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RocketLord builds stuff

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So I don't have to create a new thread whenever I feel like building/creating something

 

Useful links

Names

 

PCs

Forever Boy

Dust Devil II

Justice

Rebellion

U.F.O.

 

Ideas PCs

Orbit

Music Man

Archer II

Paragon

Spaceman

 

NPCs

Guide: Conversion guide from 3E

Guide: NPC Guide

Cortex

The Chamber (all in Emerald City Secrets) (convert from 3E)

- Big Brain

-- The Iron Matron 

- Maximilian Mars

- Steel Shogun (draft in progress)

- The Grandmaster (under The Chessmen in book) (WIP)

- Koschei the Deathless (done, waiting for Ari)

The Terror 

Professor Zed (idea)

 

Guidebook

Forever Boy

Neverworld 

Dust Devil II

Magic Mesa 

Justice

- Z-Space (WIP)

Rebellion (idea)

- Elysium Academy (idea)

 

Other

Danish super heroes

Edited by RocketLord

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Justice Driver potential plans, for basic Justice Armor form

Justice Driver (Device 14) (Hard to lose, Only you can use; Action (free); Subtle (subtle))

Enhanced Abilities (Enhanced Trait 20) (Traits: Strength +4 (14, +2), Constitution +4 (18, +4), Wisdom +4 (18, +4), Charisma +4 (18, +4), Dexterity +4 (18, +4))
Enhanced Attack (Enhanced Trait 8 ) (Traits: Attack Bonus +4 (+8)) (Currently at Attack Bonus+2)

Enhanced Traits 2 (Attack Focus (ranged) +2 (+5)) (Maybe not?)
Enhanced Feats 6 (Feats: Accurate Attack, All-Out Attack, Defensive Attack, Evasion, Improved Initiative, Power Attack)
Justice Punch! (Array 9) (default power: strike) (probably pruning this a bit)

Drain 12 (Array; drains: single trait - toughness, DC 22; Affects Objects (Only))
Strike 10 (Default; DC 27; Penetrating [6 ranks only]; Knockback, Mighty) (Currently at rank 8, no Penetrating ranks)
Strike 8 (Array; DC 25; Line Area (5x200 ft. line - General); Mighty)
Stun 8 (Array; DC 18; Accurate 2 (+4))

Protection 4 (+4 Toughness; Impervious [4 extra ranks]) (Currently at rank 2, no Impervious. Move Impervious to Armor Mode?)

(need specifics, but built in Gas Mask and Built in night vision goggles)

 

Perhaps update Justice Buster to Justice Arsenal? (different weapons, withdrawn through portals)

MAX OUT AT PL10

 

Skills

Computers 10
Craft(both) 10
Disable Device 10

Drive 10?
Knowledge(both) 10

Knowledge(Pop Culture) X
Medicine X

 

---

NEED TO UPDATE POWER DESCRIPTION BLOCK

 

New update

 

Skills: 1PP

Buying Knowledge [Popular Culture] 4 (+9)

 

Powers: 8PP

Buying Gadgets 1 as follows, with sample powers

 

Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology)

Sample powers 

 

 

Grappling Gun: Speed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Climbing Gauntlets: Super Movement 1 (Options: Wall-Crawling) {1/5PP}
Gas Mask w. Air Supply: Immunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum Goggles: Super Senses 5 (Options: Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid Kit: Enhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's Tools: Enhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}

Hacker's Toolkit: Enhanced Trait 1 (Computers+4) {1/5PP}

 

 

9PP spent.

 

And doing an overhaul of the Justice Driver device, making it the following (insert new Device 5)

 

Updated Power descriptions block to fit with update

(insert)

 

Updated Abilities block

(insert)

 

Updated combat block

(insert)

 

Updated saves block

(insert)

 

Updated DC block

(insert)

 

---

 

Grandmother's Amulet

Form: A Purple Gem embedded in the center of a silver amulet. Looks rather valuable. 

Function: Granny Dottie was a super hero called Miss Step. She used a magical gem that she embedded in a silver amulet to store objects in Z-Space, only occasionally travelling there, storing all kinds of tools to use for her heroics.

In reality: A powerful magical artifact, which has now attuned to Robin. One of a set of different magical gems embedded in amulets that allow its user to go to a different dimension. Contains quite a bit of power, which means Robin has a portable power source. Different gems can give different forms, this one being the "base" form.

 

PROFESSOR ZED

Mostly I mean his whole Z-Space thing, and the idea that Justice and he strike up a relatively positive relationship.
Partly because at first she doesn't seem like a threat.
Like if Lord Zedd was training one of the Rangers to be even stronger so they could face him on equal terms.

Has met Warp, who attends school he works at.

 

Justice
Power Level: 8 (136/136PP) 
Unspent Power Points: 0
Trade-Offs: Justice Armor [+3ATK / -3DC (Justice Shot), -2ATK / +2DC (Justice Kick)], Stealth Armor [+3ATK / -3DC (Justice Shot), +2DEF / -2TOU], Blaster Armor [+2ATK, -2DC (Justice Shot)]

 

In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: Time for justice!

Theme: The Moment - Miracle of Sound ft. Karliene

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)

 

Description:
Age: 23 (DoB: 1997 [April 1st
])
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Dark brown
Hair: Green

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. 

