and cunning his utopian view of crime fighting, as well as his lack of hands on knowledge, make him somewhat foolish when fighting crime. Powers & Tactics: Uses Stealth, Speed and Ranged Attacks supplemented by a very limited amount of psychic abilities to disable his opponents. Power Descriptions: [Psychic, Technology, Electricity] Complications: Name: Description The Bright side: Daniel will always try to forgive anybody who's done him wrong and help anybody even enemies who honestly ask for help. Rose Glasses: Whenever possible he tries to talk down any criminals even when it would be beneficial to attack while hidden. His attempts don't end there are whenever possible he likes to help criminals as he does feel bad about most of them. Note, he only really does this if he's the only one in danger and will gladly rush into a fight if somebody is in immediate danger. Family First, First Second: Daniel's loyalty when earned is ironclad and he's quick to help and protect anybody that he cares about no matter how daunting the task. Abilities: 0 + 6 + 4 + 6 + 6 + 4 = 26PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 6 + 6 = 12PP Initiative: +3 Attack: +3 Melee (Base Attack), +3 (Base Ranged), +4 Throwing Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +0 Knockback: -1 Saving Throws: +2 +3 +2 = 6PP Toughness: +2 (+2 Con, +0) Fortitude: +4 (+2 Con, +2) Reflex: +7 (+3 Dex, +3) Will: +5 (+3 Wis, +2) Skills: 68R = 17PP Acrobatics 4 (+7) Bluff 5 (+7) Climb 7 (+7) Computers 4 (+7) Concentration 4 (+7) Diplomacy 8 (+10) Disable Device 5 (+8) Drive 1 (+4) Gather Information 6 (+8) Investigate 4 (+7) Medicine 1 (+4) Notice 4 (+7) Search 6 (+7) Sense Motive 4 (+7) Stealth 4 (+9) Language 1 (+1) --- English, Spanish Feats: 9PP Attack Specialization 2 (Throwing) Dodge Focus 4 Benefit (Wealthy) Inventor Uncanny Dodge Equipment: 0PP = 0EP Powers: 26 + 9 + 0 = 35PP Psionics 12 (24PP Array, Feats: Alternate Power 2) 26 PP BP: Stun 7 (Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle 2, Variable Descriptor [sleep]) AP: Emotion Control 7 (Suggestion; Extras: Area(Burst); Feats: Subtle 2, Insidious) 24/24 PP AP: Mind Control 7 (Compulsion; Extra: Conscious; Feats: Mental Link, Subtle) 24/24 PP Device 3 (Gadgets, 15PP Container, Flaw: Easy to Lose) 9PP Main Gadgets (14PP Array, Feats; Alternate Power 1) 15PP BP: Blast 2 (Shock Darts; Extras Autofire 3; Feats: Accurate 3, Improved range 1) 14/14 PP AP: Obscure 3 (Smoke Bombs; Visual; Feats: Cloud Area, Range 25ft/15ft Lingers) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECTBlast 2 Range (50ft. Incr) DC 17 Toughness Damage (Energy) Stun 7 Perception DC 17 Will Daze(Fail)/ Stun(Fail-5)/ Unconscious (Fail-10) Emotion Control Perception DC 17 Will Mind Control Perception DC 17 Toughness Controlled Totals: Abilities (26) + Combat (12) + Saving Throws (6) + Skills (17) + Feats (12) + Powers (32) - Drawbacks (0) = 105/105 Power Points
  15. Avorez


    Delta Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Amnesiac warbot from space with a conscience, finding his place. Catchphrase: None…yet. Theme: See here! Alternate Identity: Public Birthplace: Farria Residence: N/A Base of Operations: N/A Occupation: Affiliations: Ouroborous Robotics (Formerly) Family: J’on Van-Dahl (Creator), several brother and sister models. Description: Age: 6 Years Old Apparent Age: 20-ish Gender: Male-identifying Ethnicity: Caucasian Height: 5’9 Weight: Eyes: Blue Hair: Brown Despite the outwardly human appearance, Delta is in fact a highly-advanced war machine. His body aside from his head is totally covered in what appears to be a burgundy and silver colored battle armor. Thick plates adorn his upper chest, arms, and outer legs, while his inner thighs and lower torso are covered in a thinner plating. On his right shoulder sits a blocky ‘ARU-D’, scratched and worn from use, an equally worn Ouroboros sitting on his left shoulder. During combat, and often outside of it, Delta wears an ornate helmet, the twin ridges splitting from the forehead all the way to the crown, flashing with a silver hue, the helmet even having a defensive/face concealing cover for high-threat zones. Underneath the helmet, Delta looks to be far older than he is, and perhaps far younger than most would assume him to be. His eyes are an unearthly aqua blue, the iris ridged to appear like traditional cybernetic replacements, concealing his true nature to an extent. Perhaps mildly unnervingly, the iris adjust themselves unnaturally, like dials. History: It wasn’t all that long ago that J’on Von-Dahl was merely a boy living in the Lor Republic, stuck on a backwater at the edge of existence, the Stellar Khanate an ever-present threat. That, of course, was before Von-Dahl met Daedalus, the space-faring hero from Earth. Von-Dahl was astonished by the man’s ingenious ability to work tech, to manipulate and create beautiful pieces of near or at-military grade weapons tech. All from some other back-water world, probably a lost colony. Von-Dahl progressed quickly after that, a leading mind in advancing robotics past what they could be, pushing the technology to their limit, before he realized: He could do even more elsewhere, pushing robotics to even further heights if he simply…bent the rules a little, stopped caring so much about the pesky rules against creating an unsanctioned artificial intelligence. Robots like his needed to push the limit, they needed to be able to think, decide, make complex decisions. Of course, once his robots made the wrong choices, chose to be cruel…Well, it didn’t go over well with the Republic. So, he fled, out of the Republic and onto the planet of Farria, an unregulated, unsupervised corporate safehaven, where his true work began. Over the next several years, Von-Dahl created advanced design concepts for warbots beyond comprehension, with advanced systems and decision-making capabilities pushing them far above and beyond what his machines in the Republic could do. A crack team of warfare specialists, with Delta among them. For almost 2 years, Von-Dahl deployed Delta and his companion bots deployed to different warzones around the planet for the highest bidder, showcasing their capabilities for mass-production. Delta didn’t mind it too much, he knew that this was his function, his directives forcing him to work within necessary parameters to achieve his goals. Fate, however, would have different plans for Delta. During Delta’s boarding of his landing pod, an orbital battery’s macrolaser destroyed the navigational system for the pod, causing the rockets to go haywire, shuttling Delta off into unknown space in a hostile territory. One by one, his systems went into power-down mode, the cold of space creeping over him as he powered down in his pod for what he thought to be the last time… Personality & Motivation: Given his basic nature as a weapon of war, Delta doesn’t have much in the way of a gregarious personality. Delta’s quiet and reserved, typically speaking a flatter tone of voice, his sentences necessarily short and concise. Delta is driven not only by a desire to re-discover who he was before he was lost in the vast expanse of space, as well as a genuine curiosity for the open universe. Powers & Tactics: Delta primarily focuses on rapid, mid-short range engagements with his twin plasma pistols, zipping around the battlefield to initiate a series of short, yet hyper vicious and deadly engagements that typically leave his enemies either wounded or destroyed. Delta’s function is as that of an observer, utilizing his experimental invisibility unit to hide himself away and, when the time is right, to sabotage key enemy installations, and assassinate key enemy leaders. Power Descriptions: Delta’s powers are technologically based, his twin pistols firing white-hot plasma shots, with the ability to charge up the shot for one large burst shot, hued a reverent violet. In addition, when Delta’s invisibility module initiates it activates panel by panel on the armor, taking mere seconds to adjust to the background it reflects. Complications: Primary Directive: Kill: Remnants of Delta’s last directive occasionally bubble to the surface, forcing Delta into an automatic kill mode, forcing him into lethal hostilities with all organic combatants nearby. ERROR 404 FILE NOT FOUND: Most of Delta’s memory banks are corrupted. Aside from basic tactical data, as well as his basic operating system data, Delta can’t remember his past. Occasionally, Delta sees “ghosts” from his past fazing into his vision, images of violent conflict and destruction ghost in for anywhere from minutes to even hours. Do I Have a Soul?: Delta’s mind often turns philosophical, leading to uncomfortable philosophical conversations with most around him about his own nature, and possibly even questions of his own value. Abilities: 10 + 10 + 0 + 8 + 2 - 2 = 28PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: - Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4 Melee, +4 Ranged, +10 Plasma Pistols Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -5 Saving Throws: 5 + 6 = 11PP Toughness: +10 (+0 Con, +10 [Protection]) Fortitude: -- Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 45R = 11PP Acrobatics 4 (+9) Computers 8 (+12) Disable Device 8 (+12) Stealth 8 (+13) Climb 5 (+10) Feats: 12PP All-Out Attack Ambidexterity Assessment Dodge Focus 6 Move-By Action Power Attack Uncanny Dodge Powers: 40 + 4 + 4 + 4 + 22 + 8= 82PP · Immunity 30 (Fortitude Saves) + Protection 10 [Robotic Body] (40 PP) (Technological) · Invisibility [Experimental Camouflage Unit; Normal Vision] (4PP) · Super-Senses 4 (Advanced Sensor Suite; Danger Sense, Infravision, Time Sense, Radio) [4PP] · Super Movement 2 (Wall-Crawling) [4PP] · Dual Plasma Pistols 7 (35 PP Container; Flaw: Easy to Lose; Power Feats: Multiple Weapons 1]) [22PP] o Blast 10 (Extras: Autofire; Feats: Accurate 3, Alternate Power 2) [35/35 PP] § AP: Blast 10 (100 ft., 50 ft. Radius, Extras: Area[Burst], Penetrating; Power Feat: Subtle; Flaw: Action [Full Round]) [31/35PP] (Charged Blast) § AP: Stun 10 (Extras: Range[Ranged]) [30/35PP] · Speed 8 (High-Speed Servos; 2,500 MPH) Drawbacks: (-4) + (-3) + (-3) = -10PP Vulnerability (Magnetism; Frequency: Common; Intensity: Major [x2]) [-4PP] Vulnerability (Emotion; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] Vulnerability (Psionic; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Plasma Blast Ranged DC 25 Toughness (Autofire) Damage Charged Blast Ranged DC 20 Reflex/DC 25 Toughness Damage Taser Blast Ranged DC 20 Fortitude Stun Totals: Abilities (28) + Combat (16) + Saving Throws (11) + Skills (11) + Feats (12) + Powers (82) - Drawbacks (10) = 150/150 Power Points
  16. Definitely need to finalize the formatting on this (the tablet is awful for that) and would love feedback if I've gotten anything really terribly wrong numbers wise as I finish cleaning this up. Feeding Frenzy Power Level: 10 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Emerald City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 14+0+14+2+4+8=42 Str 24/40 (+7/+15) Dex 10 Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0 Grapple: +7/+25 Saves +3+5+5=13 Toughness +13/+7 Fort: +10 Ref: +5 Will:+5 Skills 60r=15pp Intimidate 10 (+14) skill mastery Sense motive 8 (+10) skill mastery Notice 10 (+12) skill mastery Medicine 6 (+8) Language 2: Atlantean(Native), English, Hawaiian Search: 10 (+11) Stealth: 10 (+10/+12) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Uncanny Dodge: Olfactory Power attack Move by action Hide in plain sight Skill mastery: (intimidate, notice, Stealth, sense motive) Powers 7+3+2+1+5+43=61 Atlantean Movement Array 3 (6pp Array, feats; Alternate power) [7pp] BP: swimming 6 {6/6} AP: speed 3 and Leaping 3 {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 1 [2PP] Super strength 5 (flaws; limited, grappling only) [5 pp] Wereshark 10: (50 PP container, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist], drawback one way transformation, [cannot turn back without eating meat -2 pp]) [43 pp] Enhanced strength 16 (+8) [16 pp] Protection 6 (obvious) [3PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised) [3PP] Concealment 2: (visual, limited: only in water, passive) [6 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp Total: Abilities (42) + Combat (16) + Saves (13) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/150
