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  1. Player Name: Eternal Phoenix Character Name: Effigy Power Level: 8 (180/180 PP) Trade-Offs: +4 Damage, -4 Attack(Pyrus), None (Pyroboltia); +4 Toughness, -4 Defense Unspent PP: 0 In Brief: Fiery sorceress blazing her own trail Residence: Freedom City Base of Operations: Claremont Academy, Freedom City Catchphrases: Various fire related threats, profanity, combinations of the two. Theme: Burn It Down, by Five Finger Death Punch Alternate Identities: Wilona Tabana Identity: Secret Birthplace: Freedom City Occupation: Student (grudgingly) Affliations: Claremont Academy Family: No known blood relations; Naomi Ellison (found family) Age: 16 (Born in 2005) Apparent Age: Mid to late teens Gender: Female Ethnicity: Latina (apparently, she dunnos) Height: 5’ 9” Weight: 140 Eyes: Dark Brown Hair: Reddish Brown Description: Wilona doesn’t display an iota of skin below the neck. This includes gloves. Plenty of scattered burn scars (especially the vein like pattern on her right arm), and it makes a girl look vulnerable, displaying skin like that. Civilian attire is battered old hand me downs from charity places. Jeans, when she can get them. She likes reds in her shirts and dark colors in her pants. The Effigy Robes are a dull orange. Brighter at the shoulders and darkening close to red as it goes down her legs. They’re basically a really long tunic with pants underneath secured by a rope belt. There’s a domino mask, too, but sometimes she forgets it. It’s new since Claremont, after all. History: Wilona Tabana doesn’t remember her family. Or if she ever had one. She was a street kid. Homeless. Anonymous. That’s what she remembers. That’s what her life was. That, and the fire inside. And just as often, outside. She was a pyromancer born. Fire obeys her. Maybe not something a grade school kid should have, but eh. Nobody got that hurt. Kids are small. Easier to hide. Scavenging food, dodging cops, discouraging pervs, welcome to life on the street. Winter wasn’t a problem, though summer sucked. She was…kind of lonely. Homeless people can be good company (and sometimes not), but there weren’t exactly an overwhelming number of kids her age. But honestly, she had stuff to do. Got to stay out of sight during school hours, so might as well learn something. She thought maybe, since she can make fire happen, she can do other stuff. Just had to replicate the feeling, right? Right. Well, it wasn’t exactly the same, but hey she could do other stuff. Lot of trial and error between those two sentences, but again she had the time. @$%ing hard, but she could do it. And after she figured that out, she met Naomi. Richie rich girl, born with a silver spoon in her mouth. That’s what the folks she knew said, but they never bothered to talk to her. She was lonely, too. It wasn’t a friendship, exactly. But Naomi knew stuff. Important stuff growing girls should know. And she had food, sometimes. So they hung out, sometimes, between school and her art lessons. It was something. Then the Terminus invaded, and everything went to hell. The nightmare of the invasion cannot possibly be understated. People Wilona had known for years were…gone. Or worse. And for the first time, she had to find out how powerful her fire actually was. It was uh, rather powerful. Blow holes through those metal freaks with the weird poles powerful. 13 years old, and the most potent pyromancer on the street. So she pitched in. At first heroically, but then just to clear enough space to find a good hole and crawl in. Way too many of those freaks, and they were talking an interest in her. Then she came across the smashed limousine. She knew it. The Ellisons used it all the time. The only person in it still breathing was the terrified out of her mind Naomi, so Wilona pulled her out and took her into said hole with her. Freedom’s heroes kicked the Terminus back the hell out of our dimension. Wilona taught Naomi the ways of the street. The latter was mutated by her exposure to Terminus energies, among everything else happening that day. Turning invisible and slinging invisible force was incredibly useful for scavenging food, ducking cops, and discouraging pervs. It also explained by they weren’t bothered in the hole they crawled in. It took time to put Freedom back to something resembling normal. It took more time to sort out all the reports and sightings. But eventually an interesting report about a potent fire slinging young girl crossed the desk of Headmistress Callie Summers. That girl had saved lives that day, and newer reports indicated she was still alive and in the city. Finding her would prove to be quite challenging. No fixed address. Avoids cops and superheroes like the plague. A hell of a lot smarter than she pretends to be. Getting through to her would prove to be an even greater challenge. Wilona was naturally suspicious and hostile to anything resembling an authority figure that wasn’t like, a kindly nun or something. Granted, all of them (from a certain point of view) wanted to curtail the huge amount of personal freedom she currently enjoyed to live her life the way she saw fit. That’s a hell to the no on that one. Miss her with all that talk about the law, responsibility, or whatever. Wilona did what she thought was the right thing to do, and to blazes with anyone who tried to make her do otherwise. The headmistress had to handle this carefully, or Wilona would absolutely refuse to cooperate. Her actions since the Invasion indicated a desire to be a superhero, but she was clearly aware that as a minor, the law was not on her side as far as operating independently of…well, anything and anyone who wasn’t Naomi. Hence avoiding cops and superheroes like the plague. So instead of the direct approach, the headmistress played to her curiosity and obvious intelligence. Rather than command, Ms. Summers and her agents