As Justice, Robin tends wear casual clothes, her Justice Driver belt and a red domino mask to hide her identity. She will often combine this with a hoodie when trying to go incognito, while still being in costume. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor.

u9V1ad1.png

 

History:

Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration.

 

Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider.

 

Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 

 

 

Personality & Motivation:

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.

 

Powers & Tactics:

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occasion. Robin will usually use her full acrobatic abilities to keep mobile.

 

Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver. The one exception to the rule is Robin's grandmother's amulet, which lets her open portals to Z-Space, and works as a power source for the Justice Driver.

The Justice Buster is a slightly over sized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets.

The Justice Driver is Robin's prized invention. She can cause a lightweight body armor to appear from the belt, hiding her identity, either by the voice command "Henshin" or by a code entered with her fingerprint on a special program on her phone. Robin has enhanced her design to improve her combat capabilities and flexibility, using the magic power from her grandmother's amulet as a power source for the armor. By opening portals to Z-Space, Robin is able to exchange parts of her armor by remote control, altering her capabilities. She currently has 3 armor configurations: The balanced Justice Armor, the heavily armored and powerful Blaster Armor that improves the power of the Justice Buster and the Stealth Armor, useful for infiltration.

Robin has added an utility belt to the Justice Driver, letting her bring a large assortment of gadgets into the field.

 

Complications:
Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.

 

Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.

 

Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.

 

Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.

 

Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.

 

WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to.

 

Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources.

 

Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.


Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP
Strength: 10 (+0) / 14 (+2) [w. Justice Armor Form]
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4) [w. Justice Driver]
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 8 = 16PP
Initiative: +2 / +6 (+4 Improved Initiative from Justice Driver)
Attack: +4 Base, Justice Armor [+6 Melee (+4 Base, +2 Enhanced Attack), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack)], Stealth Armor [+4 Melee (+4 Base), +9 Ranged (+4 Base, +3 Attack Focus, +2 Enhanced Attack Focus), +11 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization, +2 Enhanced Attack Focus)]Blaster Armor [+4 Melee (+4 Base), +7 Ranged (+4 Base, +3 Attack Focus), +9 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization)]
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed, Stealth Armor [+10 (+4 Base, +4 Dodge Focus, +2 Enhanced Defense)]

Grapple: +4, Justice Armor [+6 (+4 Base Attack, +2 Strength)]
Knockback: -2 (TOU 4/2), Justice/Blaster Armor [-4 (TOU 8/2)]


Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / Justice/Blaster Armor [+8 (+4 Con, +2 Defensive Roll, +2 Protection)]Stealth Armor [+6 (+4 Con, +2 Defensive Roll)]
Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3) [w. Justice Driver]
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 96R = 24PP

Acrobatics 6 (+8)

Bluff 6 (+8)

Computers 6 (+11)

Concentration 6 (+8)

Craft [Electronics]Skill Mastery 7 (+12)

Craft [Mechanical]Skill Mastery 7 (+12)

Diplomacy 6 (+8)

Disable Device 6 (+11)

Drive 4 (+6)

Gather Information 6 (+8)

Investigate 3 (+6)

Knowledge [Physical Sciences]Skill Mastery 7 (+12)

Knowledge [Popular Culture] 4 (+9)

Knowledge [Technology]Skill Mastery 7 (+12)

Notice 6 (+8)

Search 3 (+8)

Sense Motive 6 (+8)



Feats: 18PP

Attack Focus [Ranged] 3

Attack Specialization [Justice Buster] 1

Defensive Roll 1

Dodge Focus 4

Eidetic Memory

Equipment 4

Improvised Tools

Inventor

Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Physical Sciences], Knowledge [Technology])

Uncanny Dodge [Auditory]

 

Enhanced Feats

Improved Initiative

 

Equipment: 4PP = 20EP

The Law Rider (Vehicle; Motorcycle) [10EP]

 

 

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [1EP]
Remote Control
Powers [5EP]
Speed 4 (100mph / 880ft/rnd) [4EP]
Super-Movement 2 (OptionsWall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [10EP]

 

 

Size: Medium [0EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [10EP]
Communications
Computer
Fire Prevention System
Garage
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System
Workshop

 

 

Powers: 5 + 6 + 18 + 8 = 37PP

Device 1 ("Grandmother's Amulet"; 5PP Container; Flaws: Easy-To-Lose, Feats: Restricted 2 [Only you can use]) [5PP] (Magic)

Super-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space], Extras: Portal (+2), Feats: Progression [Portal Size] 1) [5PP] (Dimensional, Magic, Z-Space) (Up to 10ft x 10ft portal)

 

Device 2 ("Justice Buster"; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology)

Blast 5 ("Justice Shot") [10PP] (Kinetic)

 

Device 5 ("Justice Driver"; 25 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Restricted 2 [Only you can use], Subtle) [18PP] (Invention, Technology)