  17. Ok. What is this? Well the Dream Team is my way of interpreting part of the guidebook post for the Freedom POTUS. Mainly that he wants more state backed supers. So this is the very much work in progress line up and write up for this team. None of this is sacred, all of it is up for debate and change. I left the team deliberately half written because I have no idea if anyone beside me saw the POTUS and went "OH! OH! OH! I KNOW WHO WOULD BE PERFECT FOR THAT!" So yeah very much work in progress and would love suggestions! it also definitely is not formatted. Will do but it wasn't a priority in my half a first draft. Things still missing: More members for the core: This is not the full line up. There's currently no female members for one and I would personally think that this would be a diverse team. Refining responsibilities: Is there anything else that people can think of that these guys should be doing? That maybe they shouldn't/couldn't/ wouldn't be doing? Fluff: they have no hideout etc. Wasn't really sure where was the best place to put them, I was leaning towards the south, might be nice to have Freedom in the east, Bedlam in the North, and EC in the west, so we put this in the south. Just a thought. The Dream Team The Dream Team is The United States of America's government sponsored super team. They began operation on July 4th, 2017 under a charter from the Federal Extra-Normal Defense Fund Creation Act (FENDFCA). They will operate under the public eye, stopping crime and preventing national disasters. Function and Goals Essentially they serve three functions: prevent and mitigate the effects of natural disasters, stop open and large scale super crime, and train other heroes and law enforcement. All of these activities are openly broadcast and displayed to the public, and the website for the Dream Team has information on their activities as well as costs and return on investment made public (It saves a lot of money to have super heroes unwind a tornado before it can cause any property damage!). They also can investigate crimes, but must have search warrants, probable cause, etc. At the end of the day the Dream Team has one real and tangible goal: Protect the American people. Core Members American Dream Class: Paragon State: Texas Juan Carlos-Sanchez AKA the American Dream is the face and heart of the team. His powers are granted from two psychic entities known as Liberty and Justice. They give him the ability to fly, generate a forcefield, and endow him with incredible strength. He is a notably young hero, only twenty five and the son of Filipino immigrants. Juan wears no mask, preferring his signature Stetson hat, Levi Jeans, and Ariat Boots Vaquero Class: Cowl State: California The Vaquero is a Gunslinger from the state of California. Notable for being a quick draw, skilled with a lasso, and having a number of trick bullets that can end situations non lethally. Vaquero was chosen for the team because of his ability to not only talk down common criminals, but also to emphasize with the public. Rumor has it that he has no powers, only his training and skill, making him an ideal for young kids to strive for. Satire Class: Other State: New York Satire is one of those odd heroes. A living political cartoon of more or less unknown origin. His ability to regenerate and shapeshift makes him a versatile combatant. Meanwhile he is already becoming the heart of the team, able to be both encouragement and critic as the need arises. And comic relief. Mostly comic relief. Mystery Master Class: Mystic State: Tennessee Mystery Master is a former member of the Waco Warriors. His magic stems from his connection to the ley lines that cross the Earth as well as the innate magic found in certain geometries. His signature spells deal with reshaping the weather or creating shapes of mystic energy out of the air.
  18. Player Name: Droideka Character Name: King of Suits II Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Dapper Legacy Costumed Adventurer, secretly young adult fanboy of the original exposed to Terminus Energy. Alternate Identity: Noel Chambers Identity: Secret Birthplace: Freedom City, New York Occupation: University Student\ Affiliations: House of Suits (European Superhero Alliance) Family: Morris Chambers (Father [Adopted]), Rebecca Chambers (Mother [Adopted]), Tyrone Chambers (Brother [Adopted]) Age: 19 (DoB: June, 1998) Apparent Age: Young Adult Gender: Male Ethnicity: Korean American Height: 6'2" Weight: 175 lbs. Eyes: Hazel / Green Hair: Brown / Black and Red Noel is almost always frowning, to various degrees, and always looks serious or in thought. His physique is often obscured by his clothing or lab gear, but it is in fact quiet nice, slick and decently muscled. His hair is chest-nut brown and neatly styled with parted bangs. His posture is generally good, though he will occasionally slouch, sometimes noticing and correcting himself and sometimes not. He dresses mostly in drab tones and wears low-key clothing. King of Suits II does in fact wear a suit, of sorts. Noel wears a long collared coat, white shirt, a scarf, gloves, long pants, a black utility belt, and black shoes. The coat, which covers the belt neatly, is split in half vertically, the left side being a shade of ruby red and the right black, with a spade and diamond symbol on either shoulder. The pants and gloves are likewise, though with opposite color scheming to the coat. On the left and right knees of the pants are a Heart and Club symbol, respectively. The scarf is red and black in a striped pattern. Noel's hair as the King of Suits is dyed red and black, and styled somewhat wild with long bangs, though one may not notice as a nice black and red bowler hat rests neatly on his head. On his face, Noel wears a black wrap-around domino mask, with green color contacts as a final layer of protecting his identity. The cane he carries with him is black and grey, with a red stopper and grip near the crook. History Noel never knew his parents, never truly knew where he was born. He was a doorstop baby left at a small local south-side orphanage, and he was always a bit bitter about it. Other kids had memories, even if they were sad, but all he had ever known was that orphanage and the local public school. He was a brat about it, his temper would fray quickly, and the other children quickly became sick of him. At first, it didn't bother him, and he threw himself into his studies instead, but the loneliness and isolation became more unbearable as he grew. He found friends, eventually, even if they were the wrong kind. Troublemakers and bullies, Noel laughed when they stole harmless things like cards, giggled when they made fun of the awkward kids. But over time, that spark of cruelty faded. He watched nervously as they stole money from the wallet of a volunteer worker, when they shoved around a nerdy girl, when one of the older boys proudly stated he would be joining one of the local gangs. He wasn't strong enough to stand up to them, not clever enough, better to just keep his head down. Noel dreaded that he would have to follow the example set that by that older boy internally, join a gang as the others did. A stroke of luck, seemed poised to save him, however. A nice African-american couple, wishing for another child but incapable of having another of their own. They seemed to set on him from the moment they first met. At nine years of age, he had a new family. It was awkward at first, but slowly, he got more and more used to them. He grew to love the hammers as much as suspected anyone could love a mother and father, and even tolerated the sometimes infuriating teasing of his new big brother. All was well for over five years. Noel, now a tall sixteen year old, had obviously drifted away from the gangs and the problem kids from the orphanage, though he never forget them. And sadly, it appeared they still remembered him in turn. They came quickly, one day after school, weapons in hand. He had no choice but to follow along, for one little job to a local testing lab. They shoved him into a weird zombie mobster costume in the back of an unmarked van, handed him an unloaded pistol, told him he was to say he was "The Revenant." He had to sneak in seemingly, but in truth draw attention away from the main group. If he did as they asked, they would be gone from the city, leave him be forever. He did as he was told, and it seemed to work. He prayed things would go smoothly, that they would get whatever it was they needed and leave him alone, even as his stomach turned at the thought, at the fear in the faces of the innocents in front of him. He heard the crash behind him, the window shattering. A cape, a dark skinned man in a strange red and black costume. He bantered nervously with him through his voice modulator, the two struggled for a bit, before finally, the mask fell off. The man, the "King of Suits", berated him for his cowardice, told him he needed to stand up for what was right, before moving deeper to catch the others. Against his better judgement, Noel followed after. At the edge of a lab marked private, he heard the telltale sounds of violence He moved in to the outskirts of the fight, pulling a nearby goon's weapon from their hand. The King of Suits didn't need his help, but he wanted to give it, to prove himself. As stray shot fired, though none but Noel noticed as it struck a nearby piece of tech. he mechanism seemed to whir and spark, at first softly, but growing more violent every second. The King of Suits was close to it, to close. It was about to blow. In a split second, Noel made a decision, dashing forward and shoving the man out of the way. He heard the boom behind him, saw and felt the black and red energy as it seeped around him, heard a mute shout, and closed his eyes as he surrendered to the dark. Horrible visions filled his unconscious mind, monsters, the void, the Terminus.... He opened his eyes slowly as the light filtered in. He was fatigued and bedridden in a local hospital, the Chambers, his new parents, sitting with him. The King of Suits had dropped him off at the orphanage, and a man named Marceau had found him, apparently, and had donated to his hospital bill. He spent most of that year recuperating, studying, getting to know his new family. He still had nightmares, though he could never recall what they were upon awakening, but he refused to let it bother him. He followed the media trail of the King of Suits, learned all he could about him. He wanted to be just like him, if he could be, a man dedicated to good, strong enough to fulfill those ideals. The Night of Two Kings was....hard for Noel, to say the least. He mourned in silence, over the course of the year. A year where he also discovered, in secret, that his exposure to that strange energy had changed him. He was stronger, faster, more dexterous, even a bit luckier, strangely. He trained these abilities slowly as he reached his nineteenth birthday, and came to a slow realization as he began his first year of university studies, living on his own. No matter the source of these abilities, he