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Tiffany Korta

Character Edits 2018

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Argonaut

 

Let's break it down section by section.

 

Combat

Lower her Base Attack to 4 [+8PP]

 

Saving Throws:

Increase Fortitude to a total bonus of 10. [-2]
Lower Will to a total bonus of 7 [+2]

 

Feats

Purchase 3 Ranks of Attack Focus (Melee) 3 [-3PP]
Purchase Interpose [-1PP]

 

Skills

Acrobatics 1 (+8)
Craft (Structural) 2 (+5)
Craft (Mechanical) 2 (+5)

Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Civics) 2 (+5)
Knowledge (Current Events) 2 (+5)
Knowledge (Streetwise) 2 (+5)
Knowledge (Tactics) 2 (+5)
Medicine 1 (+6)
Search 2 (+5)

 

Powers

Change

Device 6 ( 30PP container; Feat: Restricted to Omegadrones, Flaw: Easy-to-Lose [19PP]

Concealment 4 (Normal Sight; Flaw: Passive [2PP] (Cloaking)

 Terminus Blast Array (27PP Array; Feat: Alternate Power 1 ) [28DP]

 BPDamage 12 ( Extra: Ranged; Feats: Incurable, Precise, Split Attack)  (Entropic Blast) {27/27}
APDamage 5 ( Extra: Vampiric 12; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {27/37}

to 

 

Device 6 ( 30PP container; Feats: Restricted to Omegadrones, Subtle; Flaw: Easy-to-Lose [20 PP] (Collapsible Power Pike)

Concealment 4 (Normal Sight; Flaw: Passive [2DP] (Cloaking)

Terminus Blast Array (25PP Array; Feat: Alternate Power 3 ) [28DP]

BPDamage 10 ( Extra: Ranged; Feats: Affects Insubstantial 2, Incurable, Precise, Split Attack)  (Entropic Blast) {25/25}
APDamage 0 ( Extras: Penetrating 7, Vampiric 7 ; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {24/25}
AP:  Deflect 5 ( All Ranged Attacks; Extras: Redirection, Reflection {25/25} (Shield of AEGIS)
AP: Dazzle  10 ( Visual Senses {25/25} (Blinding Blast)

 
[-1PP]

Also Change

Omega Armor  ( 25PP Container, Free Action, Extra: Duration [Continuous] ) [30PP] 

 Enhanced Attack 1 [2PP] (Combat Computer)
Enhanced Defense 3 [6PP] (Combat Computer)
Enhanced Feat ( Defensive Roll [1PP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action [7PP] (Jet Boots)

 Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2PP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] [6PP]
Protection 1 [1PP]

  

to

 

Device 8 ( 40PP Container; Feat: Restricted to Omegadrones; Flaw: Hard to Lose ) [33PP]  (AEGIS Upgraded Omegadrone Armor)

 Enhanced Attack 6 [12 DP] (Combat Computer)

Enhanced Defense 3 [6DP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action ) [7DP] (Jet Boots)
Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2DP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] ) [6DP]

Protection 3 [3DP]
Super-Movement 1 ( Space Travel [Interplanetary] ) [2DP]
Super-Strength 1 ( Effective STR 39 [Heavy Load 2.8 Tons] )
[2DP]


 



Spoiler

 

  

Argonaut

Power Level: 10/14 (206/206)
Trade-Offs:  +3 Attack/-3 Damage (Power Pike), -2 Defense /+2 Toughness
Unspent PP:  0

In Brief: Omegadrone Agent of A.E.G.I.S! 

Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar
Identity: Secret
Birthplace: Lor-Zul
Occupation: AEGIS Field Agent
Affiliations:  AEGIS
Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño  (Youngest Daughter)
 
Description:
Age: 50 (DoB: Born March, 16 1968)
Apparent Age: 30
Gender: Female
Ethnicity:  Lor
Height: 5'2
Weight: 210 lbs
Eyes: Brown
Hair: Brown
 

Yves is a slightly muscular brown skinned woman with no visible natural body hair.  The missing hair on her head was replaced with a very expensive lace wig.  The wig is styled into a short bob.  She often dresses in modest fashions that leave very little skin showing.  Hiding the various scars throughout her body that she actually opted not to have surgically removed.  Never wanting to forget the monster that she was.
 