  • Armor Change Array 10 (20PP Array, Feats: Alternate Power 2, Drawback: Action [Move]) [21PP] (Z-Space)
    • BPAlternate Form 4 ("Justice Armor"; 20PP Alternate Form) {20/20PP}
      • Damage 8 ("Justice Kick"; Feats: Knockback, Mighty) [10PP] (Bludgeoning Damage Type)
      • Enhanced Stats 4 (Strength+4) [4PP]
      • Enhanced Trait 4 (Attack Bonus+2) [4PP]
      • Protection 2 [2PP]
    • APAlternate Form 4 ("Stealth Armor"; 25PP Alternate Form) {20/20PP}
      • Concealment 6 ("Stealth Field"; Options: All Visual, All Auditory) [12PP] (Technology)
      • Enhanced Blast 0 ("Silenced Justice Shot"; Stacks with Justice Shot; Feats: Subtle 2[2PP]
      • Enhanced Trait 2 (Attack Focus [Ranged] 2) [2PP]
      • Enhanced Trait 4 (Defense Bonus+2) [4PP]
    • APAlternate Form 4 ("Blaster Armor"; 25PP Alternate Form) {20/20PP}
      • Blast Array 3 (6PP Array, Feats: Alternate Power 1) [7PP]
        • BPEnhanced Blast 2 ("Enhanced Justice Shot"; Stacks with Justice Shot to Blast 7; Feats: Homing, Incurable) {6/6PP} (Impact Damage Type) 
        • AP: Obscure 3 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent; Flaws: Limited [Only Affects Normal Vision]) {6/6PP} (Smoke)
      • Impervious Toughness 8 [8PP]
      • Leaping 3 ("Jump Jets") [3PP]
      • Protection 2 [2PP]
  • Enhanced Feats 1 (Improved Initiative) [1PP]
  • Enhanced Stats 4 (Constitution+4) [4PP]

 

Gadgets 1 ("Utility Belt"; 5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [8PP] (Invention, Technology)

Sample powers 

 

 

Grappling Gun: Speed 1 (Extras: Linked) + Super Movement 2 (Options: Slow Fall, Swinging; Extras: Linked) {5/5PP}
Climbing Gauntlets: Super Movement 1 (Options: Wall-Crawling) {1/5PP}
Gas Mask w. Air Supply: Immunity 2 (Gas Descriptor) [2PP] + Immunity 2 (Suffocation Effects; Flaws: Limited [1 hour air supply]) [1PP] {3/5PP}
Full Spectrum Goggles: Super Senses 5 (Options: Infravision, Ultravision, Analytical Full Vision, Microscopic Vision 1 [dust-sized]) {5/5PP}
First Aid Kit: Enhanced Trait 1 (Medicine +4) {1/5PP}
Gadgeteer's Tools: Enhanced Trait 2 (Craft [Electronics] +4, Craft [Mechanical] +4) {2/5PP}

Hacket's Toolkit: Enhanced Trait 1 (Computers +4) {1/5PP}

 


Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Armor

Range

Save

Effect

Attack Bonus

Unarmed

All

Touch

DC15 TOU (staged)

Damage

+6

Unarmed

Justice

Touch

DC17 TOU (staged)

Damage

+6

Justice Shot

All

50 ft.

DC20 TOU (staged)

Damage

+11

Enh. Justice Shot

Blaster

70 ft.

DC22 TOU (staged)

Damage

+9

Justice Kick

Justice

Touch

DC25 TOU (staged)

Damage

+6

 

Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (24) + Feats (18) + Powers (37) - Drawbacks (0) = 136/136 Power Points

Edited by RocketLord

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---

Probably get rid of GM can award Hero Point wording

Never is an awfully long time won't come up often, but aware of that

Fold together: Oh, the cleverness of meTo live will be an awfully big adventureI don't want to go to school and learn solemn things, they're kind of the same thing

 

Complications update

Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.

 

Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him.

 

To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place.

 

I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger.

 

All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. 

 

All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. 

 

It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky.

 

 

 

potential new ones

Comprehend power: Not able to speak precise truth, at least little white lie?

Luck power not able to affect anyone wearing good luck charms, even if they just believe it is

Some effect with bad luck: If someone is forced to reroll, something improbable might happen later (not necesarily related to the exact reroll), like a piano suddenly falling

Something with stories, rules for stories?

---

 

Flight: Increase level, make dynamic AP with Super-Strength, maybe AP with Assisted flight below, too

APFlight X ("Assisted Flight"; Extras: Affects Others, Area [Burst], Feats: Selective) (XX MPH / XX ft./rnd{13/14} 4PP/rank +1

Maybe Immunity 5 (Snare Effects)?

 

 

7PP

Trickster Array 6 (12 PP Array; Feats: Alternate Power 3) [15PP] (Pixie Dust, Trained)

BPEnhanced Charisma 12 ("Presence of Forever") {12/12}

APIllusion 5 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 2) (Area: 25 ft.) {12/12}

APIllusion 2 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) {12/12}

APObscure 3 ("Hide & Seek"; Affects: Visual Senses; Extras: Independent, Selective) (Duration: Sustained, Radius: 25 ft.) {12/12}

 

 

 

More skills. Much more (Diplomacy, Intimidate, Escape Artist, Sleight of Hand?)

Get feats: Teamwork X.

Poten powers: 

- A Snare that works by his shadow! Area attack, lasting duration

- ESP with feedback flaw for shadow? Complication that being separated for too long and it goes off?

- Emotion control (joy, etc?)

 

Forever Boy
Power Level: 12 (187/193PP)
Unspent Power Points: 6
Trade-Offs: (The Forever Blade) -5 Attack / +5 DC
, (Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness

 

In Brief: Super powered trickster from Neverworld, a world of adventure and action.

Catchphrase: "Let's go straight on 'til morning!"

Theme: Storytime - Nightwish

 

Alternate Identity: Pan Barrie (Secret).
Birthplace: Neverworld.

Residence: Claremont Academy, Freedom City.
Base of Operations: Claremont Academy, Freedom City
.
Occupation: Student at Claremont Academy.