questioned. Better clothes. Better food. A safer environment. More people who care about her. Doesn’t she want these things? Doesn’t she want these things for Naomi? Wilona, predictably, got pissed off. But it was obvious these were things she wanted. She wasn’t stupid. These were things she’d considered for a while now. The stumbling block was, as ever, surrendering even the tiniest bit of her autonomy. So she was kind of stuck, and thus, nothing changed. So, Ms. Summers offered a solution. She would become Wilona’s official guardian, just long enough so that she could become emancipated. She, with the Ellison estate’s cooperation, also did this for Naomi. So both would be effectively independent, because Naomi inherited her parents’ uncountable riches, they didn’t have parents of any kind, and honestly they’d been living independently for three-ish years anyway. Much longer in Wilona’s case. This meant that neither had any legal obligation to remain at the Claremont Academy if they no longer desired to be there, and Ms. Summers was perfectly willing to waive the financial obligation. This made it so much easier, so Wilona agreed to attend and live there. Only on a trial basis, she insisted. Sure, whatever. Personality & Motivation: Wilona Tabana comes in three layers. Cockiness and braggadocio for days when she’s playing around. Anger and intimidating pyromania when the gloves come off. And finally the core of her, a stubborn willfulness that makes even the more recalcitrant mule look pliant. She’s extremely self-reliant and independent, to a literally self destructive degree. She has the burn scars to prove it. Nobody makes her choices for her. She’ll destroy herself first. Well, maybe whatever’s restraining her first. But still. She’s got to have everything her own way, and the only way she’ll ever do anything is on her own terms. She doesn’t trust anyone besides herself. Okay. Naomi, some. But not completely. She plays up her temper and pretends to be a pyromaniac to push people away. Keep them at a distance. She does have a truly volcanic temper, but it’s not nearly as hair trigger as she pretends. She doesn’t have any special love for fire, though, aside from how it’s helped her out over the years. She will do whatever it takes to avoid feeling vulnerable or helpless. These things aside, she’s not a bad person, really. She’s got the heroic spirit, and does care about others. Though, she’s only a pain in the ass if you disrespect her free will and autonomy. Don’t do that, and she’s an excellent friend who will respect your free will and autonomy in turn. Because you see, her autonomy thing just applies to her. She's not about to champion the cause of free will throughout the world. That would be interfering with the free will and autonomy of others. Like hell she's gonna do that. So how does she justify fighting crime? Well, she's not stopping the bad guys from making their own choices. But she can and does choose to blast them in the face for it. Choices have consequences, after all. Her character arc, surprisingly, is not about learning humility or how to control her temper. It’s about learning how to be comfortable with being vulnerable and/or powerless. Power Descriptions: Wilona’s pyromancy is, well, fire. Even when she’s holding a spell in her hand, it looks like her hand is on fire. Light, heat, etc. So when she casts a fire spell, it’s hot. Contained so it does what she wants, sure, but anybody adjacent is going to feel the flash of intense heat and accompanying wind as the fire is emitted. Her other powers are not pyromancy. They are obviously self taught basic magic. Crude, amateur work. Her teacher ought to be ashamed…except she’s never had one, so it wraps back around to kind of amazing. They’re all basically all some shade of blue. Fortius is extremely translucent, as is Castillius as they’re force effects, but the others tend to be a solid color. Powers & Tactics: Wilona is an inborn pyromancer and self taught magician. She has a burning soul, and as such her pyromancy’s energies come directly from it. Her fire magic comes as naturally to her as breathing, and requires no special incantations or anything else to use. Regardless of how she prefers to use it. Pyromancy isn’t the most flexible of ‘mancies, and Wilona not knowing subtle if it bit her on the ass doesn’t help. Basically she throws a lot of fire around. Pyrus is one big blast, Infernus usually a thrown fireball (though she can do a sudden explosion instead when she’s feeling fancy), and Pyroboltia is a series of weaker blasts. Fire Control she genuinely doesn’t see as a spell, and it arguably isn’t one. Fire just obeys her will. They are all done with her right hand. Always. Her other spells are different. She needs to do them the way she figured out how to do them or they won’t work. They’re all cast with a specific gesture with her left hand and calling out the name of the spell. And they use ambient mana, not the energy generated by her soul. Fortius is a shield of force that augments her Effigy Robes. The gesture is pressing her hand to her chest. Libertas is commanding the wind to carry her aloft. The gesture is her hand outstretched. Aerus Servinius makes wind-based telekinesis happen with a literal wave of her hand. Castillius sees her slap her hand to the ground to make fields of protective force rise up from it. Sensus Displacius has her slap the heel of her hand against her forehead to literally displace her senses. All the names can’t be winners. She doesn’t have a magical tradition, at least not in the traditional (heh) sense. She appears pseudo-Hermetic, but that’s only because of the Western pop cultural version of Hermeticism being so pervasive. She technically didn’t have to use dog-Latin and a fancy gesture, but that’s what wizards do, right? And libraries are free. Tactically, Wilona prefers the direct approach. Move action