As Argonaut, Yves' MEGA-MAX bears a recolored Shocktrooper Omegadrone Armor. The face plate retains an all too familiar skull like design.  The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The back does, however, have secondary thrusters to to aid the jet boosts propulsion outside of atmospheric conditions (although the secondary boosters are currently damaged), The rocket boots can maneuver through the air with no issue having lost no air superiority.  The Armor's left breastplate has the AEGIS emblem engraved.
 
 
History:

In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space.  The military existed primarily for the purpose of exploration and further colonization of Lor Space.  Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare.  Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain.  Her life was pretty much uneventful.  She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there.  Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator.

The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features.  The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives.  The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation.  It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came.  With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world.  The Lor were crushed and in the end there was only the Terminus.

Life as a conquered slave with the Hundred Worlds was far different for the Lor.  Gone from Spacemen to cavemen one had to let a piece of himself die just to survive.  In Nihilor only the strong survive.  And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck.  Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition.  Her prize?  Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning.  Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper.

Many people remember the Terminus Invasion of 1993 differently.  Most of those memories are not looked back on too fondly.  But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended.  As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close.  Her armor was skewered onto a steel rod at her abdomen.  Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die.  Even those part of a foreign invasion force.  Of course if it brought about the opportunity to learn more about the Terminus forces more power to them.

It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning.  They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices.  Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency.  

When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors.  Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design.  Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves.  It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2.  The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves.  

A neural interface was originally  designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations.  Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea.  So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design.  An offer that went through a very long series of refusals before Yves finally relented with some trepidation.  Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor.

Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men.  Within the comfort of her armor she was able to easily able to deal with the crooks.  Disappearing before AEGIS latest line in experimental technology could be shaken.  Upon her return she wasn't admonished for taking off with government property as she expected.  Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency.  After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job.

In her personal life, Yves and her handler had wed some years back.  Together they were raising three girls from his first marriage.   Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household.  Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City.  Marking her return to the city after 20 years as the armored hero Argonaut.

After Argonaut returned from a mission off planet.  Dr. Volk claimed to have attained enough data to begin work on the MEGA-MAX series of prototypes.   AEGIS set about fully repairing Argonaut's Shocktrooper armor and upgrading both it and her pike with the information on display.

Personality & Motivation:
Yves may not have been quite herself when she worked as a soldier of Omega.  But she remembers every waking minute of that nightmare.  Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus.  She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head.  Despite that one would be hard pressed to find her without a smile on her face.  Whether it is forced or not.
 
Outwardly confident, albeit carefully spoken, she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier.  Despite the fact that AEGIS already has a solid history of working with reformed criminals.  Yves is very good at seeing through people's intentions.  Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so.  

In her daily life, Yves can be downright domestic.  Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible.  Yves is not a talker by any measure for those outside her family.  But, when she does speak it's usually either snark covered or blunt with absolutely no sense of tact.  A self described realist through and through Argonaut does not mince words or paint optimistic pictures.

Powers & Tactics:
Yves relies on the Argonaut armor to do all her heavy lifting.  Even with her now rusty training in the mixed murder arts, she is quite effective at using her power pike for close range combat.  At a distance, Argonaut fires bolts of cosmic energy at her foes from her pike.  Her Shocktrooper armor has multiple thrusters throughout potentially allowing her to fly through the air with ease.  The rear thrusters allow her to traverse the atmosphere with much more force than she can muster inside the planet without risking damaging the surroundings.
Taking a cue from Omega himself, Yves can compress the entropic energies of her Blast blade creating a small endothermic reaction that releases in a bright flash of light to blind her foe.  Lastly, AEGIS has created a sort of funnel exhaust to allow Yves to release the entropic energies of her power pike from the middle of the shaft.  Specifically forming it into the shape of a shield with AEGIS’ symbol on the center.  Seeing as the pike is both collapsible and kept on a wrist sheath underneath her arm this can make it appear as if her only weapon is the shield itself when not wearing the armor.

The Shocktrooper Nanites in her body use a "stim pack system".  Using a chemical delivery system with a variety of entropic fueled stimulants designed to appeal to an Omegadrone's implants.  This activates the whenever she successfully slices matter with her entropic blast blade.  In turn creating a sort of painkiller effect in the heat of battle to keep fighting.  This allows the mindless drones to push forward in the heat of battle with even less care for their well being.  For a freed Omegadrone like Yves, it means having to combat her baser urges every time she fights.  