Affiliations: Claremont Academy.

Family: None known.

 

Description:
Age: Unknown. Claims to be 16. (DoB: 2002, if 16)

Apparant age: 16
Gender: Male
Ethnicity: Alien, from Neverworld. Appears Caucasian.

Height: 5’10’’
Weight: 170 lbs.
Eyes: Green.
Hair: Dark red.

 

Pan is an attractive young man with dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling.

Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask.

 

cGTWy0L.png

 

History:

In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good.

 

Pan Barrie was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile.

 

Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City.

 

With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery. Offered the choice of joining the Claremont Academy, Pan eventually accepted. If he could not find a way home to Neverworld, he could at least try to find a new adventure.

 

 

Personality & Motivation:

Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld.

 

 

Powers & Tactics:

Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way. While he will taunt and provoke his enemies, he prefers to fight at range.

 

 

Power Descriptions:

Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld.

Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are, opposite to what would be believed from popular culture, explicitely not magical, and appear to be based on manipulating sort of intense light instead. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies of Neverworld, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly.

Pan is currently able to use his Pixie Dust in a number of ways:

- "The Forever Boy": Pan doesn't appear to age, which seems to be an unique reaction to the Pixie Dust.

- "Forever Uniform": Pan is able to use his Pixie Dust to summon his costume at will.

- "Fairy Flight": Pan is able to fly, leaving behind a trail of golden glitter as he does so.

- "Endless Forms Most Beautiful": Pan spreads the Pixie Dust, creating illusions capable of fooling all the senses. He is able to shape the sounds, sights, smell, taste and feel of his illusions. One of the few Pixie Dust powers that do not leave behind golden glitter.

- "Hide & Seek": Using his illusionary powers, Pan creates an all concealing fog in the area around him.

- "The Forever Blade": Pan is able to create a variety of slashing weapons out of Pixie Dust in his hands, glowing with the light of the dust. While his most common weapon is a sword, his imagination seems to be the sole limit on what exactly he can create.

- "Pixie Blast": A Pixie shaped blast of light that homes in on Pan's enemies.

- "Fireworks": A flash of light and sound, to leave his enemies dazzled.

- "Binding Bands": Pan spreads Pixie Dust that solidifies into glowing bands that hold his target. It can appear in seemingly any place around him.

 

Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime.

 

 

Complications:

Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld.

 

Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies.

 

To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form.

 

Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet.

 

If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee.

 

All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld.

 

I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings.

 

I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be.

 

 

Abilities: 4 + 10 + 6 + 4 + 2 + 10 = 36PP

Strength: 14 (+2)

Dexterity: 20 (+5)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 20 (+5)

 

 

Combat: 14 + 14 = 28PP

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +7 Base, +7 Melee, +12 Ranged (+7 Base, +5 Attack Focus [Ranged]), +16 Fireworks (+7 Base, +5 Attack Focus [Ranged], +4 Accurate)

Defense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-Footed

Grapple: +9 (+7 Base Attack, +2 Str)

Knockback: -2 / -3 (with Defensive Roll)

 

 

Saving Throws: 5 + 7 + 8 = 20PP

Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll)

Fortitude: +8 (+3 Con, +5)

Reflex: +12 (+5 Dex, +7)

Will: +9 (+1 Wis, +8)

 

 

Skills: 40R = 10PP
Acrobatics 2 (+7)

Bluff 17Skill Mastery (+22)

Notice 13Skill Mastery (+14)

Sense Motive 3Skill Mastery (+4)

Sleight of Hand 2 (+7)

Stealth 3Skill Mastery (+8)

 

 

Feats: 32PP
Attack Focus [Ranged] 5

Challenge [Fast Feint]

Defensive Roll 1

Distract

Dodge Focus 10

Evasion 2

Fearless

Improved Initiative 1

Jack-of-All-Trades

Luck 3

Move-by Action

Skill Mastery (Bluff, Notice, Sense Motive, Stealth)

Taunt

Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)]

 

 

Powers: 6 + 1 + 8 + 8 + 1 + 3 + 2 + 2 + 29 + 3 = 63PP

 

Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages[6PP] (Alien, Genetic)

 

Enhanced Feat 1 ("Forever Uniform") (Quick Change) [1PP] (Pixie Dust)

 

Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust)

 

Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8PP] (Pixie Dust, Trained)

BPIllusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) {7/7}

APObscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7}

 

Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Pixie Dust)

 

Luck Control 1 ("Forever Lucky"; Option: Force Rerolls) [3PP] (Alien, Genetic)

 

Protection 2 ("Tough"[2PP] (Alien, Genetic)

 

Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Alien, Genetic)

 

Tricks Array 13 (26 PP Array; Feats: Alternate Power 3) [29PP] (Pixie Dust, Training. Additional descriptors on each power)

BPDamage 15 ("The Forever Blade"; Feats: Extended Reach 2 [10 ft.], Mighty, Precise; Extras: Penetrating 5) + Enhanced Feat 2 (Improved Critical 1, Stunning Attack) {26/26}  (Light, Slashing Damage Type)

APBlast 12 ("Pixie Blast"; Feats: Homing, Precise) {26/26} (Light, Impact Damage Type)

APDazzle 8 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {26/26} (Light, Sound)

APSnare 12("Binding Bands"; Feats: Indirect 2) {26/26} (Solid, Light)

 

Super-Senses 3 ("Never Senses"; Accurate Hearing, Danger Sense) [3PP] (Alien, Genetic)



Drawbacks: -2PP
Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP]
 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+7

Binding Bands

120 ft.