Startle, +4 All Out Attack with Pyrus. One opp, smacked down. Mmmmaybe throw in +4 Accurate Attack if they have like, only human durability or something. Infernus works well for groups, and Pyroboltia also synergizes well with a successful Startle. Her other spells are for utility and support, which is not really something her partnership with Naomi has seen her doing a lot of. Still, provided she hasn’t been ordered/commanded/whatever to do it, she has no problem sliding to a support role. Flight is very useful for staying out of melee range. So many ugly beasties want to rip your face off. As for power stunts, she has a couple Dazzles (in single target and perception area varieties) and a single target Snare (made of solidified fire, somehow) possible for Pyromancy. For “Wizardry” it’s a bit more complicated. Basically, the spells in it are successful ideas she’s tried out and practiced until they consistently worked. They’re quite literally the only ones she knows. So under normal circumstances, she’s incapable of power stunting with her “Wizardry” array. What would change this is exposure to another magician. She’d have to witness them doing something she can’t. Then and only then would she be able to power stunt her own version of such an effect. Given, of course, that it wasn’t something too subtle or an attack power. Complications: The Building’s On Fire, And It’s Probably My Fault: Wilona is a pyromancer, a fire sorcerer. And she’s not a particularly subtle one. It’s not impossible that she’ll set something on fire she didn’t intend to when she misses with a Pyromancy array attack. Like the building she’s in. Or the forest. Or the-you get the point. A GM may aware a Hero Point for triggering this. Yay, New Burn Scars: Her pyromancy cuts both ways. She is not immune to fire at all. Repeated use of it without breaks can cause her to start to overheat and burn. Extra Effort or several rounds consecutive use can add extra Bruises and/or Injuries, Daze/Stun her for a round, or anything else a GM might think up. Naturally, a Hero Point is awarded if this occurs. 404, Mana Not Found: Her other magic relies on ambient mana found in the world. If she’s been using them heavily, she’s in a barren wasteland or something (since mana comes from living things), or some other reason that makes sense, there can just not be enough mana around for them to be used. A GM may aware a Hero Point for triggering this. Temper, Temper: While Wilona’s temper isn’t as easy to trip as she pretends, it is truly volcanic in nature. Like most people, she can normally keep a lid on it. However, harming Naomi, trying to outright control Wilona herself, or just doing something incredibly evil in her presence are all excellent triggers. In such a state, she is completely irrational and likely trying to do her level best to completely incinerate the target of her rage whether or not this is possible, anyone is trying to stop her, or is even a good idea. A GM may award a Hero Point for this complicating everyone’s lives further. Abilities: 0+2+4+10+0+10=26 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 20 (+5) Wisdom 10 (+0) Charisma 20 (+5) Combat: 6+6=12 Initiative: +1 (+1 Dex) Attack: +3 Base (+4 Ranged, +8 Name) Grapple: +4 Defense: +4 (+3 Base, +1 Dodge Focus, +2 Flat Footed) Knockback: -10 w/Force Field & Robes, -5 no Field, -1 with neither Saving Throws: 2+3+12=17 Toughness: +12 (+2 Con, +4 Protection, +6 Force Field); Impervious 8 Fortitude: +4 (+2 Con, +2) Reflex: +4(+1 Dex, +3) Will: +12 (+0 Wis, +12) Skills: 48 SP= 12PP Concentration 12 (+12) Intimidate 10 (+15) Knowledge (arcane Lore) 5 (+10) Language 2 (Latin, Spanish, English Native) Notice 5 (+5) Sense Motive 5 (+5) Stealth 4 (+5) Survival 5 (+5) Feats: 40PP Accurate Attack All Out Attack Attack Focus (ranged) Dodge Focus Luck 2 Power Attack Precise Shot Second Chance (concentration checks to maintain powers) Sidekick 30 (Invisigirl) Startle Powers: 73PP (All powers have “Magic” as a source descriptor. Effect descriptors are noted where necessary) Array 13 [29 9P, Feats: Alternate Power 3] (Pyromancy, all fire effects) Base Power: Blast 12 (Feats: Improved Crit 2) (Pyrus) [26/26PP] Alternate Power: Blast 8 (Feats: Progression, Increase Area 2; Extra: Burst Area [40-200 ft radius]) (Infernus) [26/26PP] Alternate Power: Blast 8 (Feats: Accurate 2; Extra: Autofire) (Pyroboltia) [26/26PP] Alternate Power: Move Object 12 (Extra: Range [perception]; Flaw: Limited [to Fire]) (Fire Control) [26/26PP] Array 9 [20 PP, Feats: Alternate Power 2] (“Wizardry”) Base Power: Move Object 6 (Extra: Range [Perception]) (Aerus Servinius) [18/18PP] (air/wind effect descriptor) Alternate Power: Create Object 6 (6x5’ cubes; Extra: Impervious) (Castillius) [18/18PP] (force effect descriptor) Alternate Power: ESP 6 (Visual & Auditory, 20 mile range) (Sensus Displacius) [18/18PP] Device 2 (10PP Container, Flaw: Hard to Lose) (Effigy Robes) [8PP] 25DP Total Protection 4 (Feats: Quick Change, Subtle; Extra: Impervious) [10DP] Flight 3 [6PP] (Libertas) (air/wind descriptor) DC Block: Name Attack Bonus Range Save & DC Effect Unarmed +3 Melee 15 Toughness Damage Pyrus +4 Ranged 27 Toughness Damage Infernus N/A, Area Ranged 18 Reflex half, 23/19 Toughness Damage Pyroboltia +8 Ranged 23 Toughness (Autofire) Damage Abilities 26 + Combat 12 + Saving Throws 17 + Skills 12 + Feats 40 + Powers 73– Drawbacks 0= 180/180