Yves body contains tiny nanofibers that are far stronger than human muscle fibers of equal size.  The tiny nano muscles allow her to perform feats of strength above what is humanly possible.  In fact her very physical condition is improved well above what should be humanly (or rather Lorly) possible.  Her neural implants allows her to react with split second timing.  When not in use the Omegadrone armor is stored in a portable suitcase



Complications:
AEGIS Defend!:  Yves has an almost unhealthy obsession with pursuing redemption.  Nominally this just presents in her wanting to try and protect as many lives as she possibly can.  Which on its own is not a problem.  But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone.  Theoretically making her an easy target for a villain's manipulations
Broken Arrow: The Terminus did the former Omegadrone no favors.  Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up.  Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest.  While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone.
Calling for Pegasus:  Her identity as Argonaut or even as a former Omegadrone is not common knowledge.  AEGIS keeps its secrets well guarded.  Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones.  Local law enforcement or overly enthusiastic civilians may try and attack the Azure Omegadrone mistakenly believing themselves to be attacking a villain.
Shield Cracked:  The neural interface on the Argonaut armor connects her mind to the machine.  This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor.  GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it.
Shields High!:  Yves is given a lot of autonomy as an AEGIS agent, but still she has to formally request permission to activate her Omegadrone Armor unless the situation is exigent enough for her to do otherwise. 

Shield Wall!:  Argonaut's Vampiric Damage Effect doesn't really heal her.  The Vampiric effect is only a temporary stimulant release for sedation.  The GM can at any point in time have any healed injuries return.  Furthermore, the stimulant release was not designed with a conscious person in mind.  The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body.
 


Abilities: 6 + 6 + 6 + 6 + 10 + 2 = 36PP
Strength: 16/24 (+3/+7)
Dexterity: 16/24 (+3/+7)
Constitution: 16/24 (+3/+7)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 12 (+1)
 
 
Combat: 8 + 8 = 16PP
Initiative: +7
Attack: +4/10Armored Ranged, +7/13Armored Melee
Grapple: +16/+17
Defense: +5/+8 (+4/7 Base, +3/ Dodge Bonus), +4 Flat-Footed
Knockback: -9/-10
 
 
Saving Throws: 3 + 0 + 2 = 5PP
Toughness: +12 (+7 Con, +2 Density, +2 Armor, 7 Impervious)
Fortitude: +10 (+7 Con, +3)
Reflex: +7 (+7 Dex)
Will: +7 (+5 Wis, +2)
 
 
Skills: 104R = 26PP
Acrobatics 1 (+8)
Computers 12 (+15)
 Skill Mastery
Craft (Structural) 2 (+5)
Craft (Mechanical) 2 (+5)
Disable Device 7 (+10)
Skill Mastery
Diplomacy 2 (+5)
Drive 1 (+8)
Gather Information 1 (+2)
Intimidate 9 (+10)
Skill Mastery
Investigate 2 (+5)
Knowledge (Behavioral Sciences) 2 (+5)
Knowledge (Civics) 2 (+5)
Knowledge (Cosmology) 10 (+13)
Knowledge (Current Events) 2 (+5)

Knowledge (Galactic Lore) 5 (+8)
Knowledge (Streetwise) 2 (+5)
Knowledge (Tactics) 2 (+5)
Medicine 1 (+6)

Notice 9 (+14)
Pilot 8 (+15)
Skill Mastery
Search 2(+5)
Sense Motive 12 (+17)

Stealth 3 (+10)
Survival 5 (+10)


 
Feats: 10PP
Attack Focus (Melee) 3
Benefit  (AEGIS Security Clearance)
Dodge Focus 1

Favored Opponent (Omegadrones)
Fearless
Interpose

Skill Mastery (Computers, Disable Device, Intimidate, Pilot)
Startle
 
 
Powers: 6+ 8 + 20 + 1  + 1 + 29 + 50 = 115PP
 
Communication 4 ( Radio [1 Mile]; Power Feats: Selective, Subtle [6PP]

 

Comprehend 4 ( Codes & Ciphers, Languages [Read All, Speak Any One at a Time, Understand All ) [8PP] 

 

Device 6 ( 30PP container; Feats: Restricted to Omegadrones, Subtle; Flaw: Easy-to-Lose [20 PP] (Collapsible Power Pike)

Concealment 4 (Normal Sight; Flaw: Passive [2DP] (Cloaking)
 

Terminus Blast Array (25PP Array; Feat: Alternate Power 3 ) [28DP]