DC22 Ref (staged)

Entangled/Bound

+12, Indirect 2

Fireworks

80 ft.

DC18 Ref (Staged)

Auditory/Visual Senses Useless

+16

Pixie Blast

120 ft.

DC27 Tou (staged)

Damage

+12, Homing (1 attempt), Precise

The Forever Blade

Touch (Up to 10 ft.)

DC32 Tou (staged) / DC 27 Fort (staged)

Damage / (Dazed/Stunned/Unconscious)

+7

Endless Forms Most Beautiful

Perception

DC11 Will (staged)

Tricked if disbelieving illusion

N/A

 

 

Totals: Abilities (36) + Combat (28) + Saving Throws (20) + Skills (10) + Feats (32) + Powers (63) - Drawbacks (2) = 187/193 Power Points

 

Edited by RocketLord

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Update

Better descriptors for everything

 

First of all: Getting rid of the Super-Movement power, giving me 1 more PP to spend.

 

36PP to spend.

 

Abilities

Constitution +4. 4PP spent

 

Combat

Attack +2. 4PP spent

Defense +2. 4PP spent

 

Saves

Will +3. 3PP spent.

 

Skills

Buying 4 ranks of Intimidate. 1 PP spent.

 

Feats

Buying All-out Attack and Interpose, and another rank of Luck. 3PP spent.

 

Powers

Immunity +9 Ranks. Adding Life Support option. 9PP spent.

Magic Mesa Guardian array +2 Ranks, Alternate Power feat +2. 6PP spent.

- Adding two new powers to the array, and changing the existing powers a bit.

Walking Desert Array +1 Ranks. 2PP spent.

 

36PP spent.

 

Updated blocks below.

 

Update power descriptions

Update descriptors

Include DC block

Make sure everything is updated

 

0/36PP left

 

Potential future powers

Super-Senses 3 (magical awareness)

Super-Senses 3 (tremor sense)

Comprehend 2 (languages)

Anatomic Seperation 1 (w. Variable Split)

Array to change sand form or types of sand?

- Volcanic sand for magnetic effect?

Immovable?

Teleport power to go anywhere and return while at Magic Mesa?

touch range move object shapeable area thats him making sand arms to interact with stuff, indirect 2 to come from the ground?

Sand comes from body -> Body has infinite source of sand. Do something based on that.

Suffocate effect?

Additional limbs?

 

Dust Devil II
Power Level12 (185/185PP)
Unspent Power Points: 0
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa.

Theme: Shakedown - The Score

 

Alternate Identity: Cassidy Collins (Secret)
Birthplace: Southside, Freedom City

Residence: Southside, Freedom City
Base of Operations: Freedom City & Magic Mesa
Occupation: Grocery store stocker
Affiliations: Magic Mesa
Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed)

 

Description:
Age: 26 (DoB: June 5th, 1992)
Gender: Male
Ethnicity: Caucasian
Height: 5'10''
Weight: 175 lbs.
Eyes: Blue
Hair: Black

Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors.

As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face.

 

Gw0ybYi.png

 

History:

Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. 

 

At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. 

 

Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers.

 

Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he  accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. 

Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else.

 

Personality & Motivation:

Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone.

 

After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa.

 

Powers & Tactics:

Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them.

 

Power Descriptions:

All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability.

While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph.

With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt.

All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted.

 

Complications:
Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family.

Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location.

Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad.

Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties.

Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others.

Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact.

Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness.

Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction.


Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP
Strength: 18 (+4) / 34 (+12)
Dexterity: 14 (+2)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 16 + 14 = 30 PP
Initiative: +10 (+2 Dex, +8 Improved Initiative 2) 
Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack)
Defense: +7 (+7 Base), +4 Flat-Footed

Grapple: +12 (+8 Attack,  +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength)
Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2)


Saving Throws: 4 + 6 + 9 = 19PP
Toughness: +17 (+7 Con, +10 [Protection])
Fortitude: +11 (+7 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +11 (+2 Wis, +9)


Skills: 68R = 17PP 

Concentration 8 (+10)

Gather Information 8 (+8)

Intimidate 4 (+4)

Knowledge (Arcane Lore) 8Skill Mastery (+8)

Notice 8Skill Mastery (+10)

Sense Motive 12Skill Mastery (+14)

Stealth 12Skill Mastery (+14)

Survival 8 (+10)

 


Feats: 13PP

All-Out Attack

Attack Specialization [Unarmed Attack] 2

Favoured Environment [Desert]

Hide in Plain Sight

Improved Initiative 2

Interpose

Luck 2

Move-by Action

Skill Mastery

Takedown Attack

 

Enhanced Feats

Accurate Attack

Improved Critical 2 [Unarmed Attack]

Instant Up

Power Attack

Powers: 33 + 12 + 10 + 2 + 14 + 5 = 76

All have the Magic and Sand descriptor unless otherwise noted.

 

Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] 

BPGuardian's Strength (Linked) {28/28} 

Enhanced Strength 16 [16PP] (Rock)

Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] 

Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock)

APBlast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type)

APBlast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type)

APDamage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP]  + Elongation 6 (Accurate Attack, Power Attack) [6PP] {28/28} 

APDrain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal)

APEnvironmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.)