had a responsibility. He would take up the call that his hero had left behind, become like the man who had inspired him so, no matter how long it took... Personality & Motivation Noel overall is fiercely independent, possess a good heart, a strong work ethic, and an unyielding moral compass. He is firm in his beliefs and slow to change them. Normally Noel is quiet and subdued, toiling away at whatever work has caught his interest. He can be snarky however, even to the point of insufferability, and has something of a quick temper, emitting hostility when frustrated or upset. His views on the world and the government are somewhat cynical, though he will always give someone the benefit of the doubt. He holds a personal grudge against those who target innocents and twist them to suit their own needs. Overall, Noel projects an image of quiet intelligence and sternness, but when relaxed he can actually be quite silly, the kind of man who would sink money onto and build a grappling hook flare gun cane. King of Suits II is outwardly a charming gentleman, similar to the original in terms of levity. This is intentional on Noel's part, his way of honoring his hero's memory, but he is himself past it all. Still a bit of a spitfire, his jokes and snark, more prevalent than when he is himself, are limited to more gentlemanly prods unless he is feeling truly emotional. Powers & Tactics King of Suits II has been enhanced by Terminus Energy, which grants him increased physical capabilities on par with high scale Olympic athletes, as well as increased fortune, with battles having a tendency to go his way with at times almost otherworldly certainty. Noel is vaguely aware of the second and well aware of the first, and has built several devices using his knowledge of mechanics and chemicals to supplement them, along with a small amount of formal training. His cane is his main weapon, steel reinforced walking stick that is overall a versatile melee weapon. It is his main source of transportation thanks to it's built in grappling hook, and can also serve as an emergency flare gun, though it hold limited ammo. His secondary weapon is the Suits, metal black and red weapons shaped after the suits of playing card. The suits contain a variety of chemical mixtures, which are triggered upon impact, but also serve as basic throwing weapons. Noel's final pieces of equipment are basic, general use utility belt items, such as his gas mask. Complications Disarmed: Noel's Suits and Utility belt need to be removed completely to deprive him of his gadgets, but almost all of the items he uses are handheld, and can be disarmed as such. Enemy (Mob): King of Suits II has an especially poor relationship with the local crime families of Freedom City. Most theorize that he holds some grudge for the death of the original. They will never help Noel if he needs them, and the feeling is mostly mutual. Enemies: Any villains, super or not, who had a problem with the original King of Suits may find that they have been granted a second chance for revenge, no matter who is actually behind the mask. Legacy: Noel is the second King of Suits, and in truth did not know the original in any real capacity, not even truly aware of his Secret Identity. He hopes desperately to live up the original, though internally that is a seemingly almost insurmountable goal. Obligation (House of Suits): Noel is not actually a true member of the House of Suits, being an unsanctioned American borrowing his hero's identity. However, the House has opened up small-scale communication with him, and may call him in to solve problems threat the original was once expected to deal with. Responsibility (Homeless): The original King of Suits took the homeless, the vagrants, and the harmless weirdos under his protection until his untimely death. Following in his footsteps, Noel has decided to likewise offer his hand if they should ever need aid. Terminus Flashes: Noel's exposure to Terminus Energy, something he tries hard to keep under wraps, has actually affected him more than he knows. If he should ever encounter a large quantity of Terminus Energy, or still active Terminus Artifacts, he must make an immediate 10DC Will Roll or become exhausted, as visions of the Terminus that normally enter his dreams haunt his conscious mind. Struggling: Noel isn't likely to become one of his own homeless wards anytime soon, but he is an independent college student who has sunk a large chunk of money into his costume and home-made gadgets. Abilities 10 + 10 + 8 + 2 + 4 + 2 = 36PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat 16 + 16 = 32PP Initiative: +9 Attack: +8 Melee, +8 Ranged (+12 Custom Cane) Grapple: +13 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -4 Saving Throws 3 + 2 + 4 = 9PP Toughness: +8 (+4 Con, +4 [Armored Costume]) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+5 Dex, +2) Will: +7 (+3 Wis, +4) Skills 48R = 12PP Acrobatics 10 (+15) [SM] Bluff 4 (+5/+9 Attractive) Craft 9 [Chemical] (+10) Craft 4 [Mechanical] (+5) Knowledge 9 (Physical Sciences) (+10) Notice 3 (+5) [SM] Stealth 5 (+10) [SM] Sense Motive 3 (+5) [SM] Feats 20PP Acrobatic Bluff Attack Specialization: Custom Cane (2) Attractive Dodge Focus (4) Eidetic Memory Equipment (2) [10EP] Evasion Improved Initiative Move-By Action Power Attack Set-Up Skill Mastery (Acrobatics, Sense Motive, Stealth, Notice) Take-down Attack Uncanny Dodge (Auditory) Equipment 1 + 1 + 1 + 1 + 1 + 1 + 4 = 10EP Binoculars [1EP] Flashlight [1EP] Gas Mask [1EP] Multi-Tool [1EP] Re-breather [1EP] Armored Costume (Protection 4) (PF: Subtle) [5EP] Powers 6 + 24 + 1 + 12 + 1 = 44PP Custom Cane (Device 2) (Easy to Lose, 10DP) [6PP] BP: Reinforced Cane (Strike 4) (PFs: Alternate Powers 2, Extended Reach 1, Improved Trip, Mighty, Stunning Attack) [10DP] AP: Built-in Grapple Line (Super Movement 3) (Slow Fall, Swinging, Wall Crawling) + (Speed 4) [10DP] AP: Flare Gun (Environmental Control 4) [Bright Light] (Extra: Independent) (PFs: Improved Range 1 [x4, x100], Slow Fade) (Flaw: Unreliable [5 Uses]) [10DP] Utility Belt and Suits (Hard to Lose, Gadgets 3) [15PP Variable Power, Any Power, Multiple Powers at Once] (Extra: Action[Move]) [24PP] Leaping 1 (x2 Distance, Running 30', Standing 15', High Jump 7') [1PP] Luck Control 2 (Spend HP to negate HP/Fiat, Force Reroll) (PFs: Luck 5, Subtle) [12PP] Speed 1 (10MPH) [1PP] Drawbacks (-3) = -3PP Nightmares (Frequency: Common, Intensity: Moderate, Roll Will DC 10, Or Become Fatigued) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Bludgeoning) Reinforced Cane Touch DC 24 Toughness Damage (Bludgeoning) Totals: Abilities (36) + Combat (32) + Saving Throws (9) + Skills (12) + Feats (20) + Powers (44) - Drawbacks (3) = 150/150 Power Points
  19. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three spirits. Residence: Freedom City, Queens Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angels (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black tunic and pants, brown boots, a white and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized silver broadsword that seems to swirl with the same aura he possesses. It appears to be made of a metal that resembles bronze in coloration. It's scabbard is brown, with a single red ruby at it's base, and hangs at his hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. As Gallant, Leon's body is granted greatly increased strength, speed, constitution, and charisma. As well, he summons a mighty blade, though not the skill with which to wield it. The golden aura that surrounds Gallant can be channeled internally to mend himself. Depending on which spirit is steering Gallant, he shifts tactics, though in general he is a bold melee attacker. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was born in Portland, Oregon, and lived for time with the rest of his family in a well sized seaside home. His father Oscar was over a decade his mother's senior, though despite the claims of some, the two seemed to have genuine love for the other. His father had in his prime been a successful stock-broker in wall-street and therefore had retired in luxury, capable of providing for his family as needed. Despite this, Leon's parents were somewhat withdrawn form their children, as was their nature. Though they often teased him, Leon and his sisters got along well. Giselle was outgoing and emotional, and enjoyed meeting new people, though she also had a tendency to pick bad friends. Guinevere was more focused on athletics and sports, but she adored her sister and followed everywhere she went. Leon, by contrast, liked to stay indoors, having always been a somewhat introverted youth, and, unlike his sisters, he was home-schooled. His favorite activities were reading and watching films, his favorites in the mediums being the Arthurian based, knightly tales of heroics and valor. Eventually, the combination of living in a small town, with a set of reserved and quiet parents, resulted in Giselle drifting off to greener pastures, the big city. Guinevere followed soon after. Leon was, however, happy to stay in his home town. Initially, his sisters sent frequent messages and updates, and Leon knew his parents quietly appreciated them as he did. Slowly, however, the messages dried up. Though at first this was brushed off, by the time a year had passed with little to no new messages, worry set in. And so, a combination of concern and a growing wanderlust sent Leon to Freedom City. It didn't take long to discover the problem. In a rundown part of the city, in a dingy apartment building, he found them. They were concerned, panicked even, when he showed up. They had found something, one day, by chance. A location, a treasure map, and though they had memorized it's contents, per the owners request, it had been destroyed in a fire. Someone wanted what was on that map. And that someone was, as Leon discovered later that day, while lying face down with a black eye, a gang boss of some repute. He was told to stay quiet and follow directions when asked, just as his sisters did, lest someone get hurt. Over the following two months, feeling helpless and morose, Leon complied. One rainy, miserable night, several burly thugs came into Leon and his sisters shared apartment. Giselle had caved, finally, when he had been threatened in full. The family was brought along, captive, by the gang on a small boat to a small off-coast island. When they reach shore, Leon and the thugs were made to dig. And dig they did, as the rain and cold wallowed around them in the mud and dirt. A shovel hit rock. The rain washed away the muck, and it was revealed. A large, stone structure. Leon was pulled aside, and he was briefed. A weapons cash had been hidden away in the large structure, a very valuable one at that. But it was trapped, and they needed someone expendable... Shoved into the dank, musty rock structure alone with but a flashlight for defense, Leon could't help the shiver that ran down his spine. The inside was as stone as the exterior, filled with odd statues and carvings. Walking slowly and cautiously through the winding halls and tunnels of the structure, turning down into the earth. Leon came to a fork. Before he could investigate the paths, his foot caught on something. Hearing the click that resounded through the hall, Leon moved. He stumbled down a random hall as the sound of a gunshot rang out behind him. He ran, ran until he felt the dull thud of granite on his face. A dead end. He recovered quickly, but it didn't matter. He could hear footsteps echo out from farther in. He'd been inside for too long. They were going to find him and kill him, kill his sisters! He was too weak, too, pathetic, he was-it was too much. With a cry he struck the wall, in frustration, in anger, again and again. He kept going, as the steps got closer, until, finally he heard a small click. He had no time to react as the floor dropped out from under him. His back hit soft dirt, and the trapdoor shut silently. The cavern was dark, save for a small, golden light that permeated from the center of the room. All around, more strange statues stood. With no other option, Leon moved closer. The light was coming out from coffin like structure, a tomb of some sort. On it's lid was a figure robed in heavy armor, both hands clutching a sword. With a small push, the lid gave and fell the floor, the golden light now shining furiously. Inside, a broken skeleton lay, clutching a scabbard containing a glowing, golden sword. After his initial revulsion passed, Leon felt a strange sensation. It was as if the sword was humming, calling to him... The instant he touched the pommel, the glow spread from the sword to him, and he could see no more. All there was around him was darkness, and voices. Three voices, chaotic, asking for a deal, a bargain, a purpose. His tried his best to wade through the sounds and give his own, but they were fragmented. Hero..save...protect...stop... A voice resounded. "We can work with that." It was blurry after that. A flash of laughter, a fight, a shocked gang boss. His sisters looked in awe, he restrained the criminals, and then, a..boat? With a jerk, he awoke. He looked about the boat, confused. His sisters would later tell him how brave he was, how amazing. They were proud, what would he do with this power? As several voices rang about his head almost silently, Leon couldn't help but feel overwhelmed. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem. If you ignite his interest he can be quite passionate. These interests include literature and music. In general, he is kind and helpful, and at times has been derided by others as a pushover. Though he tries to be friendly and optimistic, it is at times difficult, as he suffers from mild mood swings into apathy and depression. Leon is somewhat nervous about his time as Gallant, though as long as he continues to do good is willing to be the vessel for the spirits. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He may be boasting of his prowess one second, and the next be off on his next adventure. Gallant loves heroics and adventure, talking about heroics and adventure, and seemingly not much else. Despite this, Gallant does have a set of morals that he believes in, based upon helping others in need and other heroic, knightly conducts. Gallant seems somewhat shy when under scrutiny, avoids self-reflection, and strangely, mirrors. In truth, Gallant is simply Leon's sleepwalking body being steered around by spirits, his consciousness off in the corner of his mind, though at times it may leak through. Like Leon, Gallant suffers from mood swings, of a sort. In this case, however, it is actually his behavior shifting depending on which spirit is currently steering him. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body when he is unconscious. The spirits are in semi-flux, and who is the main driver changes occasionally. Heroic: Gallant must be heroic, no matter the cost. He must spare the villain, he must save the civilian in distress. Even if he knows it is a trap, he must make the attempt. It's in the very nature of Gallant as a unique entity, regardless of which spirit is steering him. If what is considered heroic in a situation is murky, things can get hectic in Gallant's head quickly. Secret Identity: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three spirits of unknown origin who are actually Gallant. Relationship: Giselle and Guinevere (Sisters). Abilities STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves Tough: +15 (+10 Con, +5 Protection) Fort: +10 (+10 Con) Ref: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Combat Initiative +5Attack +4, +8 (melee)Grapple +16/20Defense +6, +3 flat-footedKnockback -10.5 Skills Bluff 15 (+29/+19) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+5) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats Accurate Attack Attack Focus (Melee) 4 Attractive Beginner's Luck Distract (Bluff) Fearless Improved Critical Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers Gallant Sword (Device 2) (Hard to lose) -Gallant Sword (Strike 4) (DC 29, Feats: Improved Critical (Gallant Sword (Strike 4)); Mighty) (Extra: Penetrating) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Enhanced Charisma 20 (+20 CHA) Protection 4 (+4 Toughness; Impervious [6 extra ranks]) Speed 3 (50 MPH) Chi [Healing] 5 (Flaws: Personal) Drawbacks Spirit Possession: [Involuntary Transformation, Normal Identity] (8PP) Leon only becomes Gallant when he falls unconscious, and likewise Gallant reverts back the same way. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 29 Toughness Damage (Physical, Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (10) + Skills (14[58 ranks]) + Feats (22) + Powers (84) - Drawbacks (8) = 150/150 Power Points ----------- So, didn't know if I should put this with the complication or what. My new idea for it was that at the start of every thread I do a personal roll to determine which spirit is dominate in general. And then, like was suggested, if a GM requested me to switch I could do so.
  20. The Channeler Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: +5 Attack, -5 Damage/+5 Defense, -5 Toughness In Brief: Elemental hero who is still discovering how his powers work. Can control all four elements, but progresses slower with them. Catchphrase: None Theme: None Alternate Identity: Samuel Glase (Secret) Birthplace: Downtown Freedom City. Residence: He never left Downtown Freedom City. Base of Operations: He owns a three-room apartment at Parkside, and has converted one room into a sort of base. That's about it. Occupation: He has a part-time job cooking at a diner. He's currently going to college so he can study to become a scientist, and perhaps discover what caused his powers to sort of "stall" for two years. Affiliations: He is currently doing things alone. Family: His sister, Cassie, lives across from him. He'd do anything to protect her. Description: Age: 23(Date of birth: September 6, 1993 Apparent Age: See real age. Gender: Male Ethnicity: American Height: 5'11" Weight: 185 lbs. Eyes: Bright blue, turn white when channeling his abilities, or if he's attempting to appear threatening. Hair: Brown, kinda messy. Covers his left eye when he's not suited up. He appears fairly physically fit, even in his civilian guise. His head is kind of egg-shaped, with a ski-slope nose, and he normally wears glasses in his civilian guise. His casual attire generally includes various T-shirts with pop culture references, jeans, and a pair of black shoes. He also owns a blue hoodie. As the Channeler, he generally wears a blue domino mask. He has a blue, sleeveless "shirt" with dark blue shoulder pads, and small red, white, light blue and green circles in the center - he claims they represent the four elements he uses. He has blue gloves, as well as pretty basic blue spandex for the tights, and dark blue boots. History: Samuel "Sammy" Glase's story tends to remain ambiguous - what he believes to be the 'priming' event for his powers took place 2 years ago, and as such he doesn't remember the full details. To make a long story short, he took a tour of a laboratory owned by a company named Terracorp, and sort of...Well, he got distracted by a very odd-looking device and, always the curious type, wandered off. He stumbled into the machine, and got zapped with some sort of energy, going into a coma for 6 months. When he woke up, he thought everything was normal...2 years after the incident, he discovered his powers, creating a "misfire" which resulted in the burning of a painting he bought at a yard sale. Afterwards, he began to study his powers. He's been practicing for a week, and has learned how to control the very basics of his abilities. Having been inspired by the other heroes of Freedom City, he decides to do the right thing - protect his city. Ordering what he called "a Halloween costume" custom-made, he suits up and prepares to fight crime as the Channeler. Personality & Motivation: Motivation - He's surrounded by heroes, and is in fact inspired by them. It's hard not to take the good path with heroes all around you. Is further explanation needed? Personality - Since he's developed his powers, he's attempted to keep from getting too close to anyone, for fear of villains using them to their advantage. He's a bit of a deadpan one, and tends to make remarks in the middle of combat. He sometimes acts mysterious, dropping hints to what happened to him or who he really is. As with most siblings, he tends to tease his sister. He seems to have a zero-tolerance policy for criminals, in both his civilian and superhero guises. His interrogation techniques are often similar to that of vigilantes, threatening pain or death upon someone, but he usually just knocks them out if needed, sets them down and moves on. In truth, he'll only kill if he absolutely has to. Powers & Tactics: He has been shown to create and manipulate all four elements - Fire, Air, Earth, and Ice. There are very few tactics used in his efforts, mostly just trying to hit the opponent a lot and not get hit back. Power Descriptions: Energy blasts can be orange(for fire,) green(for earth,) white(for air,) or light blue(for ice), though the element/color used is purely aesthetic. There is no visible "short-hand" for using his elemental manipulation abilities. Complications: Can't Go Back: On the contrary to the example flaw, he's too cautious - anyone who's done evil in the past, he won't trust. And he will confront people for just about any slip-up. Family Matters: As stated, he'd do anything to keep his sister safe - grab her, and he'll do anything to save her. You can use this to your advantage, and even make a deal to get loose without charges - or worse. Curiosity Killed the Cat: He is incredibly curious in his pursuits, and will likely investigate anything out of the ordinary, whether civilian or superhero. You can use this to catch him off guard. Abilities: 0 + 4 + 4 + 6 + 6 + 0 = 20PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 2 (2PP / Base Attack) + 6 (2PP / Base Defense) = 16PP Initiative: +0 Attack: +2 Melee, +2 Range Defense: +12 (+6 Base, +6 Dodge Focus), +12 Flat-Footed (Uncanny Dodging) Grapple: +0 Knockback: -0 Saving Throws: 2 (1PP / Fortitude) + 3 (1PP / Reflex) + 3 (1PP / Will) = 8PP Toughness: +2 (+2 Con, +0) Fortitude: +4 (+2 Con, +2) Reflex: +5 (+2 Dex, +3) Will: +6 (+3 Wis, +3) Skills: 52R = 10PP (1PP = 4 Skill ranks) Intimidate 12 (+12) - 12 ranks in Intimidate (3 PP) Investigate 8 (+8) - 8 ranks in Investigate (2 PP) Profession [Cooking] 8 (+8) - 8 ranks in Profession [Cooking] (2 PP) Craft [Mechanical] 8 (+8) - 8 ranks in Craft [Mechanical] (2 PP) Craft [Electronic] 4 (+4) - 4 ranks in Craft [Electronic] (1 PP) Feats: 21PP Uncanny Dodge 1 Invent 1 Taunt 1 Dodge Focus 6 Equipment: Leaving this area here because I will be getting the trait later down the line, but not yet... Powers: Powers: 23 + 0 + 0 + 0 + 0 = 23PPAll a result of genetic alterations.Elemental Control 11 (22PP Array, Feats: Alternate Power) [23PP]Base Power: Blast 10 (100-1'000ft; Feats: Accurate) [21 PP]Alternate Power: Telekinesis 10 (100-1000ft, Effective STR 50) [20 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Blast Ranged DC 25 Toughness Damage Totals: Abilities (20) + Combat (16) + Saving Throws (8) + Skills (10) + Feats (21) + Powers (23) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  21. From the album: Alder's Artistry

    Miras, colored and complete!