BPDamage 10 ( Extra: Ranged; Feats: Affects Insubstantial 2, Incurable, Precise, Split Attack)  (Entropic Blast) {25/25}

APDamage 0 ( Extras: Penetrating 7, Vampiric 7 ; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] (Blast Blade) {24/25}
AP:  Deflect 5 ( All Ranged Attacks; Extras: Redirection, Reflection {25/25} (Shield of AEGIS)
AP: Dazzle  10 ( Visual Senses {25/25} (Blinding Blast)

 


Feature 1 ( Temporal Inertia ) [1PP]

Immunity 1 ( Aging Flaw: Limited to Half-Effect [1PP]

 

Device 8 ( 40PP ContainerFeat: Restricted to Omegadrones; Drawback: Full-Round to Don the Suit [-4] Flaw: Hard to Lose ) [29PP]  (AEGIS Upgraded Omegadrone Armor)

Enhanced Attack 6 [12 DP] (Combat Computer)

Enhanced Defense 3 [6DP] (Combat Computer)

Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action ) [7DP] (Jet Boots)
Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect [2DP]
Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] ) [6DP]

Protection 3 [3DP]
Super-Movement 1 ( Space Travel [Interplanetary] ) [2DP]
Super-Strength 1 ( Effective STR 39 [Heavy Load 2.8 Tons] )
[2DP]

 

Omegadrone Shocktrooper Nanite Enhancements ( 50PP Container [50PP]

Density 4 (x2 Weight, Flaws: Permanent, Feats: Innate, Subtle) [14PP]
Enhanced Constitution 8 [8PP]
Enhanced Dexterity 8 [8PP]

Enhanced Feats 2 ( Affects Insubstantial [Unarmed] [2PP]
Impervious Toughness 5 [5PP]
Speed 1 ( 10 mph, 100' per round [1PP]
Super-Senses 10 ( Analytical [All Vision], Darkvision, Infravision, Microscopic Vision 3 [Molecule Size], Radio, Tracking [Infravision/Half-Speed] ) [10PP]
Super-Strength 1 ( Effective STR 34 Heavy Load=2.8k lbs ) [2PP]

 

Drawbacks: -2PP

Vulnerability (Magnetism; uncommon, Moderate, +50%) [-2PP]

 

DC Block

ATTACK

RANGE

DC

EFFECT

Unarmed

Touch

DC22 Toughness

Damage (Physical)

Blinding Blast

Ranged

DC20 Fort/Reflex

Dazzle (Light)

Blast Blade

Ranged

DC22 Toughness

Damage (Technological)

Entropic Blast

Touch

DC25 Toughness

Damage (Cosmic)


 
Totals: Abilities (36) + Combat (16) + Saving Throws (5) + Skills (26) + Feats (10) + Powers (115) - Drawbacks (2) = 206/206 Power Points

 


 

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19 PP to spend


Replace link to pic

 

Minor fluff changes / grammar corrections (including Auguste -> August as the "e" was disconcerting me somehow...)


Power level now 11

 

Attributes: 6 PP
Increase STR to 14 (+2)
Increase DEX to 14 (+2) (NB: This makes initiative +6)
Increase CON to 14 (+2) (NB: This makes Toughness +13 (+2 Con, +11 Force Field))

 

Combat 4 PP
Increase Attack to +9 Base, +11 Light Array [2 PP]
Increase Defence to +9, +5 Flat Footed [2 PP]

 

Saves 2 PP
Increase Fort to +8 (+2 Con, +6) [1 PP]
Increase Reflex to +10 (+2 Dex, +8) [1 PP]

 

Skills 4 PP:
Increase bluff by 2 to 12 (+18)
Increase Knowledge (Behaviour Sciences) by 4 to 12 (+16)
Increase Knowledge (Business) by 4 to 16 (+20)
Increase Knowledge (Civics) by 4 to 12 (+16)
Increase Profession [Gambler] by 2 to 16 (+22)

 

Powers 3 PP
Increase Light Array by 3 PP (Essentially adding +1 Rank to the effects) to make:


Light Array (37 PP Array, Feats: Alt Power 5) [44 PP] [Light descriptor]
BP: Damage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [37/37 PP] “Laser Spray”
AP: Dazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]) “Light Burst” [36/37 PP]
AP: Create Object 11 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [36/37 PP] “Hardlight”
AP: Illusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/37 PP]
AP: Damage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/37 PP] “Laserblades”
AP: Damage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only]) [37/37 PP] "Laser Vision"


Finally, this is not spending PP but refining a power. Changing concealment to more in keeping with my thinking…


Concealment 2 (Normal Visual, Flaws: Blending* limited to reducing concealment to partial, Passive limited to reducing concealment to partial) [2 PP] “Light Bending” [Light]
*NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet/round without distortion breaking his concealment.