 

Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP]

 

Protection 10 [10PP]

 

Regeneration 2 (Resurrection 1/day) [2PP]

 

Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] 

BPImpervious Toughness 12 ("Solid Rock Form") {12/12} (Rock)

APInsubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12}

APTeleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal)

 

Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] 

BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} 

APSuper Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4}


DC Block

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC19/27 Tou (staged)

Damage

+12, Crit 18-20

Sand Blast

120 ft.

DC27 Tou (staged)

Damage, Incurable,

+12, Precise

Sand Weapons

Touch (10 ft.)

DC27 Tou (staged)

Damage, Penetrating 9

+12

Devil’s Storm

Cone Area 120 ft.

DC27 Tou (staged)

Damage, Knockback 4

DC22 Ref to make DC21 Tou

Dehydration

Area 120 ft. radius

DC22 Fort (staged)

Toughness Drain 

DC22 Ref to make DC16 Fort 

Shockwave

Cone Area 40/120 ft.

DC19/27 Tou (staged)

Damage

DC14/22 Ref save to make DC16/21 Tou

Super-Breath

Cone Area 40/120 ft.

Opposed Trip save vs. +4/+12

Trip 

DC14/22 Ref save to make +2/+6

 

Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/185

Edited by RocketLord

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Neverworld

Neverworld is the home of action and adventure. A world quite unlike our own, it is home to swashbuckling sky pirates, amazing heroes and horrible villains. While the Earth appear to be stuck at a Victorian technology level, much is hidden beneath the surface. Flying ships prowl the skies, cybernetics replace lost body parts with metal and electricity. Technology indistinguishable from magic is almost commonplace. While the majority of Neverworld's surface is covered by a great singular Ocean, its many islands and few continents contain hidden treasures, promising power and fame to those that find them, guarded by the magic of their native populations. Beneath the Ocean, mermaids and -men hold court in their great underwater cities. On land, the cities and towns spread across the world, offering many sights and and wonders to their population and visitors. The forests hides pixies and other fae, watching and working their secret craft from the shadows. It is a world of clear villains and heroes. Shades of grey is rare, if not completely unknown. Conflicts are resolved through acts of swashbuckling and action, or through quick wit and sharp tongues.

Neverworld is a world of legendary figures, seemingly plucked from the litterature of Prime Earth, though not quite as you would expect. The great white whale rampages across the Ocean, threatening all life within, chased by a single, obsessed man. A lone detective and his partner prowls the streets of Neverworld's great cities, looking for crimes to solve. Lost heroes sail across the sky, hunting for the legendary Crocodile, rumored to be the only weakness of the infamous Hooked Man. These legendary figures are simply known as Legends to the general population of the world: They are larger than life, capable of feats that would give any normal person pause.

Neverworld is the home of the Forever Boy, who has reached Earth Prime by so far unknown means.

Visitors beware! Time in Neverworld has been known to behave strangely, more like a sea than a river.

Location and Appearance
Neverworld is covered primarily in ocean, with a great number of islands scattered across its surface. Only three larger landmasses exist: New Avalon, Victori and the Wish Isle. 

The largest, known as New Avalon, is roughly half the size of Australia, roughly 100,000 square miles, being roughly half a broad as it is long. An artificial, man made canal divides New Avalon into North and South Avalon, at roughly the halfway point at the longest length. New Avalon is home to a thriving mercantile civilization, with most cities situated near the the canal or other coastal areas. Much of the mainland is covered by forests, the home of pixies and other fey. The capital of New Avalon, Trader's Haven, is located on a small island in the middle of the canal that divides North and South Avalon.

Victori, while slightly smaller than New Avalon at roughly 800,000 square miles, is by no means lesser than its rival. A more warlike and industrious nation, Victori is home to great factories, mass producing the wonders that are meticulously crafted by hand in New Avalon. Victori is shaped almost like a ring, with but a single, albeit massive, gap that permits entrance. The gap is heavily guarded by multiple fortresses. At the far end of the gap in the ring lies the capital city of Tham, the most densely populated city on Neverworld. A significant amount of pirates were once Victori citizens that have taken to the waves.

The Wish Isle is much smaller. Roughly 50,000 square miles, it is the home of the strange and the wonderful. Fey, mermaids and creatures but strange and mundane make the world their home. There they work wonders and miracles, far from the prying eyes of man.

Neverworld is littered with many smaller islands. Some are small kingdoms, some are entirely covered by cities, some are giant turtles that swim through the seas, carrying smaller tortoises as they go.

The seas and skies of Neverworld is the home of trading vessels, freebooters, buccaneers and pirates. Beware any travel without company to keep you safe!

Significance

Neverworld is the home of Forever Boy. The primary inhabitants of the world appear to mirror the heroes and villains of litterature from Earth Prime, particularly works written during the 19th and early 20th century, though others may be present as well. Though the source and exact nature is unknown, it appears that this is caused by an information bleed, causing events on Neverworld to be projected to the dreams and imagination of receptive minds on Earth Prime.

Neverworld is haunted by a versions of a number of literary characters, including, but not limited to, versions of Moby Dick & Captain Ahab, Moriarty and Captain Hook, all of which threaten the world's peace and are potential problems for heroes to solve.

