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  1. Ms. Thursday Power Level: 10/11 (165/166) Trade-Offs: -2 Attack/+2 Damage (Strike), +2 Attack/-2 Damage (Blast) Unspent Power Points: 1 In Brief: She's the bastard daughter of Thor and a rebellious punk-maiden of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Musician Affiliations: Claremont Academy, The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Numerous other Aesir gods and goddess. Description: Age: 17 (DoB: January 19th, 2002) Gender: Female Ethnicity: Norwegian/Asgardian Height: 6 Ft. (180 cm.) Weight: 150 lbs. (113 kg.) Eyes: Grey Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce grey eyes as the God of Thunder's. From her mother she inherited a row of freckles that are scattered across her cheeks and nose. Having had a rough and tumble childhood, Astrid has always been in decent shape, but her training in the practice yards of Asgard have made her athletic and honed. Similarly, while Astrid always been tall, discovering her heritage has strangely caused her to go through an abrupt growth spurt. Although she’s just itching to be a heroine, Astrid doesn't possess a really possess a superhero costume and prefers her causal wardrobe to classic spandex. She nevertheless does make an effort to at least have the image of a thunderbolt somewhere on whatever clothing she wears when she goes into a fight. Her favorite "battledress" and the closest thing she does have to a superhero costume is a rune-inscribed black-leather jacket with a large stylized thunderbolt symbol on the back. While Astrid has a notable Norwegian accent, its tinged by her travels across Europe, and recently the United States. It's not uncommon for her to pepper her sentences with not only her home country's slang but that of other countries she's visited. She has a brash and straightforward way of talking that can be intimidating when she's in a rage. When she's acting as an agent of Asgard she plays up the warrior princess shtick, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget. While her childhood wasn't perfect it was mostly a tolerable one. Her mother loved her and while her father was a distant man who would disappear for months at a time he did always come back eventually. That was until he didn't. When that happened, everything changed. Her mother fell into a long depression and once she started using alcohol to self medicate things only got worse from there. When her mother wasn't blaming Astrid for her father leaving, she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her. At first, she tried to find her father whenever she did, but as Astrid got older the futility of chasing a man she barely remembered and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out would-be rockers that she would see performing in bars whenever she runaway to a large town. This cycle of running away and crashing with friends, only to come back for one reason or another, came to an abrupt and tragic end when her mother suddenly died in a car accident during a thunderstorm while she was looking for her. Filled with grief and guilt over not resolving her differences with her mother, and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far and became deadly. Fortunately for her, a valkyrie came to Astrid’s rescue and whisked away to Asgard. The valkyrie was sent by none other than Thor, the God of Thunder, who turned to her long lost father. He explained that the father she knew was just one of his many mortal avatars, created to circumvent a Pact that prevented the gods from directly interfering with humanity at their fullest power. By doing so he could return to his favorite hobby of quietly slaying monsters that threatened the world. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her even knowing that such a union could not last. When Astrid's mother dead, the Odinson thought it necessary to finally intervene in his daughter’s life again and instruct her in the ways of the Aesir. While his explanations didn't do much to calm or convince her, Astrid did accept her father’s offer to let her live in Asgard to hone her suddenly developing powers. After going though some Asgardian battle training, Astrid returned to Earth so that she could finish her education. Given that she was a bonafide demigoddess the only the place that could possibly finish her training was a certain school in the US of A. Personality & Motivation Rebellious, bold, impulsive, stubborn, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death and the revelations about her father's true nature have prompted a positive change in her though. While still prone to brashness, she has learned to rein in a lot of her worse impulses and think things through. Her new responsibilities have also given her a sense of direction and purpose that was non-existent beforehand. Interests-wise, Astrid has a semi-ironic thing for 80s American pop culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her cool rocker girl mystique she has a wide-eyed love of obscure folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go unconscious or splat. That's Astrid primary tactic, and it usually works, but when separated from her weapon she typically relies on her fists to pummel or grapple whatever gets in her way in the meantime. Though she went through martial training in Asgard and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid’s fighting style mostly takes after her experience with schoolyard brawls in that she is by no means above headbutts, groin attacks, eye-poking and anything else associated with street fights. She cares very little for "honorable" combat. Power Descriptions As the demigoddess daughter of almighty Thor, Astrid possess many of the superhuman physical traits that are common to Asgardians. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a giant over her head without strain and pulverizing villains with only her bare hands. She’s likewise extremely durable, resisting attacks that would outright kill a normal human and doing little worse for wear. Naturally, Astrid shares the Aesir's natural immunities to cold, disease and poison. Along with her inborn gifts, Astrid wields Þórrklubba, a warclub forged by the legendary dwarven weaponsmiths, Eitri and Brokkr. Þórrklubba is a magical weapon and as such can call upon the primordial forces of the firmament: striking foes with bolts of lightning, summoning icy rainstorms, and allowing Astrid to fly at high speeds. Þórrklubba also gives Astrid the ability to teleport short distances in flashes of multi-colored lightning. While a devastating weapon, Þórrklubba looks from a distance like a normal metal baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by silver Nordic runes that lightly cackle with static energies. When not in use Þórrklubba can be glamoured and take the form of a small hammer amulet. Complications: Reluctant Agent of Asgard (Responsibilities): As the child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir (and their interests) whenever they need something done on Midgard regardless of her own thoughts on the matter. GM Suggestion: You can give Astrid a Hero Point whenever her obligation to the Aesir forces her to pick between her duty to the gods and her own personal desires, beliefs or morals. Proud Nazi Puncher (Temper): Beyond the obvious reason of them being genocidal morons, Astrid despises Nazis due to their constant attempts to exploit the power of the Aesir. She's also peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene. She’ll go into a rage whenever she confronts villains that share their genocidal and supremacist ethos. GM Suggestion: Grant Astrid a Hero Point if this single-minded rage impairs her ability to focus on protecting civilians caught in the cross-fire. Black Sheep of the Aesir (Prejudice): Astrid has an fraught relationship with her father and much of the rest of the Norse pantheon. Her father’s excuses for why he left has never satisfied Astrid, and she partially blames him for her mother's death. Conversely, the Asgardians consider Astrid to be a bastard and an example of Thor’s foolish dalliances. To them, she’s a useful agent on Earth and not much else. GM Suggestion: Have beings associated with the Norse gods treat at Astrid with disdain or distrust. Give her a Hero Point if this prejudice inconveniences her in some meaningful way. Violence Is The Best Answer (Temper): She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to solving problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. GM Suggestion: Grant Astrid a Hero Point if her punch first, ask questions never mindset disadvantages her or turns a situation that could have been handled diplomatically into a needlessly violent one. Just a Punk Kid (Status): Astrid is still technically a minor and is therefore bound to certain legal restrictions that can be obstructive to her superhero duties. GM Suggestion: Feel free to give Astrid a Hero Point if her legal status somehow interferes or impairs her ability to act as an independent superhero. Abilities: 16 + 4 + 20 + 2 + 2 + 4 = 48PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24PP Initiative: +6 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Grapple: +16/+21 (+8 Melee Atk, +8 Strength, +5 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 6 + 7 = 13PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +8 (+2 Dex, +6) Will: +8/+12 [Lionheart] (+1 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 Attractive) Diplomacy 0 (+2, +6 Attractive) Intimidate 12 (+14) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (Danish, English, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Sense Motive 4 (+5) Feats: 16PP All-Out Attack Attractive Benefit (Asgardian) Dodge Focus 6 Improved Initiative Interpose Lion Heart Luck 2 Power Attack Takedown Attack Powers: 28 + 3 + 5 + 2 + 12 = 50PP Device 6 ("Þórrklubba") (30PP Container; Hard-to-Lose; Feats: Indestructible, Restricted 2 [Only Ms. Thursday], Subtle 1 [Can Transform into a Hammer Amulet]) [28PP] (Divine) Flight 3 "Flaugun!" (Speed: 50 MPH / 500 Ft. Per Move