    © K Keppeler

  22. Gizmo


    Incursion Incursion: Prologue Praetorians: Awakening Incursion: Three If By Space Incursion: Holding the Fort Incursion: Phase One Incursion: Blood in the Water A Lor refugee cruiser has become separated from the evacuated fleet! Can our heroes defend it from Communion fighters long enough to make it to safety? Featuring: Paradigm, Kharag, Deep Freeze and Seika Incursion: Meaning in Destruction The world-killer has set course for another world. The clock is ticking as our heroes try to discover why and escape with their lives! Featuring: Dragonid, Moon-Moth, The Traveller and Solar Sentinel Incursion: The Conquered Flesh The Stellar Khanate has been silent since the Communion first arrived in known space. Cavalier recruits blockade runners to find out the terrifying reason! Featuring: Cavalier, Eclipse and Rock Incursion: Opportunists and Opposition The remaining Star Knights are spread thin and pirate attacks have surged! But are interstellar brigands the worst our heroes have to fear? Featuring: Corona, Mechanized, Memorial and Galvanic Incursion: Backwater They came for a bounty but our heroes much deal with a corrupt sheriff, overcrowded refugees and rising tensions if they plan to make it back to civilized space! Featuring: Bliss, Roulette and Ruby Voxx Incursion: Phase Two The silent night of December 25th is broken by the arrival of a threat from the stars! The worst has come to pass and the Communion has come for Earth! With attacks on every corner of the globe the heroes of Freedom City must leave the familiar rooftops of their home city behind to defend their planet from utter destruction! Incursion: Stop-Thrust The members of the Freedom League organizing the defense of Earth from aboard the Lighthouse find that something is trying to turn their own weapons against them! Featuring: Comrade Frost, Fleur de Joie, Gabriel, Gaian Knight and Velocity Incursion: Drop the Needle The Communion's arrival has awakened something buried deep beneath Seattle's Space Needle and it might take three Erin Whites to save the day! Featuring: Cannonade, Cobalt Templar, Edge, Midnight II and Wander Incursion: That's Amore Dragonfly and Miss Americana have a plan for a defensive weapon using the Farsider's moonstone as a focus. The Communion has a plan to blow the moon into itty bitty pieces! Featuring: Dragonfly, Geckoman, Harrier, Jack of all Blades, Miss Americana and Willow Incursion: Uploaded to the Cloud As news of the invasion spreads and threats reveal themselves, a charismatic cult leader in Rio de Janeiro is on the rise! Dark magic or cosmic charlatans?! Featuring: Equinox, Ghost Girl, Nick Cimitiere, Nightingale, Phantasmo and Wraith Incursion: Spirit of the Blitz Communion needleship drones focus on the UNISON HQ in Geneva, which houses may of Earth's space flight capable combat craft! The Vanguard and their allies stand in the way! Featuring: Coiled Lightning, Foreshadow II, Myrmidon, Synapse, Ulysses and Young Britannia Incursion: God Squad Typhon plans to usher in the apocalypse by turning nanotech drones near the Naqada necropolis into cyborg versions of mythical monsters! Who ya gonna call? Featuring: Arrowhawk, Meatheral, Miras, Set and Sun Walker Incursion: Mind Over Matter The Communion's broadcast is laying siege to the psychically receptive minds of Earth! Our heroes use the Arecibo Observatory to meet the threat head-on on the astral plane! Featuring: Blue Fox, Hologram, Miss Grue and Nano Angel Incursion: Matter Over Mind While the psychic heroes fight the broadcast, their bodies are vulnerable! A second team must defend them against waves of Communion drones! Featuring: Fast-Forward, Grimalkin, Net Fly, Queenie, Silver Magus and Triakosia Incursion: Science Team Go! A computronium bomb hits the Empty Quarter of Saudi Arabia, converting everything it touches! Our heroes race to stop a grey goo scenario! Featuring: Asad, Citizen, Hronos, Maxima and Terrifica Praetorians: Ghost in the Machine Incursion: Phase Three While Earth has lay under siege the rest of the galaxy has burned with war. The Communion continues to sweep over world after world, converting most into horrific server tombs to fuels it insatiable hunger to expand its intellect and destroying others outright to create wormholes for some more diabolical purpose. It does not do so unopposed, however, as the Galactic Coalition fights back at every turn! Lor mentats soldier on shoulder to shoulder with Grue Arcane while Khanate pirates take up arms alongside newly awakened Praetorians in a battle for their very survival! They are outnumbered and overpowered but they have a plan. Legends are about to be born and one way or another the galaxy will never be the same. Incursion: Black Sheep For months Star Knight Kyle Steward has been a one man armored thorn in the Communion's paw. An ally arrives to help and catch him up on what he's missed in the meantime. Incursion: Red Five The Communion's machinations on Earth have been thwarted but the world-killer still looms near Pluto's orbit! Can our heroes destroy the superweapon before their home joins Lor-Van? Featuring: Argonaut, Cavalier, Geckoman, Hronos and Sun Walker Incursion: Merciless At the Coalition's secret base a final, desperate stratagem is being planned. It becomes much more desperate when the communed Star-Khan arrives to quash the resistance once and for all! Featuring: Galvanic, Paradigm and Rock Incursion: Troopers Behind enemy lines on a cyberformed server world our heroes must lead grudging allies from the Lor, Grue and more in an assault on a key communication relay before time runs out! Featuring: Corona, Eclipse, Roulette and Wander Incursion: Blockade Runners To get vital intelligence regarding the location of the Communion mothership back to the Coalition our heroes will have to fight their way off world and through an enemy blockade! Featuring: Bliss, Dragonid, Ghost Girl, Kharag and Wraith Incursion: Interstellar 66 With another world targeted for destruction to form another wormhole a risky deal must be struck. Are our heroes sure they're aligning themselves with the lesser of two evils? Featuring: Dragonfly, Deep Freeze, Ruby Voxx and The Traveller Incursion: Only Hope There's just one chance to infiltrate the Communion mothership and disable it from the inside, with the fate of the galaxy hanging in the balance! Featuring: Citizen, Mater Vyrdna, Moon Moth, Seika and Temperance Incursion: Aftershocks
  23. Grailent

    Psyskull - WIP

    Player's Name: Grailent Character Name: Psyskull Power Level: 10* (125/125PP) *Sidekick Size: Small (4PP) Unspent Power Points: 0 In Brief: Alternate Universe Time Traveler, Floating Psychic Skull Seeking Redemption. Alternate Identity: Emile Christian Identity: Secret Birthplace: Straubing, Bavaria Occupation: Kindergarten Teacher Affiliations: Chimera II (Partner,) Saint Johnathon Elementary School Family: Annette Christian (Mother, Deceased,) Axel Christian (Father, Deceased) Astrid Christian (Sister, Deceased) Description: Age: 34 (DoB: June 20, 1939) Gender: Male Ethnicity: German Height: 2'0/5'6 Weight: 40 lb./130 lb Hair: None/Brown Eyes: None/Blue Emile is floating skull. He looks like a clean, bleach white skull, that is floating. When under the effect of illusion, he appears as studious looking man, with longer hair tied back and traces of stubble. He prefers to appear with longer coats and more covering clothing. Power Description: An extremely intelligent and insightful psychic, reduced to a floating skull. Has kept all of his mental prowess, abilities, and faculties, and has gained the immunities of a skull that needs no oxygen or sustenance. History: Emile Christian was born in 1939, at the dawn of the age of super heroes, though he had no way of knowing this at the time. His family were fairly well off, his mother a succesful baker, his father a professor. They never truly seemed scant of money, and were in his earliest years happ as could be. Things changed as Germany's occupation hardened. Emile wouldn't understand fully what had transpired for many years, but what he did know, was that they had lost everything. Their jobs, their friends, their home. They were forced to move, to a small shanty town out of sight and mind of the Nazis. Even after the war ended, the family's situation did not improve. Along with the new addition of Emile's baby sister, and the drought of resources their new home provided, his parents spirits had been broken. The losses they had endured, the horrors they had witnessed independent of their son, had stopped any hope of improvement. They lived in squalor for many years. This changed when Emile became an adult. Now of legal age, he was reached out to by a nearby university, in a much more well of town. He showed much promise, his studies in psychology already bearing fruit locally, as his town's recent mental improvements showed. They would fund his trip, give room and board, and generally accommodate his less well off status. The only downside, abandoning his family. With a heavy heart, he accepted. That was an exciting time, when Emile had as much to study as he could dream, and when he discovered his own burgeoning abilities. There had been reports of smaller