  2. Onyx Power Level: 8/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A teenage girl who's idyllic life was forever changed by the 2018 Terminus Invasion. Angela lost her father to it and recently she has been left with draconic features as a result of the energies of the Terminus mixing with a latent hereditary curse. "Onyx" now seeks to become a renowned Hero to in order to ensure she has a future where she can live in the open. Alternate Identity: Angela "Angie" Elgard (Secret) Birthplace: Freedom City, USA Residence: Ashton, Freedom City, USA Occupation: Sophomore Highschool Student Affiliations: Claremont (Student), ArcheTech (Long-term Patient) Family: Anthony Elgard (Father, went missing during 2018 Terminus Invasion and presumed dead), Claire Elgard (Mother) Description: Age: 17 (DoB: December 10, 2004) Gender: Female Ethnicity: Caucasian Height: 6' 2" Weight: 220 lb Eyes: Draconic red eyes that faintly glow (Disguised/Formerly: Hazel) Hair: Shoulder length light blue dyed hair. (Disguised/Formerly: Brown, Undyed: Black) The first things you notice about Angela is her black scaled draconic features as well as just how large and muscular her physique is. Two large and powerful leathery wings sprout from her back, each having a single hooked claw. A thick and muscular tail extends from her waist, thick overlapping protective scales running along it's top and it ends in a tapered point. Her arms are legs are completely covered in scales a few inches above the elbow and knee joints, respectively, thinning out to small patches of scales up the sides of her limbs. Her hands and feet end in vicious-looking claws, though they have been blunted. Her body is covered in large and powerful muscles, her body looking like that of a warrior or mixed martial artist. Large patches of scales rest on her cheeks, resting just below red lizard-like eyes that can be seen to faintly glow in the dark. Her long and wavy hair that grows out to past her shoulders is kept bleached and dyed a vibrant light-blue color, though it is naturally a dark and inky black. Three pairs of long horns that sweep backwards grow out of her skull along the sides of her head, forming a 'crown' of sorts. The largest pair of horns grow from the top of her head, the bases of them running down to just behind her ears. Her teeth end in points and her tongue is lizard-like and forked. When she uses the Disguise Projector given to her by Claremont, all her draconic features are rendered invisible and her hair and eye colors become brown and hazel respectively- what they were before her TEMS transformed her (and she recolored her hair). Even so, the large and muscular physique that is still shown is a far cry from the five-foot tall and slim girl she once was. As Onyx, her current costume is clearly something that was just thrown together. She wears a red tracksuit with white stripes. The arm sleeves have been torn off at the shoulder and the leg sleeves at the knees. Upon her head she wears a white open-mouth motorcycle helmet with a black visor that covers her eyes and upper face. Holes have been gouged in it to make room for her horns. Her light-blue dyed hair spills out from the back of the helmet. If given the choice to upgrade, she'd go with a more high-tech "heroic" visor/faceguard with a completely open back to let her hair flow freely. She's not sure what she'd replace the tracksuit with. History: Angela Elgard is one of many people whose lives were forever changed by the events of the 2018 Terminus Invasion. Her idyllic life as the spoiled child of two loving and hard-working parents came to an abrupt end when the suburban community of Ashton was invaded. She and her mother were separated from her father when Omegadrones attacked the heroes escorting them and their neighbors to safety. Her father was never seen again and his body was never found. In the aftermath, her mother sunk into a depressive state, taking a break from her white-collar job and then simply never returning to it. From there, things continued to decline as Angela and her mom sunk deep into depression. In a year, her mom managed to burn through all the insurance money- forcing them to live on welfare. Going from having plenty to barely scraping by was extremely hard on Angela, almost as bad as losing her father all over again. She was forced to leave her private school (and her friends) to attend a public Highschool. To top it all off, Angela was expected to go to school wearing donated clothes- something she considered social suicide at the time. What started with stealing new clothes from the supermarket started a downward spiral for Angela. Egged on by a strange feeling of pride and power that welled up in her as she "took her life back", she developed into a full-blown kleptomaniac. She started to take up drinking, found questionable 'friends' to hang around with, and started to pick fights with others for the hell of it. Terrified by the sudden changes in her daughter, Angela's mom called the cops on her who dragged her off to a juvenile detention facility. This marked the start of Angela bouncing in and out of juvie for some time, as well as her dropping out of Highschool. Angela came to realize that whatever was causing the rebellious impulses to steal and fight- she couldn't seem to control it. After voicing those feelings, she was given therapy and pills to handle them. Despite causing a fair bit of medical debt, things started to get better for Angela. Once things stabilized, Angela and her mom decided to go to the mall to celebrate. On the way to the movies, they walked by a jewelry store and everything went 'red'. In an instant, Angela lost control of her body and was helpless to watch as it dove headfirst into the displays- shattering them with a sudden burst of inhuman strength. Her body started to mutate as it growled and roared to drive people away from the store. She grew in size and strength as draconic features started to form. She helplessly watched as her nails turned into claws as wings, a tail, and horns grew from her body. Police were cautious to engage, much to the vocal dismay of her mother as Angela continued to mutate. Hearing her cries for help and seeing the crisis unfolding, a few Heroes jumped in to help. While Angela's mutated body was powerful, the feral intelligence controlling was defeated without too much issue. The fight ended