Action) [6PP] (Divine) The Powers of Þórrklubba (20PP Array; Feats: Alternate Power 4) Base Power: [15 + 5 = 20PP] Strike 4 (Feats: Affects Insubstantial 2 [Full Power], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Cold, Lightning]); Extras: Penetrating 4) (Divine) Dazzle 10 (Affects: Auditory; Flaw: Range [Touch]) (Divine, Sound) Alternative Power: [20PP] “Leiptr!" Blast 8 (Feats: Accurate 2, Indirect 2 [Any Point, Directed Away]; Extras: Area (Targeted, Burst: 40 Ft. Radius); Flaws: Action [Full]) (Divine, Electricity) Alternative Power: [20PP] “Veðr!" Environmental Control 4 (Cold 2 [Extreme], Distraction 2 [DC 10], Hamper Move 2 [25%], Range: 40 Ft., Radius 50 Ft.; Extra: Independent; Flaws: Action [Full Action]) (Divine, Weather) Alternative Power: [20PP] "Skykkr!" Stun 8 (Feats: Accurate 2, Affects Insubstantial 2 [Full Power]) (Divine, Electricity) Alternative Power: [20PP] “Fara!" Teleport 5 (500 Ft. [Move Action], 5 Miles. [Full Action], Feats: Change Velocity, Easy, Mass Progression 2 [500 lbs.], Turnabout; Extra: Accurate 5) (Divine) Immunity 3 "Asgardian Resistance" (Cold, Disease, Poison) [3PP] (Divine) Impervious Toughness 5 "Asgardian Durability" [5PP] (Divine) Super-Movement 1 “Summon the Bifröst!” (Dimensional: Asgard) [2PP] (Divine) Super-Strength 5 "Asgardian Might" (+25 STR Carry Capacity, Heavy Load: 14.7 tons; Feats: Super-Breath, Thunderclap) [12PP] (Divine) Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+8) Touch DC 23 Toughness Damage (Physical) Blast 8 (+12) Burst Area: 40 Ft. DC 23 Toughness Damage (Divine, Electricity) Strike 4 (+8) + Dazzle (+8) Touch DC 27 Toughness + DC 20 Reflex/Fortitude Damage (Divine, Physical) + Deafened (Divine, Sound) Stun 8 (+12) Touch DC 18 Fortitude Dazed/Stunned/Unconscious (Divine, Electricity) Super-Breath Cone Area: 80 Ft. DC 18 Reflex Trip (Wind) Thunderclap Burst Area: 40 Ft. DC 18 Reflex Deafened (Sound) Totals: Abilities (48) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (16) + Powers (50) - Drawbacks (0) = 165/166 Power Points
  2. Player Name: Cubismo Magical Girl Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Teenage boy becomes a magical girl. Catchphrase: “Goddesses above. Help me protect those I cherish.” Alternate Identity: Sam Warwyck Identity: Secret Residence(s): His parent’s home in Southside and Claremont Academy’s dorms. Birthplace: Freedom City, New Jersey Occupation: Volunteer Librarian (Freedom Public Library) Affiliations: Claremont Academy, The Goddesses of Olympus Family: Morgan Warwyck (Father), Doris Warwyck (Mother), Emma Warwyck (Younger Sister), Agatha “Grandmama” Megalos (Grandmother) Description: Age: 16 (DoB: October 31, 2002) Gender: Genderfluid. Identifies as Male as Sam and Female as Magical Girl. Ethnicity: White American. Greek and Irish ancestry. Height: 5 ft. 5 in. (as Sam), 5 ft. 7. (as Magical Girl) Weight: 130 lbs. (as Sam), 140 lbs. (as Magical Girl) Eyes: Brown (as Sam), Grey (as Magical Girl) Hair: Brown (as Sam), Black (as Magical Girl) Physical Appearance Sam Warwyck is a teenager who hasn’t quite gained all the benefits of puberty yet. Compared to most boys his age, he’s short and scrawny. He has short unkept brown hair, brown eyes and wears thick black-rimmed glasses. Sam’s skin is pale, but to his eternal appreciation, he doesn’t suffer from acne. Given his shyness, he tends to be rather awkward. Nervously talk a mile-a-minute when discussing something he’s interested in, but halting and subdued when he feels insecure or out of his depth. When Sam transforms into Magical Girl, he, or rather she, becomes almost the complete opposite. Magical Girl is tall, athletic and graceful, with long black hair. Their eyes are different as well, with Magical Girl’s being grey instead of brown. And while Sam has pale skin, Magical Girl’s is fair and blessed with a nice tan. Even their inflections and mannerisms are different, with Magical Girl being confident and energetic All. The. Time. Magical Girl’s superhero attire, which is immediately summoned forth whenever Sam transforms, is an ancient Greek-style white tunic, with a golden waist-sash, two golden bracers, golden boots and a and red cape that’s always slightly flowing even there’s no breeze in the air. Power Descriptions Sam's powers are magical in nature, deriving from his connection to a council of goddesses who have reluctantly decided that he is their new agent on Earth. These powers only activate when Sam recites the words of the Atlantean spell that first made him become Magical Girl. When he does he literally (and quite spectacularly) transforms into a different body, one blessed with superhuman strength and endurance. The transformation also allows him to use a wand, the Caduceus, which has various magical abilities and spells. History Sam Warwyck was an average teenager. Sure, he was a bit shyer than most people his age. And yeah, being a librarian isn’t exactly a common dream career for most people either, but despite that he was still a pretty average teen. He had insecurities, a complex relationship