mutations developing in those situated in his birthplace, theorized to be the by-product of nearby Nazi experimentation, But Emile was much more, severe. His powers would only develop more and more as he grew. Graduating with accords as a psychology major, opening the town's newest psychiatry clinic, Emile's life was looking up. News from family brought that down, of course. His sister had written him, telling of the recent passing of their parents. She told him of her now bankrupt state, reached out for help, accused him of abandoning them. He couldn't let it stand. But, though he got plenty of well-off patients, he himself got very little pay. What could he do... It got easier as time passed, using his powers. People were all too happy to reveal secrets, transfer money. At some point, his sister told him she no longer needed his assistance financially, but he couldn't stop. It was just too, intoxicating. Soon, heroes began to come around, searching for the lost funds. They couldn't stop someone of his skill, of course, but he played their little game. Making up a simple costume, the people of the world would treble before, "The Sinister Psychosis!" If you were to research the Sinister Psychosis today, you would learn that he soon moved operations, grouped with several others with similar goals, to Freedom City, to enact a heist for one of the most valuable gems in the known world. You would also know that this failed, that Psychosis, jailed and trapped in the city, faded away into history. You can find a minor exhibit in the Freedom City Museum of history that details him and several other European villains. In another world, another time, however, he was never approached about any heist. Instead, he was approached by a shadowy group, a splinter faction of an american governmental branch, looking for someone of his 'talents' to keep members in line. The pay was too good to pass up, and he happily accepted. Psychosis never learned the full story about the facilities going ons, only that they had found a unique specimen, and were using American humans as test subjects. On of these American's, a young man named Leon, he felt a certain kinship with. The first meeting was pure circumstance, the lad had been wandering about, Psychosis had been patrolling, they had met and struggled, and locked themselves inside the room they founds themselves in. With little to do, Psychosis struck up conversation, and fond that the Leon was not to different from himself. Even after being found, the two met in secret. Something about him, brought forth something Emile hadn't felt in quite some time. There was still some level of animosity, of course, as prisoner and jailer have, but a true trust was clearly developing. Trust that would be put into play, one fateful day. The facility was attacked, super heroes who had been trailing them. The Heads of Staff had gone mad, activated a self destruct function in the facility. Emile wasn't willing to die for a paycheck, and he began to flee. Something stopped him as he passed Leon, and he found himself opening his cell. Emile screamed warnings, and he woke with a start, the pair making their way as fast as possible outside the facility. Even at the very edge of the station's borders, it still wasn't enough.They were doomed, Emile knew. His life flashed before him, and he knew this is what he deserved. But Leon was different, he was an innocent, a victim. He used all of his strength to create a field of protection for his friend. In his final moments, he noted something peculiar. It seemed the heroes were going to try to counter the blast with one of their own. Fantastic. He felt searing pain twice over, heard static and otherworldly sounds. He only had a moment, as a hand grasped at his shoulder and pulled him down, to note the strange hole where his force-field had been. He fell for some time, in pain all the while, before, finally, losing consciousness. He awoke with a start, to a strange setting. A field, untouched by explosions or society. TO his left, an unconscious Leon. His right, a fisherman. He moved toward the man, noting a strange feeling of loss, and was startled when the man screamed and fainted. He looked down, behind him, nothing. Nothing... Emile would never truly get over his losses, and spent a good while in shock, but eventually he was shaken out of it by Leon's awakening. Without purpose, the pair wandered for a time, in a world alien to them. Eventually they drifter toward America. Crimes were present every step of the journey, and eventually Emile decided they would their purpose, his redemption. It took some coercion, but eventually Leon came around. People were none to happy with the floating skull and the monster man, carrying the name of historic villain. Leon had deferred to him in the matter, as he was poor with names. (Emile himself was little better.) Eventually, enough was enough, and the headed for Freedom City to gain some semblance of respectability. Committing what would hopefully be the only crime of their new careers, the pair stole the original Chimera's mystical mask. The pair decided to settle in the city for a time, Leon working odd jobs. Emile, refusing his original profession, decided to work somewhere similar to his father, as a teacher. Of course, the only openings were in the kindergarten grade level, but, it was a start. Personality & Motivation: In public is a generally jovial and sarcastic individual. In private, Emile is more serious, though he is still capable of humor. Holds Leon and his students in high regard, but can disrespectful to strangers and those he dislikes. Emile is extremely prideful of his powers, as well as his intelligence. Powers & Tactics: A powerful psychic, more focused upon mental manipulation, allowing others to do the work. Has many distraction techniques, and can be a useful asset to team-mates. In a pinch can create a forcefield to improve his and allies defenses. Is also a skull, immune to disease, suffocation, etc. Uses mental flight to propel himself. Complications: Redemptive: Emile could be considered an idealist, in that he believes that others can see the errors of their ways as he has. New Leaf: Emile was once a villain, and he is greatly ashamed of that fact. He is sincerely determined to redeem himself, and prove that he is worth trust and compassion. Public Relations: Somewhere along the monster friend with a villain name, the skull thing, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Psyskull. Secret: Superhero Identity, Secret Skeleton Head. Partner: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Though he has stable employment compared to Leon, Kindergarden Teachers are not payed well. Relic: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in Psychology, His track of pop cultrure and history leave something to be desired. Teacher: Though he often can find time for super-heroics, Emile is still a dedicated teacher. He is protective of his class, and threating them is one of the few things capable of irking him. Stats Abilities: -9 + 6 + 0 + 12 + 12 + 0 = 30PP STR: 1 (-5) DEX: 16 (+3) CON: -- INT: 22 (+6) WIS: 22 (+6) CHA: 10 (+0) Combat: 1 = 2PP Initiative: +7 Attack -4, -5 Base, +1 (Size) Grapple -9, -5 base, -4 (Size) Defense +8, +0 base, +6 Dodge, +1 Size, +1 [+0 Flat-Footed] Knockback -8 Saving Throws: 5 + 2 = 7PP Toughness: +0/*+12(+0 Con, *With Force-Field), +0 flat-footed, Fortitude: Immune Reflex: +8 (+3 Dex, +5) Will: +8 (+6 Wis,+2) Skills: 22R= 7PP Bluff 4 (+4) Skill Mastery Concentration 4 (+10) Skill Mastery Knowledge (Behavioral Sciences) 4 (+10) Skill Mastery Knowledge (Theology And Philosophy) 4 (+10) Language 2 (English, German[Native]) Sense Motive 4 (+10) Skill Mastery Feats: 16PP Assessment Distract Evasion Fearless Improved Block (+2 Block) Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Luck Move-By Action Master Plan Skill Mastery 1 (Sense Motive, Bluff, Knowledge (Behavioral Sciences), Concentration) Set Up Taunt Teamwork Ultimate Will Uncanny Dodge (Sight) Powers 40pp + 23pp + 4pp = 67pp Immunity 40 (Life Support, Fortitude) [40pp] Psionic Skull Array (Alternate Power 7) [23pp] Base: Telepathy 7 [14pp]AP: Illusion 3 (All Senses) (Extras: Action) [13pp]AP: Confusion 7 [14pp]AP: Mind Switch 6 (Extras: Attack, Area) [14pp]AP: Mind Control 6 (Feats: Consciousness Extra: Mental Link) [14pp]AP: Power Control 7 [14pp]AP: Force Field 13 (Feats: Selective) [14pp]AP: Mental Blast 3 [12pp]AP: Mind Shield 12 (Extras: Affects Others 1) [13pp]AP: Mirror Image 3 [12pp]Flight 2 (25 MPH) [4pp] Size 4 + Abilities 30 + Combat 2 + Saves 7 + Skills 7 + Feats 16 + Powers 67 - 9= 125/125 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Telepathy Perception DC 20 Will Mind Probed Mental Blast Perception DC 19 Will Damage (Mental) Mind Control Perception DC 20 Will Controlled Mind Switch Perception DC 20 Will Controlled (Switch) Illusion Perception DC 20 Will Illusion'd Confusion Perception DC 20 Will Mental [Confused (Varies)] Power Control Perception DC 20 Will Mental [Power's Controlled]-------- Chimera II's 'Sidekick.' Any tips, advice, or insight is greatly appreciated! I've separated the two as Chimera already has replies. They'll be linked together once they are placed in the bank.