People

NPCs

The Hooked Man: Once a sailor in the Victori armada, something hooked the man that would become known as the Hooked Man. Something beyond even the understanding of the Fae of the Wish Isle, something strange and monstrous. Driven mad, he rebelled, stealing a mighty flying ship and the dreaded group known as the Sky Pirates. The Hooked Man is seemingly invincible in combat, and his connection to his otherworldly sponsor makes him one of the greatest threats to safety and freedom on Neverworld. Despite this, the Hooked Man fancies himself a gentleman, and he is obsessed with acting in good form, even if his base nature and more violent side often causes him to betray such values. He lost his right hand to the Forever Boy, having since acquired a protestic that can shift between multiple forms, seemingly based on his mood and thoughts, most commonly a hook.

The Sky Pirates: An assembly of beings from all across Neverworld, the Sky Pirates sail across the skies, striking from behind clouds to pillage and plunder. Originally assembled by the Hooked Man on what later became their flagship, the Sky Pirates grew in size as ordinary pirates were absorbed. They are now almost a nation in themselves, striking without mercy from their great armada in the sky. Notable individual pirates includes Smee, an oddly friendly pirate. He is the boatswain of the Hooked Man's flagship, maintaining the vessel to perfection. There are rumors that some of the Sky Pirates were lost in the same incident as the Forever Boy, and might have found their way to Earth Prime and the surrounding universe.

The Great White Whale, Destroyer of the Seas: A monster that prowls the seas of Neverworld. A giant whale, easily the size of island, the Great White is the last of its kind, a once numerous species hunted into extinction. Though it rarely comes near coasts, any vessel on the sea can come under attack. Being eaten by the Great White Whale is not as final a fate as one would believe at first, however. An entire city of survivors has sprung to life inside the beast.

The Professor of Crime: A mysterious figure that seems to control most of the criminal underworld in the landlocked cities of Victori and New Avalon. None knows his true identity.

The Great Detectives: A pair of Victori detectives that journey across the world, solving mysteries and rescuing. One is an eccentric, possessing remarkable intuition and guile, the other a doctor of medicine, though no less proficient than the first. They are Holmes and Watson, the great detectives.

The Lost Heroes: A loose assembly of heroic figures, all mirroring figures from Earth Prime litterature. They are united in their opposition to the Hooked Man, searching for the fabled Crocodile that can defeat the Hooked Man.

Ahab, Whale Hunter: More machine than man, Ahab the Whale Hunter travels the seas, constantly on the trail of Great White. Once a hero, he is now little better than the monster he hunts, willing to sacrifice anything and anyone to finally kill the whale.

The Crocodile: A legend even among legends. Once thought nothing but a myth, the Crocodile was finally summoned into Neverworld when the Hooked Man's hand fell into the sea. A giant beast, said to tower over even mountains, no one quite knows the limits of its power.

PCs

The Forever Boy: An almost legendary figure on Neverworld, a trickster, prankster and hero, and forever a boy. One of the few friends to the Fey, he knows the secrets of their Pixie Dust. As one of the Lost Heroes, he sought the Crocodile to slay the Hooked Man. Currently stuck at Earth Prime after a clash with the Hooked Man, where he disarmed the Hooked Man of sword and hand, summoning the Crocodile in the process. 

History 

On Neverworld, time is more like a sea than a river. The past can change as readily as the future. Time can run faster in some places than others, especially compared to Earth Prime. This is a rough breakdown of some major events that have occured on Neverworld, in roughly chronological order.

  • More than 200 years ago
    • The third war between New Avalon and Victori ends in stable peace. A multitude of soldiers and sailors in the New Avalonian and Victori armadas turn to piracy.
  • More than 100 years ago
    • Tales of the Forever Boy spreads across New Avalon and Victori. No one is quite sure when he first appeared.
    • The Hooked Man is hooked (on a bad feeling), quickly turning to piracy.
    • The giant whales are hunted to near extinction, driving the Great White Whale mad with grief, starting its path of destruction
  • 50 years or less ago
    • 50 years after the Great White Whale begins its first rampage, Ahab begins his hunt for the whale.
    • The Hooked Man begins raids against the people of the world
    • The Lost Heroes gather to fight the Hooked Man. They are defeated. 
    • The Lost Heroes start their search for the Crocodile.
    • The Lost Heroes find the Forever Boy, and he joins their crew
    • The Lost Heroes fight the Hooked Man. The Forever Boy severs his hand, which falls into the sea, summoning the Crocodile. Through unknown means, the Forever Boy ends up on Earth Prime.
Edited by RocketLord

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Forever Boy

The voice of Never Never Land, the Innocence, the Dreams of Every Man

Pan is the Forever Boy, legendary trickster of Neverworld. A high flying hero with an unquenchable thirst for adventure, he has been left stranded on Earth Prime. Joining Claremont Academy, the cheerful youth makes the best of his time in his new home, while searching for a way to return to the battle he left behind. Every day is a new adventure.

History

Pan has always been special. He never knew his parents. Were they good and kind, lost to catastrophe? Were they evil tyrants that he escaped? He does not remember. They are but a thing, a faint glimpse of what could have been. A noble, a farmer, a merchant, a beggar. Whatever else might have been, Pan became something entirely different. Whatever else, he believed himself abandoned, and he came to resent the adults of the world.