with his parents, and issues involving his burgeoning sense of identity. Actually, he has a LOT of identity issues, many of which he struggled to accept or even understand. That’s why he became so absorbed in books when he was younger. By delving into the past, or some work of fiction, he could run away from the one thing he never could: Himself. Thus, he was naturally drawn to libraries. Places where he could lose himself in vast amounts of knowledge and stories. With that in mind, it’s was only natural that Sam started volunteering as a librarian at Freedom Public Library as soon as he was old enough. It would ultimately be this decision that would lead him into becoming Magical Girl. Besides working as a volunteer, Sam also did rudimentary Greek to English translations for the library, having learned Greek from his mother’s side of the family. One day he was tasked with translating a random book that was dropped off at the library’s donations pile. It was a tome that looked positively ancient, written in a proto-Greek dialect that took Sam ages to even get a basic grasp on. But he was determined, and instead of giving the tome to more experienced translators Sam made it his personal project, spending days trying to decipher it. Eventually, he made a breakthrough and was able to pronounce a single passage. When he did something incredible must have happened because he was suddenly in his bedroom with no memory of how he got home or how several hours had passed in the span of a second from his perspective. Besides strange, scattered memories of women the size of giants starring down at him with confusion, being in a decaying temple, seeing birds of every kind, and having the overwhelming feeling that he was the world’s biggest disappointment, Sam had no concrete memory of what had happened to him. His co-workers at the library and his parents weren’t of much help as they were at a loss for a rational explanation as well. Thinking the tome was cursed and fearing what would happen if he tried to read it again, Sam left it to rot in the library’s archives. Things were fine after that. Or at least that’s what Sam told himself. The blackouts kept happening and while none of them were as dramatic as the first one they weren’t stopping, and neither was his visions of being in that temple. This all came to a head when a group of armed cultists stormed into Freedom Public Library demanding the tome and taking several people hostage. Hiding in the archives, Sam wanted to do nothing more than to give it to them and save his colleagues, but some strange compulsion stopped him. Without even knowing what he was doing it he opened the tome once more and reread the same passage that made him first blackout. When he did everything changed. Most of all Sam himself. He was engulfed in a flash of multicolored light and suddenly transformed into super-powered heroine, costume and all, with a wand to boot. While confused, astonished, and on the verge of mental collapse, Sam still somehow managed to use his newfound abilities to make short work of the cultists and leave them for the cops to deal with before flying off to figure out what had just happened. It would be hours after when a talking owl suddenly showed up literally out of nowhere that Sam would learn that, he, Sam Warwyck, had been found worthy of the Titles of Lady-Protector of Magic, Wardeness of the Pact, Maiden of Sorceries, and Champion of the Goddesses and that he had work to do. Personality & Motivation Sam is a quiet person that likes to tell himself that he prefers being alone but really he’s just shy around people he’s not very familiar with. That, along with his bookishness, are his most obvious personality traits. Beyond the stereotypical geeky facade, he is a kind, empathetic and sincere person that just can’t seem to get past his neuroticism and open himself up to people. Sam enjoys reading high fantasy, pulp sci-fi, historical fiction, and to his eternal shame, romance novels. He prefers his fiction to be hope-affirming and loves a good story about the power of friendship. Sam believes he’s fundamentally unqualified to be Magical Girl or any of the other titles that he apparently must live up to now. He wants to help people, but his self-esteem tells him that he’ll inevitability mess it all up in the end. Despite these insecurities Sam still transforms into Magical Girl whenever troubles afoot and while he denies it a big part of him loves being a superheroine fighting for magic, love and friendship. Magical Girl is a LOT more open about Sam’s geeky interests and beliefs, and in a broader sense is the physical embodiment of Sam’s positive Id. She’s unashamed of what she loves, how she feels and seems to always have a fun, upbeat attitude that borders on naivety. Cynicism is anathema to her and she is not afraid to unleash a dramatic speech about love, friendship or the fundamental decency of humanity, to an evildoer that wishes to undermine those lofty beliefs. Magical Girl fully embraces the idea of being a superhero and