 

 

Diamondlight Diamondlight.png
Power Level: 11 (199/199) 
Unspent Power Points: 0
Trade-Offs: +2 Toughness / -2 Defence
In Brief: Gambling Businessman infused with Daka-Energy
Catchphrase: “Lighten Up!”, “How Illuminating!”
ThemePropellerheads....
Alternate Identity: August "Zed" Zoss
Birthplace: Switzerland
Residence: Various / International Jetsetter
Base of Operations: Various / International Jetsetter
Occupation: Businessman, Gambler
Family: Henri Zoss, Father


Description:
Age: 37 (DOB 8 / 8 / 1980)
Apparent Age: 30-35
Gender: Male
Ethnicity: Caucasian
Height: 5’11”
Weight: 80Kgs
Eyes: Silver-Blue
Hair: Blonde

 
August looks like a handsome, broad shouldered man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie).

History:
The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. 

August Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. 

Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. However, August (his son) found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. 

August was already a capable man, but now energised, he turned his mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody...

Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive...

Personality & Motivation:
August was always a pleasant, charming, intellectual man. He had trace amounts of narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption.


August considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent.

That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same).

Powers & Tactics:
Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with.

His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality.

Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly.

Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers.

Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand.

Power Descriptions:
Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue.


Complications:

Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged)

Gambling Gent: August can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…)

Enigmatic Energies: August constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis).

Horrible Heritage: August and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. 

Heroic Hedonism: August is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face.

Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August.

Abilities: 4 + 4 + 4 + 8 + 12 + 12 = 44
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 22 (+6)
Charisma: 22 (+6)

Combat: 18 + 18 = 36
Initiative: +6
Attack: +9 Base, +11 Light Array
Defense: +9, +5 Flat Footed

Grapple: +9
Knockback: -6

Saving Throws: 6 + 8 + 6 = 20
Toughness: +13 (+2 Con, +11 Force Field)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+2 Dex, +8)
Will: +12 (+6 Wis, +6)

Skills: 128 R = 32 PP
Bluff 12 (+18)

Concentration 14 (+20)
Diplomacy 8 (+14)
Gather Information 4 (+10)
Intimidate 4 (+10)
Knowledge (Art) 4 (+8)
Knowledge (Behaviour Sciences) 12 (+16)
Knowledge (Business) 16 (+20)
Knowledge (Civics) 12 (+16)
Knowledge (Current Events) 4 (+8)
Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish)
Notice 4 (+10)
Profession [Gambler] 16 (+22)
Sense Motive 12 (+18)

Feats: 7 PP

Attractive
Benefit 2 (Wealth 2)
Connected
Improved Initiative 1
Jack of All Trades
Uncanny Dodge (Visual)

Powers: 2 + 1 + 2 + 42 + 11 + 2 = 60


All powers have (in addition to others below) “Daka Energy Crystal” descriptor

Concealment 2 (Normal Visual, Flaws: Blending* limited to reducing concealment to partial, Passive limited to reducing concealment to partial) [2 PP] “Light Bending” [Light]
*NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet/round without distortion breaking his concealment.
 
Immunity 1 (Light based visual dazzles) [1 PP] [Light]

Immunity 4 (Aging, Cold, Sleep, Starvation and Thirst, Flaws: Limited to half effect) [2 PP] “Sustained by energy”

Light Array (37 PP Array, Feats: Alt Power 5[42 PP] [Light descriptor]
BPDamage 11 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [37/37 PP] “Laser Spray”
APDazzle 11 (Extras: Area [Burst, General, 1-1100’ radius], Feats: Decrease Area 11, Increase Area 3, Flaws: Range [Touch]“Light Burst” [36/37 PP]
APCreate Object 11 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [36/37 PP] “Hardlight”
APIllusion 11 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 3 [50’ Radius]) [36/37 PP]
APDamage 11 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 11 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [18 + 18 = 36/37 PP] “Laserblades”
APDamage 11 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [6 Ranks Only][37/37 PP] "Laser Vision"


Protection 11 (Extras [Sustained +0]) [11 PP] “Force Field”