with Angela being hit with tranquilizers until she finally stopped moving and passed out, putting a stop to the mutations. The next thing Angela knew, she woke up in a high-tech patient room under the care of ArcheTech. It took some time and some strange discoveries were made as the doctors and researchers looked into her late-onset TEMS. The good news, as it was, is that her body was now super-humanly strong and tough- with an especially impressive cellular biology that partially ran on Terminus energies. The bad news is that something non-physical about her new state was the cause of the intrusive urges in Angela, though thankfully it could be blocked by a power nullifier or mental shielding device. With those unnatural impulses silences, treatment for the remainder of her mental health issues was able to proceed without much issue. The strangest thing, however, was that there was a documented history of such sudden changes in behavior on her father's side of the family. They found reports not only of sudden urges to steal and becoming more aggressive being caused by this mysterious syndrome- but impulses to kill and sometimes cases of insanity. Writings were found describing it as a 'family curse', prompting them to detect for and find a mystical component to what was happening to Angela in addition to the Terminus energies. After digging around, they traced things back to a failed Nazi occult experiment of all things. In some interviews, they found that the occultists were trying to recreate the dragon Fafnir from mythology. They planned to use the artifact known as "Andvaranaut", a cursed ring- perhaps "the" original cursed ring, along with other objects associated with foul magics. In myth, the ring placed a curse on Fafnir, causing him to murder his family for their riches and then turn himself into a dragon to then protect said riches. The experiment, perhaps fittingly, was destroyed by its success when they had their first successful dragon transformation. The dragon rampaged, destroying the facility. the cursed ring and other dark objects were lost in the chaos. Those involved in the experiments were left cursed for their hubris, a curse passed on to their bloodlines in some cases. The researchers were unable to find what role Angela's ancestors played in the occult experiments. With enough of the pieces put together, the ArcheTech scientists managed to create an efficient and miniaturized mental shielding device- allowing Angela to finally go home and be transferred to outpatient care. Even so, Angela would need to check in with ArcheTech every one-to-two weeks to monitor her physical and mental health, as well as perform maintenance on said device. The news that she would be leaving ArcheTech and going back out into the wider world terrified Angela for some time. At first, she was afraid to be around people because of the public fear of those with TEMS, but she resolved to her use new strength and abilities to become a Hero. That way, the world would have to accept her- scales and wings and all. By this time, it was the middle of summer. Angela had been prepared to go to an online school, but representatives from Claremont were quick to get in contact with her and her mother- having already heard about the teen from ArcheTech. It didn't take much convincing for her mother to get on board with the idea, though once the true nature of the school was partially revealed Angela was all for it as well. She also decided she wanted to live in the dorms there so that she wouldn't have to face discrimination from others for her appearance or her TEMS. As things currently stand, Angela is nervously preparing to go back to High School while also secretly preparing to become a teenage Hero. Since Angela dropped out of school for a while, she's going to have to repeat her sophomore year of Highschool. Rather than being upset about it, she's rather grateful for this chance to pick up where things left off. Even though her performance at school has been at the "barely passing" level since the Terminus Invasion of 2018, she is determined to do well. She also has picked up an interest in meta-biology and other subjects due to being at ArcheTech for so long as well as wanting to learn more about her own condition. Personality & Motivation: Angela carries mental and emotional scars from what she's been through. She's lost her father, feels like she lost her mother due to depression, and nearly lost control of mind to a hereditary curse. The fact that she's also clearly inhuman- her body being altered by her late onset TEMS- also weighs on her due to being anxious about how people will react to her. Though privately, she's come to accept and even start to like her new body. Some days are better than others, some are much worse and it's a struggle to get out of bed. Still, she does her best to persevere. Seeing anyone going situations that are similar to what she's been through will spur her towards direct action. This ranges from butting in to give advice or trying to play the part of a Hero, whether or not her attempts to give aid are actively helping or hurting the situation. Angela is nervous around normal people that she doesn't know, afraid that they will discriminate against her because of her inhuman features (even if she is hiding said features at the time). Around other altered people (or at a place that is welcoming to inhuman/non-human people) she lets her guard down considerably. When among those that accept her, Angela is very friendly and tries to be helpful. After losing so many years of her life to depression and other things, Angela is somewhat rediscovering and reinventing herself and how she acts. She surprises herself with how passionate she is about various things... and how little she cares for all the luxuries she used to have as a child. At this point, she's not sure how she'll act if she manages to make