  24. Player's Name: Grailent Character Name: Chimera II Power Level: 10 (150/150PP) Trade-Offs: Variable Unspent Power Points: 0 In Brief: Alternate universe time traveler, taking on the identity of 70's Villain for want of purpose. Alternate Identity: Leon Summers Identity: Secret Birthplace: Boston, Massachusetts Occupation: Rotating Affiliations: Psyskull (Partner) Kimberly Ashvale (Chimera I, Villian, Technical alternate counterpart, Deceased) Family: Rosemary Summers (Mother, Deceased,) Jacob Summers (Father, Deceased) Description: Age: 23 (DoB: May 11, 1950) Gender: Male Ethnicity: African American Height: 6'0" Weight: 150 lb. Hair: Black Eyes: Hazel Leon Summers is a fit younger man, with generally attractive features, longer dusty hair, and a pleasant, if tired smile. His age is normally belied by his constantly tires eyes and expression. His normal attire, though shifting to fit his current occupation, usually consists of plainer jackets and coats, as well as worn pants and shirts. As Chimera, his outfit consists of a dark blue jacket, hood, and white armband and knuckle bandages, as well as a ceramic mask. The mask is pure white, and carved with a crawling, intricate sweep of ruby vines. Power Description: A human male forcibly experimented on, fused with Grue Genetics and animal DNA. Capable of transforming his limbs into those of the animals of earth, including bears, tigers, snakes, etc. Wears a specially enchanted mask, capable of glamouring away the facial morphs superficially, while still allowing them to function normally. The Grue genetics inside Chimera give him limited access to the species's extendable limbs. History: Leon was born in 1950 to Rosemary Summers, a struggling seamstress, and Jacob Summers, a small-town sheriff living in the city of Boston. The family struggled financially for most of Leon's young life, and at an early age he too began working odd jobs, wherever they could be found. Though they had little freedom in trying times, the family remained unified and jovial, his parents kept aloft by both each other, and the exciting tales of Freedom City often passed down the country. His parents saw the glory in it all, the excitement and wonder in the adventures. Leon was a bit more realistic, and he often found the tales a bit frightening. Being invaded by aliens, monsters, zombies? He would do just fine without all that, thank you very much! And just fine, he did. Though he find it a mite difficult, he worked quietly and diligently through school, saving every penny he could get, Leon and his family were ecstatic when the news came into the most prestigious university in the state. He was his family's pride, a Geology major in the making, and he threw his everything into his studies. Making some few acquaintances along the way, including the school Beau Kimberly Ashvale, Leon's final year was looking bright. A brief study of Kimberly Ashvale will bring up some choice hits these days. A psychologically troubled individual, responsible for several mysterious disappearance through her school life, she was invited along with several other promising schoolmates to a special sponsored field trip. A cross-country affair down to California to meet some big-shots with big promises. The bus never arrived along it's destination. A small splinter group, formed of disgruntled AEGIS members, stationed along the coast of Europe, received some test subjects for it's latest advancement. The recovered body of an alien life form, a Grue, had been discovered there, kept hidden from the public. The subjects were bonded with choice pieces of the Grue's genetics, separated into study groups to test it's effects. Leon and Kimberly were placed with the animal sub-group. Within this sub-group, the Grue never fully integrated. Leon could never fully transform himself into an animal, and Kimberly suffered severe mental degradation. They were lab rats, tortured and mistreated for too many years. It seemed never ending, hopeless. A small group of heroes hailing from Freedom City, tracking the disappearance on the side for many years. It was a slow journey, but eventually, they found their men. The walls exploded, the evidence destroyed, chaos emerged. Among it all, Kimberly, a beautiful, charismatic, and twisted individual convinced the heroes, that their mission had been completed, long before the discovery of the other subjects, left to rot. The only lasting survivor of the incident, Kimberly would become the villain Chimera, as she slipped fully into evil. Her most notable achievement, the theft of a mystical mask, said to hide even the most hideous of forms, held an exhibit in the Freedom City Museum of History to this day. At least, that's how it happened in our reality. In another reality, another world, the reluctant small-time German supervillian, The "Sinister Psychosis," was a staff member of the splinter faction. He kept potential malcontents in-line with his mental prowess, and the mole in the organization never even though of betraying them, allowing a much extended period of research. Leon, the least broken among all the subjects, developed a rapport with him. The two had a surprising amount in common, country boy's with a bright future, forced into a path they never wanted. They still had animosity, of course, but a true trust was developing. That trust came into play, when early one morning, Psychosis opened Leon's cell in a panic. The facility had been discovered, they were being torn apart. The heads had decided upon only one option, the complete leveling of the entire area. The two had to escape, immediately. A brief struggle with several other subjects later, the pair managed to break to the very edge of the facility. But it was no use, the explosion, it was coming fast. Leon felt himself pushed under the weight of a field, and looked out to see Psychosis, holding his hands out, staring at something. Leon wouldn't be able to see what it was, as he found the ground beneath him vanish. He was only able to barely touch Psychosis before he fell. He awoke to a strange sight, a green field, free of destruction or society. To his right, a...skull. Floating by a boat and an unconscious man. It would be a long time before he could adjust with his new friend's...loss. The two were caught unaware by the world they now inhabited. Along with the small historical discrepancies, the two had been shot forward in time, at least forty years. Lost ad alone, the pair wandered for a time, without purpose of family. Eventually, they began to come upon crimes. Though they bickered for a time, the two eventually began to fight back against these encounters. Though they meant well, people were less than pleased with the monster man and his skeleton friend, holding onto a name associated with a historic villain (at Psyskulls behest, as Leon had no talent for names.) Eventually, in an effort to ease distrust and maintain some level of secrecy, the pair staged what would hopefully be the only crime of their new careers. Breaking and Entering into Freedom City's Historic Museum, the two borrowed a dusty museum piece. The mask din't work quite as well for Leon as it did for his predecessor, only hiding his facial transformations. But it was enough, and now, slightly more respectable than before, Chimera II and his skeleton head friend hold out, as struggling men scraping by, and as part time super secret Heroes! Personality & Motivation: Leon is a generally serious and dutiful man, constantly working to fund himself and his family and friends. He is often tired or drained, but he still holds plenty of capacity for kindness and amusement. Though not a genius, he is reasonably intelligent, though he benefits much more from common sense not shared among his peers. Though he is generally affable, he holds those who struggle daily in much higher regard to the more well off. The most notable way to encourage annoyance or anger within Leon is to show extreme ego and arrogance, two things he finds appalling. As Chimera, Leon is perhaps a bit more mouthy than normal, mostly because it helps him cope with danger or stress. He is mostly distasteful of his powers, though the connection and understanding with nature and animals it has led to is appreciated. Powers & Tactics: A technical type of shapeshifter, capable of summoning force powers from the animals of earth. Technically a failure, as the project that created him was to create full shapeshifters, Chimera nonetheless holds power within him. He can complement his powers with decent physical prowess and a sharp mind. Chimera treats every threat with equal measure, never looking for true pain or death, but bringing his A-game as best he can. His battle-plans often rely on adapting to is opponents, starting with simple brute force and allowing them to expose a weakness or flaw to exploit. This has resulted in skill equal in both defense and offense. A bit harder than most to take down, both in part because of his limited regeneration, and his potential to summon forth defensive powers of the wild. Complications: Horror Hero: Leon's powers are not the most, pleasant to witness. Need a claw, boom, crab claw instead of an arm. Need suction, boom, tentacle leg. Need bite, boom, snake arm, etc. This has been mitigated slightly with the help of his mask, which hides superficially the strange looking facial morphs, but it's still not uncommon for the old lady who's purse just returned to scream at his tail. Newbie: Leon is extremely new to super heroics, having perhaps been in the business for three months. He defers mostly to those with more experience in heroic matters, normally Psyskull (though that has turned out poorly before..) and can get a bit panicked when forced to make large decisions alone. Public Relations: Somewhere along the villain name, the skull friend, the still unconfirmed theft of public property, and the super power of bad first impressions, the public found something to dislike about Chimera. Secret: Superhero Identity, Skeleton Head Friend. Sidekick: Psyskull and Chimera II are more partners than sidekick and hero, but the two are nonetheless protective of each other, the only still living remnants of their old lives. Struggling: Leon works constant shifting jobs to pay the rent, and often super-heroics find a way to squeeze into life. Groovy, Baby: Though he has mostly figured out the lingo of the new world, and is a quick study on advances in geology, Leon is still a man out of time. His track of pop culture, current events, events that were current twenty years ago, they all leave something to be desired. Loved and Lost: Leon is still mournful about the loss of his friends and family, old but sprightly in his time, now relics of the past. Disrespect them, there will be problems. Stats Abilities: 8 + 6 + 6 + 2 + 6 + 0 = 28PP STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) Combat: 4 + 2 = 6PP Initiative: +6 Attack +6/*+10, +4 Base, +2, [*+4 Melee] Grapple +13 Defense +7, +5 Base, +2, [+5 Flat-Footed] Knockback -2 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +9 (+3 Con, +6 Defensive Roll), +4 flat-footed Fortitude: +7 (+3 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 45R = 12PP Acrobatics 4 (+7) Bluff 4 (+4) Concentration 8 (+13) Skill Mastery Knowledge (Earth Sciences) 4 (+5) Knowledge (Tactics) 4 (+5) Notice 4 (+7) Skill Mastery Survival 4 (+7) Skill Mastery Handle Animal 4 (+4) Sense Motive 4 (+7) Skill Mastery Feats: 57PP Attack Focus (Melee) 4 (+4 attack) Animal Empathy Beginner's Luck Defensive Roll 3 (+6 Toughness) Elusive Target Endurance Evasion 1 Improved Block (+2 Block) Improved Defense (+6 Dodge) Improved Initiative (+4 Initiative) Instant Up Luck Move-By Action Power Attack Quick Change Improved Trip (+4 Trip) Sidekick 25 Skill Mastery 1 (Sense Motive, Survival, Notice, Concentration) Take-down Attack 2 Track Ultimate Will Uncanny Dodge (Olfactory) Weapon Bind Powers: 30 + 2 + 2 = 34PP Animal Mimicry 4 (36 + 3) [39pp] EX: Extra Subject 2, Stacking Elongation 2 [2pp] Abilities 28 + Combat 6 + Saves 11 + Skills 13 + Feats 58 + Powers 34 = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical)
  25. Grailent

    WIP- Rescue