believes that by defending the world from hostile magical forces, and other malicious threats, she can make it into not just a better place but transform it into something extraordinary and beautiful. Powers & Tactics Both Sam and Magical Girl hate violence and always try to talk things out before engaging in combat. Magical Girl’s disarming personality and ability to soothe the violent emotions of others makes this pacifistic approach sometimes effective. When forced to fight, Magical Girl relies on her strength and ability to take a hit. The hope being that her opponents will tire themselves out over time or realize the futility of fighting and just surrender peacefully. Sam in his spare time has been learning the ancient Greek martial art Pankration from his magical familiar. While being an owl makes it hard to effectively teach moves and positions, Sam has learned to utilize some of the art’s submission techniques when fighting as Magical Girl. He’s still quite a novice though and rarely uses choke-holds or other forms of locks out of fear that Magical Girl’s strength could kill someone by accident. Magical Girl’s spells are almost all supportive and restorative in nature and thus have little use when it comes to harming the bad guys. Complications: Secret Identity: Only his best (and only) friend and the instructors at Claremont Academy know that Sam is Magical Girl. His parents have no idea and believe he’s going to Claremont because he’s a Terminus Baby with minor powers. Naivety: Growing up reading fantasy novels and living in Freedom City has given Sam a very rose-colored view of superheroes and magic. The moral ambiguity and horrific violence that superheroes sometime encounter is something that Sam is mentally unprepared for. Sam the Unworthy: Sam is beholden to the Goddesses who gave him his powers. While they are benevolent and see his potential, they could decide to take away his powers if they think Sam has failed to live up to their expectations. What Was That?: Transforming into Magical Girl requires Sam to say a magical phrase and undergo a rather flashy transformation sequence. He can’t "get into costume" without possibly drawing unwanted attention. I Have No Idea What I’m Doing: Sam is pretty new to this whole magic thing and is fairly ignorant of all the rules, duties, and possible enemies he’s going to encounter as the Heroine of the Goddesses. He replies on his familiar, Nyctimene, to tell him about the ins-and-outs of his new position. Abilities: 0 + 0 + 0 + 4 + 2 + 0 = 6PP Strength: 10 [30] (+10) Dexterity: 10 [14] (+2) Constitution: 10 [30] (+10) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 [18] (+4) Combat: 16PP Initiative: +2 Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged Grapple: +20/+24 (+ 10 Melee Atk, +10 STR, +4 Super-Strength) Damage: +10 (Unarmed) Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -7 Saving Throws: 5 + 6 = 11PP Toughness: +10 (+10 Con) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 26R = 7PP Computers 4 (+6) Diplomacy 0 (+8, +12) Disguise 0 (+4, +24 Morph [Single Appearance - Magical Girl]) Knowledge (Arcane Lore) 4 (+6) Knowledge (History) 4 (+6) Knowledge (Pop Culture) 8 (+10) Language 2 (English [Native], Ancient Greek, Greek) Notice 4 (+6) Feats: 2PP Luck 1 Ritualist Powers: 94 + 14 + 3 = 111PP Blessed Form of the Heroine 18.8 (Container) (Divine) [94PP] Might of Bia (35PP) Enchanted Strength 20 [20PP] Super-Strength 4 (+20 STR carry capacity, Heavy Load: 12.8 tons.) [8PP] Enhanced Feats: Attack Focus 6, Power Attack [7PP] Grace of Nike (16PP) Enchanted Dexterity 4 [4PP] Flight 3 (50 MPH) [6PP] Enhanced Feats: Dodge Focus 6 [6PP] Vigor of Artemis (26PP) Enhanced Constitution 20 [20PP] Impervious Toughness 5 [5PP] Enhanced Feats: Interpose [1PP] Charm of Aphrodite (18PP) Enhanced Charisma 8 [8PP] Enhanced Skills: +8 Diplomacy [2PP] Morph 4 (Single Appearance - Magical Girl, +20 Disguise) [4PP] Enhanced Feats: Beautiful Voice (Diplomacy), Lionheart 1, Quick Change 1 [3PP] Caduceus: Device 4 (Easy to Lose, Only Usable by Sam Warwyck; Array, Alternate Powers 3) [14PP] (Divine) Base:·Healing 5 ("Most Heavenly Remedy of Aceso!" Feats: Persistent, Regrowth; Extra: Total 5) Alternative Power: Boost 10 ("Glorious Boon Beam of Aglaea!" Single Trait, Flaw: Others Only) Alternative Power: Emotion Control 10 ("Blissful Enhancement of Eirene!" Feat: Subtle 1, Flaw: Limited; Calm) Alternative Power: Summon 5 ("Evocation of Nyctimene!" Feat: Mental Link, Extra: Heroic) Super-Senses 3 ("The Third Eye of Hecate" Awareness: Magic) (Sight) [3PP] Drawbacks: -3 = -3PP Normal Identity (Must say the Word of Power; Frequency: Uncommon, Intensity: Major) [x2] [-3PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC25 Toughness Damage (Physical) Emotional Control Ranged (Perception) DC20 Will Damage (Mental) Totals: Abilities (6) + Combat (16) + Saving Throws (11) + Skills (6) + Feats (2) + Powers (111) - Drawbacks (3) = 150/150 Power Points Nyctimene the Talking Owl (PL 5 Minion)
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