a new friend- aside from casually telling them to call her "Angie" if they want to. In her Hero persona, Onyx, Angela is a newbie hero that tries too hard to be Heroic. She'll fight try to fight bad guys, help people, recuse cats from trees, and try to spew banter with extremely little hesitation. If things end up not going her way, she'll quickly get flustered. If there are people on the sidelines trying to bring her down or antagonize her, she'll do her best to ignore them or just leave. If those aren't options, she'll soon enough start shouting back at and verbally engaging them. Lastly, becoming a publicly renowned Hero is something that Angela feels like she must do. She sees as the only chance she has of having a happy future where she can live entirely in the open as herself. There's already one dragon hero and a few with TEMS out there, surely the public will be welcoming of her as well. Powers & Tactics: Angela derives all her fighting capability from her altered biology. She's strong, tough, and and can fly. However she lacks fighting experience or training aside from some videos she's watched online. She lacks any special attacks aside from the Acid Spit she can use, but she doesn't like to as she doesn't see that aspect of her biology as something people would view as heroic. Some of her biology requires the Terminus energies running through her body in order to work- though powers that come from changes in her physical form are innate to her now. Angela is inexperienced in a fight and her first resort is simply to go in with her fists flying or trying to apply her super strength to the problem at hand. If there's someone who seems more experienced giving her directions on what to do, she'll generally follow those. This is not to say that she isn't capable of thinking up strategies and whatnot on her own when she has to, but they're going to be fairly simple. Power Descriptions: Sparks of red energy and/or a red glow may appear around the scales on her body when she's pushing her physical capabilities to their limits. Her Acid Spit is a bright green color. Complications: Mutated Dragon Curse: The curse in Angela seems to seek to push her down the path of becoming a hated and feared draconic monster- a raging Terminus-warped imitation of the dragon Fafnir. It seems to resent her attempts to resist it, lashing out randomly and creating random mystical phenomena to cause her misfortune. The curse seeks to punish Angela for the transgressions of her ancestor, though if she partakes in actions it deems evil, the curse will increase it's efforts to ruin her life. It doesn't help that it's also urging her towards doing such actions. Luckily, the mental shielding device by ArcheTech seems to be enough to block those urges. Without the device, it's likely she would start to suffer uncontrollable urges to steal and be aggressive towards others- if not worse. Uncontrolled Fear Aura: One of the ways the curse tries to ruin Angela's life is by 'helping' by creating a magical aura that causes fear towards her. There's a chance that when Angela's feeling annoying with someone for any reason and/or she's trying to cause intimidate others (usually crooks or bullies)- she's going to suddenly come off as being a lot scarier than she means to be to everyone around her. This may cause trouble in social interactions and in her attempts to be a hero. Phobia of the Curse: Angela is deathly afraid the curse causing her to go on a rampage again. If she fears that it's happening (especially if the mental shielding device breaks, malfunctions, or goes missing) she will start to freak out and act irrationally. If she gets freaked out enough, she'll try to flee to somewhere where she can't hurt anyone or herself. "I can't let anyone else go through what I've been through!" / Temper: Angela went through a lot during and after the 2018 Terminus Invasion: losing family, years of depression and loneliness, and to cap it all off: her TEMS mutations. If she someone being in danger of/being threated with suffering the same or getting flak for suffering from it- she's going to leap into action to try and intervene without even thinking. This may take the form of trying to be a Hero on the spot, verbally chewing people out, or just skipping straight to punching someone's face depending on the circumstances. Mental Shield Device not rated for Hero Work: The specialized device ArcheTech created is not exactly rated or designed for being taken into fights or for going up against truly powerful mental effects. A (un)lucky shot or injury might also damage the device. As well, when Anegla is subjected to a mental effect that is stronger than the device's Impervious rank (5) it may get overloaded, causing it to get damaged or malfunction. Even more troublesome, she must return to ArcheTech every so often so that maintenance can be done or else it will stop working properly and if ArcheTech's scientists find out it's been damaged in a fight they may get frustrated with her. Disguise Device has Limited Power: The other device Angela has been gifted, the Disguise Projector from Claremont, has a limited battery life that only lasts a few hours. While it can be recharged with it's own proprietary charger, she doesn't use it very often or always remember to plug it in when she's done using it. As such, it may end up running out of charge at inopportune moments. TEMS/Inhuman Prejudice: Angela suffers from TEMS and has an somewhat monstrous inhuman appearance. While her TEMS condition is not widely known (yet), her body looking the way it does is going to cause prejudice and fear in some. Hero Career is off to a Bad Start: It doesn't take very much digging to figure out that the berserk dragon-like monster that caused an incident at a mall a few months back is Onyx (thankfully it's very difficult to trace it back to Angela). Some may take offense to a "known monster" trying to be a Hero or won't trust that she can stay in control of herself. She's going to get very frustrated and angry with people who insist that she can't be a Hero because of that incident (or any other any similar ones that happen down the line)- especially because she doesn't see any happy future for herself in which she's not a renowned Hero. Unwieldly Claws/Body: Angela's fingers end in fairly long claws, this causes her trouble when it comes to writing, trying to use most modern electronic screens, or any task in general that requires fine finger/hand dexterity. It's not that she can't do such things, it's just that she has to put her hands in awkward positions and it takes her a lot longer. It's like having very long fingernails, except these ones can also pretty easily damage what you're trying to interact with. Her increases size, wings, and tail may also cause trouble for her in confined spaces. Abilities: 6 + 4 + 10 + 0 + 4 + 4 = 28PP Strength: 22 (16) (+6) Dexterity: 20 (14) (+5) Constitution: 30 (20) (+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 6 + 12 = 18PP Initiative: +2 Attack: +6 Melee, +3 Base Defense: +6 (+6 Base), +3 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +10/+5 (+5 Con, +5 Enhanced Con) Fortitude: +10/+5 (+5 Con, +5 Enhanced Con) Reflex: +9 (+5 Dex, +4 Base) Will: +6 (+2 Wis, +4 Base) / +11 [Impervious 5] vs mental effects (+5 Mind Shield) Skills: 44R = 11PP Bluff 5 (+7) Diplomacy 2 (+4) Intimidate 10 (+12) Knowledge (Arcane Lore) 2 (+2) Knowledge (Business) 2 (+2) Knowledge (Cosmology) 2 (+2) Knowledge (Life Sciences) 2 (+2) Knowledge (Streetwise) 3 (+2) Notice 6 (+8) Sense Motive 4 (+6) Slight of Hand 4 (+9) Stealth 2 (+7) Feats: 14PP All-Out Attack Attack Focus (Melee) 4 Challenge (Fast Startle, Fast Demoralize, Forceful Intimidation) Evasion Startle Luck 2 Power Attack Uncanny Dodge (Smell) Powers: 6 + 4 + 6 + 10 + 4 + 13 + 6 + 5 + 3 + 8 + 6 = 71PP Enhanced Strength 6 [6PP] (Terminus energy, mutation) Super-Strength 2 (Effective Strength 32; Heavy Load: 2080 lb/1.04 tons) [4PP] (Terminus energy, mutation) Enhanced Dexterity 6 [6PP] (Terminus energy, mutation) Enhanced Constitution 10 [10PP] (Terminus energy, mutation) Immunity 8 (aging, disease, poison, all Acid Effects, Flaws: Limited [Half-Effect]) [4PP] (Terminus mutation) Damage 10 (Acid Spit; 20' Range, Feats: Extended Reach 3) [13PP] (Terminus mutation, Acid) Strike 4 (Dragon Claws; Feats: Mighty, Innate) [6PP] (Terminus mutation) Flight 2 (Dragon Wings; 25 MPH / 250' per Move Action, Feats: Innate) [5PP] (Terminus mutation) Super-Senses 2 (low-light vision, scent; Feats: Innate) [3PP] (Terminus mutation) Device 2 (ArcheTech Miniaturized Mental Shielding Device (Pendant); 10 PP; Flaws: Hard-To-Lose) [8PP] (technological) Mind Shield 5 (Extras: Duration [Continuous]) [10PP] Device 1 (Claremont Disguise Projector (Bracelet); 5 PP; Flaws: Hard-To-Lose; Feats: Restricted 2 [Onyx/Angela Only]) [6PP] (technological) Morph 10 (Single Other Appearance [Human and normal colored version of Angela], Disguise Bonus +50; Flaws: Limited [Visual Only]) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT ATTACK BONUS Unarmed w/ no Powers Touch DC 17 Toughness Damage +6 Unarmed Touch DC 21 Toughness Damage +6 Dragon Claws Touch DC 25 Toughness Damage +6 Acid Spit Melee/Extended 20' DC 25 Toughness Damage +6 Totals: Abilities (28) + Combat (18) + Saving Throws (8) + Skills (11) + Feats (14) + Powers (71) - Drawbacks (0) = 150/150 Power Points
  3. Schrodinger's Ninja Power Level: 10 (0/150PP) Unspent Power Points: 0 Trade-Offs: +3 Defense / -3 Toughness In Brief: Catchphrase: Theme: Alternate Identity: Nash Navarone Birthplace: Canada, Vancouver. Residence: Freedom City, Kingston. Base of Operations: North Freedom. Occupation: Affiliations: Family: Description: Age: 22 years (1998) Apparent Age: 17 years Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 112lbs Eyes: Hair: History: Personality & Motivation: Powers & Tactics: Schrodinger's Ninja possesses the ability to teleport to anywhere he can think of and create short-lived copies of himself. These clones also have the ability to teleport and are just as skilled in close-combat as he is. This makes fighting him a game of "where's the real one" along with "he could be anywhere." He prefers to blitz down enemies with hit-and-run tactics, and would very much like to avoid a hit than tank one. Power Descriptions: Schrodinger's Ninja's namesake comes from how his power operates; namely, by using superposition. It seems that he has partial access to a fourth or fifth dimension, letting him teleport as if he was walking. He can't really use this extra-dimensional movement for anything else, as he is still a three-dimensional being. In addition, when he teleports, he can keep the "door" open temporarily to allow a clone of himself to exist. These clones, being him, can also teleport. All Hands on Deck: Multiple clones of Schrodinger's Ninja jump out and begin to assist him in whatever physical task he is doing. As they all share the same intent, the task can be completed by an order of magnitude faster. Blink: Schrodinger's Ninja wills himself across a distance, moving through another dimension to arrive at his destination instantly. As his third-dimensional brain cannot process higher planes of existence, to him and everyone else, he arrives instantly. Clone Step: A clone jumps in the way of the attack or he "steps" out of the way with his teleportation. Either way, Schrodinger's Ninja avoids the attack with his unique powers or skills. Gang Up: Schrodinger's Ninja blinks forwards with several clones to overwhelm a single opponent with a flurry of combination attacks. Jump: A clone spawns and blinks to a target to deliver a surprise attack. One For All: A horde of Schrodinger's Ninja's leaps from the man himself, delivering viscous blows to all opponents in