Super Senses 2 (Extended 1 Normal Vision [x10], Radius Normal Vision) [2 PP] “Light Sensitive”

DC Block
ATTACK       RANGE            SAVE                  EFFECT
Unarmed      Touch            DC 17 Toughness       Damage
Laser Spray  Touch/Area Targ. DC 25 Toughness       Damage

Light Burst  Touch/Area Gen.  DC 25 Reflex/Fort     Dazzle
Laser Sword  Touch/15’        DC 25 Tough, Ref/Fort Damage, Dazzle


Totals: Abilities 44 + Combat 36 + Saving Throws 20 + Skills 32 + Feats 7 + Powers 60 = 199  / 199 Power Points

 

 

Edited by Supercape

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Rev

 

10 PP to Spend

 

Skills 3 PP

 

Craft (Chemical) +4 ranks to make 4 (+6)

Craft (Structural) +2 ranks to make 2 (+4)

Drive +2 ranks to make 14 (+17) Skill Mastery

Pilot +4 ranks to make 4 (+7)

 

Feats 3PP

 

Favoured Opponent (Vehicles)

Power Attack

Ultimate Effort (Drive)

 

For no cost could you change improved trip to improved throw as this is a better fit. 

 

Powers: 4 PP

 

1 PP; Add Feature (Internal Compartment in Chest) [1 PP]

1 PP; Add 1 rank of Leaping to make it Leaping 3 (x10 distance; Running 200', Standing 100', High 50') [3 PP]

2 PP; Add 2 Feats to Super Strength to make it Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP]

 

Edited by Supercape

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For Cobalt Templar

Available PP: 16

Raising his Effective PL to 14. 

 

Spend 2PP to raise his Enhanced Strength in his Internal Fire Container to +8 (raising Strength to 30/22 (+10/+6); Grapple: +16, +29 Ring)

Spend 2PP to raise his Enhanced Constitution in his Internal Fire Container to +10 (raising Constitution to 30/20 (+10/+5); Toughness: +14/+10/+5 (+10/+5 Con, +4 Protection):
Fortitude: +13/+12/+7 (+10/+5 Con, +1 Enhanced, +2))

This makes the Container be marked as: Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic]

 

Raise Device to 25 with 8PP (and tweak description): Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] ("Blue Ring of the Determined Leader" [Blessed/Holy, Magic])

Within the Device:

Spend 1PP/DP to raise Enhanced Reflex to 3 (resulting in Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5))

Spend 1PP/DP to raise Enhanced Will to 2 (resulting in Will: +12/+10 (+2 Wis, +2 Enhanced, +8))

Spend 2PP/DP to raise Enhanced Attack to 2 (resulting in Attack: +14/+12)

Spend 2PP/DP to raise Enhanced Defense to 6 (resulting in Defense: +14 (+6 Base, +2 Dodge Focus, +6 Enhanced), +6/+3 Flat-Footed)

Spend 2PP/DP to raise Blast [Inside of Holy Fire Control Array) to 14 (resulting in Holy Fire Control 14 (28PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [30PP] (Fires of Judgement)  BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [28PP]"Rain of Fire")

Spend 2PP/DP to raise Super-Strength to 8 (resulting in Lifting STR 70 [Heavy Load: 200 tons] and Grapple: +16, +30 Ring)

 

That's 10 PP/DP spent.

 

The remaining 4 PP will be spent on Skills:

+4 to Notice:

Notice 8 (+10)
+2 to Acrobatics, Craft (Artistic), Knowledge (Arcane Lore), Knowledge (History), Knowledge (Tactics), and Stealth, resulting in:
Acrobatics +10 (13)
Craft (Artistic) +10 (12)
Knowledge (Arcane Lore) +10 (12)
Knowledge (History) +10 (12)
Knowledge (Tactics) +10 (12)
Stealth +10 (13)

 

This should put CT's Attack, Defense, and Toughness at +14, and the Toughness Save from his Blast and Strike to 29. 