    Player Name: Grailent Character Name: Rescue Power Level: 10 (147/150PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 0/30 In Brief: Troubled Teen to One Man Rescue Service. Alternate Identity: Felix Crenshaw Identity: Secret Birthplace: Portland, Oregon Occupation: Grocery Clerk, Volunteer Medic Affiliations: Dan and Deb's Healthy Living Convenience, 38th Street Family: Lewis Crenshaw (Father, 34), Natalie Crenshaw (Mother, 33), Candice Crenshaw (Sister, 24) Description Age: 18 (DoB: 8/13/1997) Apparent Age: 18 Gender: Male Ethnicity: Asian-American Height: 6'0" Weight: 133 Eyes: Brown Hair: Black Shaggy nape-length dark hair, smooth nose and jaw, and slightly bushy eyebrows. Felix is, in a word, innofensive. Not unattractive, but not strikingly handsome, either. Pass him on the street, you probably won't even notice him. Upright but not especially so gait, and a relaxed and blase tone let you know that he probably hasn't led a super interesting life, though that is of course, slightly untrue. In his daily life, Felix almost always wears simple, baggy clothing in muted palletes, mostly because they're comfortable and flexible. This also unintentionally hides his physique, one of a fairly frequent runner from an early age. As Rescue, however, Felix takes every effort to be noticed. His "costume," esentially a silk raiancoat, pants, and boots, blares with bright orange and yellow. Silver strips of reflective safety tape dot the outfit. The goggles and scarf help to hide his identity, as well as offer some basic protection. In a storm, a fire, a blackout, an apocalypse, Rescue is very hard to miss as he calls out for you. Power Descriptions Rescue's powers, to him, anyway, seem perfect for search and rescue - he can create up to five copies of himself, walk through walls like they aren't there, calm down or inspire hope in uncooperative civies, heal wounded on the go... When using any of his powers, Rescue summons up a minor but pleasant looking water vapour effect. When he creates a clone, the vapor flows off him, forming a human shape that quickly solidifies. When he moves through walls and other objects, he creates and outline of this vapor. When he touches someone, to heal them or manipulate an emotion, he creates a swirling mass surrounding his hand. He throws out a ball of the water vapor to create a slippery area, or a debilitating cloud around one's head. When working with his doubles, Rescue remains fairly in tandem. He can see through their eyes, as can they, meaning things such as walkie talkies are normally irrelevant. In combat, the Rescue's are not perfectly in-synch, and all of them normally use only basic punches and kicks. Rescue never fights with himself, being something of a hive-mind (though he would hate to admit it.) They refer to each other as different entities (1, 2 etc.) and can be seen in mock conversations often. History Born ostensibly in a city, but much more so raised in the rural portions of Oregon, Felix was often alone in his life. His parents were hard working and honest, but often tied up. His sister was shy and withdrawn, more interested in reading and writing than her brother. With no real substantial talents as he could tell, no real friends, and no real coping mechanism, he was desperate for purpose. Purpose, would soon find him, however. Part of a generation of troubled children, who in their later years formed "cliques" and began to fight over turf, Felix was perhaps a bit out of his happy place. Being the only person in his class with an interest in medical science, he often volunteered to help patch up hurt kids. The wounds often progressively became worse as time passed, but nothing seemed too out of the ordinary otherwise. That changed when Amanda Springs was found underneath the local bridge. Her body was wracked with a horrible, oozing wound, one not even a called in professional could identify. It grew progressively over her throughout the week, until she was unidentifiable. Then, another teen, Scott Herein, was found, heavily wounded near a smashed part of a forest. This kept up throughout the year, teens found in progressively more wounded in terrifying situations. The only common thread between them was their membership in different cliques around the town. Felix tried very hard not to think about this. He couldn't help them, they weren't good kids...but no one really deserved a fate like that. He remained torn throughout the year, out of the way of police and supernatural investigations. At least, until he became the next victim. He wasn't part of a gang, unless medical staff counted. He was, however, a bystander who did nothing to help, an accessory to crime. At least, that was what SHE believed. Tara Edder, famed punching bag of the school. She'd gone missing a year prior, with no evidence turning up. Felix finally understood, why that was. She ranted and raved as she dragged him, paralyzed, toward a cave system. He was far too out of it to hear her, but she didn't care. Slamming him on a roller bed with a giant monster arm helped him hear her crystal clear, though. The caverns were her safe place, where where went for solace from the world. One fateful day, during a minor earthquake Felix could vaugely recall, the cave had collapsed, and she had been sent into it's depths. Heavily injured and alone, she had discovered a machine, alien technology, perhaps? It seemed a good a place as any to die, so she had sat in it. The machine, changed her. AS far as she could tell, the machine was designed to create super beings. It could drag out latent potential, based on subconscious and knowledge. Tara had gained the ability to copy any other power, though she only discovered this when the nosy, poisonous shrew Amanda Springs had found her new home. With this discovery, Felix realized her plan. The machine had damaged her, internally. She thought she was enacting justice against the town. She couldn't see, how awful her plan was. He watched, as she dragged someone else out of the machine, touched them, and grumbled, leaving them with several others, tied up and writhing about. Placing him in the machine's center, Tara left to obtain a new victim while Felix "cooked," not even entertaining the notion that he had the will or awareness to crawl out of it's depths. He could barely walk, he was scared out of his mind, he wanted to escape. But he couldn't. Not only because it was pointless and probably impossible, but also because of the others with him in the cave. Failed subjects, presumably, not good for powers or vengeance, left to rot. He dragged himself to them, and freed as many as he could. Most were confounded by the freedom, and he could only squeak out the barest request to run before his legs gave out. He faded in and out of consciousness then. He saw glimpses of, a battle? Some of the subjects must have stayed to fight Tara. He saw her final moments, limply clinging to the machine that had given her purpose, and he felt pity and sorrow swell up inside. He felt his legs being dragged, back...toward the machine... He woke with a start, as a piece of debris smashed beside him. It seemed, the machine had had fallen apart, the power holding it's pieces in place running out. But, how was he alive? He scanned the nearby area for others, seeing only a corpse. One which looked, a bit familiar.He screamed, as his own corpse turned to cloud like vapor and merged with him, noting that he felt more whole than prior. He checked himself over. He was till himself, he wasn't a ghost, what was going on? It would only be, over a month later, back with his ecstatic family, that he finally learned what had happened in full. The people he had helped had dragged him as he lay dying toward the machine. He had cooked in the thing for over a week before it ran out of juice, and got a full blast of super powers. He could copy himself, he could walk through walls, he could heal people with, cloud magic, or something! He kept secret any powers he discovered, only telling people that the machine had healed him back to life. He thought often about Tara as he reached graduation, about her cause. It was wrong, and awful, but she had been correct about one thing. He had been a bystander, in a way a willing aid in crime, and people, innocent people, had been hurt on account of him. He couldn't let that go. He had to make amends. And so, moving to the big city named Freedom to start fresh, he began a new career. Innocents in peril would never have to fear, when the Marvelous Rescue was on the the scene to help! Personality & Motivation Rescue is friendly, as well as usually attempting to be jokey. He tries to be non-conflictive, though he can sometimes become annoyed or angry. He rarely hesitates before plunging headlong into nearly any life-threatening scenario if innocents are in trouble, and has prior being involved with arguments with general authority on his refusal to sacrifice an innocent for a good cause. He often works alone, though that has more to do with his focus than any other issue. Rescue is mostly at peace with his powers. The only real exception, the ability to manipulate the emotions of others, is a bit of a sore spot. He has made a vow to never use the ability abusively, for pure minor personal gain (Free things, gratification, etc,) He makes exceptions for serious situations, however. (Fighting Villians, Helping Civilians, Making a massive bully afraid of the color red during prom...) Rescue is at times inconsistent with his doubles. He knows as much as they do that they are all the same person, being a hive mind of sorts. Despite this, they interact with each other frequently as individuals, with different names and tones, insults and compliments, and even occasional game participation (though they must promise not to peak through the others eyes.) If nothing else, to him it seems like good social practice. As Felix, he is much calmer and individual. He's normally just one of himself, much more low key, and concerned with things much more in common with a teen fresh out of school looking for a college or other opportunities. Powers & Tactics Rescue's main goal is search and rescue. Split up, sense people in need, move about, heal others as needed, get them to safety. With his five duplicates, he can be throughout a scene fairly quickly, and internally communicate need and danger. If there are no more civies as he can see, or a villain desperately needs stopped, Rescue will join a fight. In actual combat, Rescue and his duplicates attempt to disable opponents and assist allies. Having an extended lifespan, thanks to regenerative capabilities, re-directive capabilities and multiple bodies, Rescue is fairly hard to put down for good. There are other situations in which having more than one of yourself is useful - doing general grunt work, spreading messages or gathering information, observing, or working together to lift heavy things. He is especially well tune for scouting thanks to his ability through walls and sense living presences. Complications Secret Identity. Another day, another double life. Being in more than two places at once helps out a fair bit, however. Fear of Heights From a young age, Rescue was never one for heights. He could never see the appeal in roller coasters, or scaling high surfaces (though he did enjoy climbing up safety harnessed rock walls and the like). In a best case scenario, Rescue will be willfully down a clone in extremely high environments. Worst case, probable minor panic attack. "Super-villians attackin' the mall, we get the frickin road cone man..." Rescue has a less than stellar public image. Though his efforts and powers are appreciated, organizations and general government are distrustful of him, as an independent hero who refuses to register any groups, schools or the like with more controlled super-heroics. The general public at large are usually disrespectful, if they know or acknowledge him at all. As Felix, he has heard himself referred to as 'D-Tier' and unimpressive, though he tries not to let it get to him. Tabloids, internet groups, they all love putting him down (in the most disregarding, flippant way possible of course.) Stats Abilities: 4 + 7 + 4 + 4 + 8 + 0 = 27PP Strength: 14 (+2) Dexterity: 17 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 10 (+0) Combat 4 + 2 = 6PP Initiative: +3 Attack: +3 (+1 Unarmed) Melee, +3 (1 Unarmed) Ranged,+1 Defense: + 3 Knockback: -3 Saving Throws 4 + 4 + 3 + 5 = 15PP Toughness: +6 (Con +2, +4) Fortitude: +6 (Con +2, +4) Reflex: +6 (Dex +3, +3) Will: +8 (Wis +4, +4) Skills 58R = 13PP Medicine 8 (+10) Skill Mastery Climb 4 (+10) Skill Mastery Knowledge: Popular Culture 4 Knowledge: Life Science 8 (+10) Skill Mastery Languages 1 (Japanese, English [Native]) Notice 8 (+10) Skill Mastery Sense Motive 8 (+0) Survival 4 (+0) Swim 4 (+0) Feats 26PP Beginner's Luck Attack specialization: unarmed 1 Blind Fight Defensive Roll 2 Dodge Focus 2 Skill Mastery 1 (Knowledge: Life Science, Medicine, Notice, Climb) Endurance 2 Teamwork: 2 Elusive Target Instant Up Prone Fighting Equipment 4 Improved Disarm 2 Improved Trip Improvised Tools Quick Change Power Attack Uncanny Dodge : Auditory Equipment 4pp = 20EP Personal: Flash Goggles [1EP] Emergency Pepper Spray [15EP] Rescue Pack: Binoculaurs [1EP] Flashlight [1EP] Gas Mask [1EP] Rebreather [1EP] Powers: 24 + 7 + 6 + 2 + 2 + 3 = 44PP "One Man Rescue Team, on the scene!" [Duplication 8] (16 + 6) [24 pp] PF: Absorption Healing Mental Link Progression 2 Sacrifice EX: Survival [Healing 2] (4 + 3) [7pp] PF: Persistent Ex: Energizing Total [Super Movement: Permeate 3] [6pp] [Detect: Living 2] [2pp] [Mind Shield 2] [2pp] [Emotion Control 3] (6 - 1) [5 pp] FL: Sense-Dependent [Touch] [Mind Shield 2] [2pp] [Immunity 1: In-Object Suffocation] [1pp] [Friction Control 1: Loss Of Friction] [3pp] [Deflection 1] (2+1) [3pp] Ex: Action [Cold Control 2] (4+1) [5pp] AP: Environmental Control Totals: Abilities (30) + Combat (??) + Saving Throws (15) + Skills (13) + Feats (26) + Powers (60) - Drawbacks (0) = 144/150 Power Points ----------- So the main thing is I have absolutely no comprehension of the combat stats, how to allocate them, how they get boosted, etc. Any tips on making the character, problems you noticed, things that are helpful? Not trying to min-max but I don't want the character to be useless or non-functional, or illegal.
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