range. Quantum Restoration: Schrodinger's Ninja draws on his clones, focusing and absorbing them into his body to refresh and heal himself. This ability is hard to use, only giving out a certain number of "uses" a day. Lonely Crowd: Schrodinger's Ninja is always surrounded by several versions of himself, watching out for attacks. This creates a crowd that makes finding the real one difficult. Armored Ninja Suit: His iconic ninja suit has built-in, flexible and lightweight armor. Complications: Name: Description Abilities: 2 + 6 + 4 + 0 + 4 + 0 = 16PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +11 (+3 Dex, +8 Improved Initiative) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +11 (+4 Base Attack, +6 Attack Focus [Melee], +1 Str) Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +12 (+3 Dex, +6, +3 Enhanced Reflex Save) Will: +8 (+2 Wis, +6) Skills: 72R = 16PP (1PP = 4 Skill ranks) Bluff 2 (+0 Cha / +8) +8 Escape Artist 1 (+3 Dex / +4) +7 Gather Information 3 (+0 Cha / +12) +12 Intimidate 2 (+0 Cha / +8) +8 Notice 3 (+2 Wis / +12) +14 Search 2 (+0 Int / +8) +8 Sense Motive 2 (+2 Wis / +8) +10 Stealth 3 (+3 Dex / +12) +15 Feats: 20PP All-Out Attack Attack Focus [Melee] 6 Blind-Fight Elusive Target Evasion 2 Hide in Plain Sight Improved Initiative 2 Instant Up Move-by Action Power Attack Quick Change 1 Uncanny Dodge 1 (Hearing) Well-Informed Powers: 10 + 4 + 27 + 8 + 3 + 2 + 11 = 65 Concealment 10 (All Senses) (Lonely Crowd; Extras: ; Flaws: Limited [Miss chance only]) [10PP] (Dimension, Quantum Force, Clone, Teleportation) Device 1 (Armored Ninja Suit; 5DP Container; Flaws: Hard-to-lose; Feats: Subtle) [5PP] (Technology) Protection 5 [5DP] Duplication Array 14 (25PP Array; Feats: Alternate Power 2) [28PP] (Dimension, Quantum Force, Clone, Teleportation) Base Power: Strike 10 (Gang Up; Extras: Autofire 1; Feats: Indirect 3, Extended Reach 2 [10 ft.]) {25/25} Alternate Power: Strike 10 (One For All; Extras: General Shapeable Area, Selective Attack; Flaws: Action [Full] Feats: Indirect 3, Progression [Area Size] 2) {25/25} Alternate Power: Blast 8 (Jump; Feats: Accurate 4, Indirect 3, Subtle 2) {25/25} Alternate Power: Healing 11 (Quantum Restoration; Extras: Energizing, Total; Feats: Persistent, Regrowth; Flaws: Limited [Only Affects Self], Unreliable [5 Uses]) {24/25} (Dimension, Quantum Force, Clone) Enhanced Feat 8 (Clone Step; Dodge Focus 8 ) [8PP] (Dimension, Quantum Force, Clone, Teleportation) Enhanced Trait 3 (Clone Step; Reflex Save 3) [3PP] (Dimension, Quantum Force, Clone, Teleportation) Quickness 4 (All Hands on Deck; Flaws: One Type [Physical]) [2PP] (Dimension, Quantum Force, Clone, Teleportation) Teleport 3 (Blink; Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout, Subtle 2) [11PP] (Dimensions, Quantum Force) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC16 Damage +10 Gang Up Touch, 10 ft. DC25 TOU (staged) Damage +10, Indirect 3, Autofire 1 One For All Shapeable Area DC25 TOU (staged) Damage General Area, Indirect 3 Jump 80 ft. DC23 TOU (staged) Damage +12, Indirect 3, Subtle 2 Totals: Abilities (16) + Combat (12) + Saving Throws (18) + Skills (16) + Feats (18) + Powers (65) - Drawbacks (0) = 150/150 Power Points
  4. Name: Shift Power Level: PL8/12 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 185/185 Unspent PP: 0 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (8 + 4 + (-10) + 12 + 4 + 0) Strength: 30 (+10), 50 Lifting (Heavy Load: 12 tons) Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (12 + 10) Initiative: +6 (+6 Int) Attack: +6 Grapple: +20 (+6 Melee Attack, +10 Strength, +4 Super-Strength), +25 with Elongation Defense: +6 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Knockback Resistance: 9 (1/2 of Non-Impervious Toughness 2 = 1, + Impervious Toughness 8), 11 at normal speed or slower (Immovable 2) SAVING THROWS: 10PP (0 + 4 + 6) Toughness: +10 (+10 Protection; Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: 10PP (40R) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Disable Device 4 (+10) Disguise 0 (+0, +20 Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 11PP Beginners Luck Dodge Focus *Improved Grapple (free if using Additional Limbs) Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 122PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [5PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Protection 7 (10 ranks total) [7PP] Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) [5PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC BlockATTACK RANGE SAVE EFFECTUnarmed Touch DC 25 Toughness Damage Drain Touch DC 20 Reflex Damage TOTALS: Abilities (18) + Combat (22) + Saving Throws (10) + Skills (10) + Feats (11) + Powers (122) - Drawbacks (8) = 185/185 Power Points
  5. 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
  6. 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).
  7. 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.
  8. 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
  9. 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
  10. 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.
  11. 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.
  12. 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
  13. (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
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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
  19. Avorez

    Delta

    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
  20. 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
  21. 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.
  22. 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
  23. 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.
  24. 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
  25. From the album: Alder's Artistry

    Miras, colored and complete!

    © K Keppeler

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