His PP spread will be:

Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/243 Power Points

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Triakosia

Skills

Increase - Gather Information +5, Notice +5, Search +2 (+12R) [3PP]

 

Feats

Add - Connected, Skill Mastery (Gather Information, Notice, Search, Sense Motive), Ultimate Effort (Strength Checks), Well-Informed [8PP]

 

Powers

Increase Protection +1 [1PP], Take Super-Breath and Thunderclap out of Super-Strength in the More Powerful... and increase to 10 [0PP]:

 

More Powerful... 10 (20PP Array; Feats: Dynamic Power 3) [25PP]

Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP]
Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP]
Dynamic Alternative Power: Super-Strength 10 (up to Super Strength 14; heavy load 52k tons) [20PP]

 

Increase Super-Strength to 4 and add on Super-Breath and Thunderclap [8PP]

 

Headquarters [4PP]

Triakosia has been allowed to take over ownership of her cousins old base, The Sanctum

 

Equipment: 20EP = 4PP

The Sanctum

 

Size: Colossal [5]

Toughness: 15 [2]

Features: Communications, Computer, Concealed, Dimensional Portal, Gym, Isolated, Library, Living Space, Personnel (Centurion Bots), Power System, Security System, Workshop [12]

Power: Teleport 10 (200,000 miles) [1]

 

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Salvo

  • Spent 1 PP to gain 4 R in skills. Added Knowledge (Cosmology) 4 (+11)

 

 

Spoiler

Salvo

 

Player Name: Zeitgeist Blue


Character Name: Salvo
Power Level: 10 (158/162PP)
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 5


In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. 

 

Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy
Base of Operations: Claremont Academy
Catchphrase: "Locked on... And firing."

 

Alternate Identity: Nicole Whitfield-Hall
Identity: Secret
Birthplace: CA, USA
Occupation: Student
Affiliations: Claremont Academy, Whitfields, Halls
Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister)

 

Description:
Age: 17 (August 13, 2000)Spiderman.jpg.26dc057ba6d18774e71a930db652473b.jpg.7c1e1fbfa1b8c738687622b4600cbcba.jpg
Gender: Female
Ethnicity: Mixed (African-Canadian, Caucasian) 
Height: 5'8" (without armor); 6'1" (with armor)
Weight: 125 lbs
Eyes: Brown
Hair: Black

 

Power Descriptions:

While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings.

 

Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower.

 

History:

Seek Knowledge. Wield Power.

 

Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come.

 

It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies.

 

Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James.  Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics.

 

It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole.

 

Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds.

 

There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum.

 

She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate.

 

It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. 

 

All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance.

 

She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common.

 

They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside.

 

Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming.

 

The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle.

 

Gregory would go missing shortly thereafter.

 

She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal,  her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best.

 

She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond.

 

Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason.

 

Seek Knowledge. Wield Power.

 

Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered.

 

She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week.

 

By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything.

 

She flew out the next day.

 

She was eligible for Claremont, if just barely, and wasn't that cute.

 

For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal.

 

All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered.

 

For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass.

 

But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work.

 

And it was beautiful.

 

Personality & Motivations

Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act.

 

Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures.

 

Powers & Tactics:

Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out.  Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo.

 

Complications:
A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility)

 

Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident).

 

Drives Like a Rock: Nicole's modifications on Salvo's lateral movements and fine handling have not panned out as well as she had first envisioned. Her armor's joints act up, it steps like something twice its weight, and her grip could crush bones if she weren't careful. Some more fine-tuning is required, field tests must be conducted for her to fully utilize the link between her and Bellios. Not to mention the physical deficiencies which have cropped up in transition.

 

Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery.

 

Of course, in a contest between man and spirit, more often than not, it is not often clear who will win.

 

It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive.

 

Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it .

 

Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions.

 

The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion.

 

Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession)

 

The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures.

 

Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation)

 

This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better.

 

Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP

Strength: 18/10 (+4/0)
Dexterity: 8 (-1)
Constitution: 20/10 (+5/0)
Intelligence: 24 (+7)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 6 + 5 = 11PP
Initiative: -1
Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries]

Grapple: +18/4/0
Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed
Knockback: -7/2

Saving Throws: 0 + 0 + 0 = 0PP
Toughness: +15/5 (+5/0 Con, +10/5 Protection)
Fortitude: +10/0 (+5/0 Con, +5)
Reflex: +6/-1 (-1 Dex, +7)
Will: +8/0 (+0 Wis, +8)

 

Skills: 72R = 18PP
Computers 10 (+17)

Craft (Chemical) 5 (+12)
Craft (Electronic) 8 (+15)
Craft (Mechanical) 5 (+12)
Disable Device 6 (+13)
Knowledge (Arcane Lore) 8 (+15)

Knowledge (Cosmology) 4 (+11)

Knowledge (History) 3 (+10)
Knowledge (Physical Science) 5 (+12)
Knowledge (Technology) 8 (+15)

Knowledge (Theology and Philosophy) 3 (+10)

Language 2 (English, French, Spanish)

Notice 3 (+3)

Search 2 (+9)


Feats: 5PP
Artificer

Benefit (Wealth)
Eidetic Memory
Inventor

Ritualist

 

Powers: 3 + 2 + 113 + 1 = 119PP

 

Device 1 (Wheelchair, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [3PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Protection 5 (Extras: Force Field [+0]) [5DP]

 

Device 1 (Eyeglasses, Magical, Tech; 5DP; Extra Effort [Device]; Drawbacks: Power Loss

[Cannot use in Bellios armor]) [2PP]

Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

       Sensory Suite Array 2 (4PP Array; Feats: Alternate Powers 1) [5DP]  

              BESuper-Senses 4 (Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Ranged (+1)]) {4/4}

              APSuper-Senses 4 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Ranged (+1)]) {4/4}

 

Bellios 28 (Battlesuit, Magical, Tech; 140DP Alternate Form/Device; Extra Effort [Device];

Feats: Restricted [Beings with Magic]) [113PP]

       Descriptors: All (Hermetic) Magic and Technology combined. Magitech.

 

           Protocol Sy 8.4 (42PP Container) [42DP]

                       Enhanced Strength 8 [8DP]

                       Enhanced Constitution 10 [10DP]

                       Enhanced Combat 1 (Defence 1) [2DP]

                       Enhanced Saves 20 (Fortitude 5, Reflex 7, Will 😎 [20DP]

                       Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP]

 

           Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP]

 

           Hexagrammic Paneling 3.8 (19PP Container) [19DP]

                       Immunity 9 (Life Support) [9DP]

                       Protection 10 [10DP]

 

           Sensory Suite Array 5.5 (11PP Array; Feats: Alternate Powers 2) [13DP]

                      BESuper-Senses 9 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements:

                      Accurate (+0), Acute (+0), Analytical (+1), Extended 2 [1,000 ft] (+2),

                      Radius (+1), Ranged (+1)]) {11/11}

                      APSuper-Senses 9 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1),

                      Extended [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11}

                      AP: Data Link 4 (Radio, 1 mile; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control,

                      Online Research, Selective, Subtle, Well-Informed) {9/11}

 

           Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 2) [17DP]

                      DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13}

                      DAPSuper-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12}

                      AP: Invisibility Matrix 0-4 (Invisibility; All Visual Senses; Feats: Close Range) {8/8}

 

           Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 4) [43DP]

                      BEKinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 3 [13 Total],

                      Variable [Energy/Tungsten]) {25} + Dazzle 7 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {14}

                      = {39/39}

                     AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2,

                     Improved Critical 2 [18-20]) {39/39}

                     AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats:

                     Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39}

                     AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20],

                     Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39}

                     AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Burst]Feats: Accurate 2, All-out Attack,

                     Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack) {39/39}                    

            

Magic 1 (2PP Array; Flaws: Unreliable) [1PP]

           Dazzle 1 (Visual + Auditory) [2PP]

 

Drawbacks: -2 + -1 + -4  = -7PP

Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate)

Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor)

Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate)

 

DC Block

ATTACK                         RANGE         SAVE                                                 EFFECT
Unarmed                       Touch            DC 19/15 Toughness                     Damage (Physical, Bludgeoning)
Kinetic Beam                Perception   DC 25 Toughness (Penetrating)   Damage (Energy/Bludgeoning)

Dazzle                            Perception   DC 20 Reflex/Fortitude                  Dazzle (Staged)

Containment Foam      Ranged        DC 21 Reflex                                    Snare (Staged)

Flamethrowers             Ranged         DC 25 Toughness                           Damage (Electricity/Fire/Water)

Fusion Autocannons   Ranged         DC 30 Toughness (Autofire)         Damage (Physical)

Matter Manipulation   Touch            DC 23 Fortitude                              Transmutation

Missile Batteries          Ranged         DC 25 Toughness                           Damage (Missiles)

Dazzle                            Perception   DC 11 Reflex/Fortitude                  Dazzle (Staged)

 

Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (17) + Feats (5) + Powers (119) - Drawbacks (7) = 157/162 Power Points

 

Totals:

Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points

Bellios Armor: Device 28 (140) = 140140 Device Points

 

Superhero.png

Edited by Zeitgeist Blue

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