An inhabitant of Neverworld, a place with a curious literary connection to Earth Prime, Pan grew up on Wish Isle. From as far back as he could remember, the curious and mischievous child was raised by the Pixies. Small, ephemeral beings, as much a product of science as magic, they would flitter about, trying to import life's lessons on the boy. Only, they were Pixies. Their life lessons contained mainly trickery and adventure. Finally, one day, when Pan had reached what the Pixies deemed to be sufficient maturity, they gave him the greatest gift they could: Pixie Dust. A strange material, native to the Wish Isle, Pixie Dust was what made the Pixies what they were. The gift of flight, eternal life, and much more: The ability to tame the elements themselves, control the beasts that filled their forests, or stranger still. Pan was an experiment. They had never given a human such a gift before. 

To Pan, the Pixie Dust was freedom. He could fly. He could form it into images, as real as anything. He could create almost anything he could imagine. He was sixteen, when he was first given the gift of the Pixie Dust.

Since then he has been sixteen for a long, long time.

Years passed. Time mattered little to Pan and the Pixies. Eventually, he grew bored of the Wish Isle. He wanted to see Neverworld. On his own, or with the Pixies, he would see it all. He visited the cities of man, New Avalon and Victori. He played tricks and pranks, he took what he wanted. He became a legend, the Forever Boy, an always mischievous trickster. He sought mystery, he sought adventure. He was seen across the world, and soon, he saw something else. Something he could not abide. He saw evil. He saw the Hooked Man and his Sky Pirates raid villages, leaving little life behind. He saw the Destroyer of the Oceans, smashing ships in wanton blood lust. He saw the Whale Hunter committing atrocities in the name of destroying the Destroyer itself. He saw terrible things. And while it changed the Forever Boy, it did not break him. Mischief turned to heroism. Trickery turned to acts of defiance. A young man, a boy forever, that stood on his own against the injustice he saw. He was still on a never ending adventure, but now it had a purpose. His legend grew and evolved. He became as much a source of hope as one of mischief.

Then, he was trapped. Not by enemy, not by monster or beast, but by the loose assembly known as the Lost Heroes. Caught in a trap, he learned of their goal: The Crocodile. The greatest mystery of Neverworld, the only hope of one day defeating the Hooked Man. Pan was quickly convinced. He joined the Lost Heroes aboard their flying vessel, travelling to parts of Neverworld even he had never seen. He took the last name Barrie, in honor of their founder.

Together with the Lost Heroes, the Forever Boy righted wrongs and adventured all over Neverworld. His legend spread and grew, as he was now conclusively sighted. He was no more just a fairy tale. Still a trickster, still a source an endless source of mischief, he learned from the Lost Heroes. He grew in power and skill. He fought Sky Pirates, he fought tribes. He danced with Mermaids in and above the seas. He met the ancient inhabitants of the turtle islands. His thirst for adventure never waning, never ceasing. He was the Forever Boy, and he would adventure forever.

Then, finally, the Lost Heroes found what they had searched for: A clue, a singular lead that could take them to the Crocodile. Only, somehow, the Hooked Man knew. A traitor in the midst of the Lost Heroes led the Hooked Man to their ship. He struck, and a great battle ensued. The Lost Heroes fought valiantly, but even legends tire. Even myths can fall. At the end, only the Forever Boy remained standing. He was fierce, he was defiant. In a single stroke, he severed the Hooked Man's hand. And as it fell into the ocean far below, Pan remembered a tale once told to him by an elder of the turtle islands. The Crocodile was a force of nature, a being that sought to make things right. It fed on corruption. The Forever Boy called out to the Crocodile. It would have the taste of the greatest source of corruption in all of the great oceans of Neverworld: The Hooked Man himself.

And the Crocodile heard him.

A giant being emerged from the waters. A monster, clad in green scales. It dwarfed even the Hooked Man's armada. It was the last thing that Pan saw in Neverworld.

When he next opened his eyes, he found himself in Freedom City on Earth Prime. How he had come here, he didn't know, but he was optimistic. This was but another adventure, and one day, he would return home. A whole new world to explore, a whole new legend to create. A world that he would soon discover had a curious connection to his own. A world that would soon learn of the Forever Boy.

Costume and Appearance
Pan has dark red hair and green. He is attractive, with an athletic build. He prefers somewhat form fitting green or red clothing, though he will wear other colors, preferring not to wear dark clothing.

His costume as Forever Boy is a green form fitting suit, with the outer sides of his legs being red, stretching from his wait to his toes. He wears a gold and red belt buckle in the middle of his costume, despite not wearing any belt. On his upper body, the costume remains predominantly green, though his shoulders, stretching from his neck, to just below the shoulder, and back to his solar plexus, are red as well. The costume ends at his arms just after his elbow, leaving his lower arms and hands free. Pan wears a green domino mask as part of the costume. While he has not divulged on its importance, he wore the mask back on Neverworld as well, where he had little reason to hide his identity.

Powers

Pan's powers as the Forever Boy are either due to his alien genetics as a resident of Neverworld, or due to his use of Pixie Dust. He posses enhanced senses, possessing incredible hearing and a sixth sense, warning him of danger ahead of time. Mentally, he is able to process information at lightning speed, and able to understand any written or spoken language.

Pan's Pixie Dust was a gift from the Pixies that lives on the Wish Isle on Neverworld. As a rare gift to an outsider, even one such as Pan, the Pixies were curious to see just what abilities the Pixie dust would grant him. Most obvious, Pan is able to fly. Offensively, Pan can mold the Pixie Dust into a number of shapes and forms that he calls his tricks, giving him a number of options in combat, most notably the form of a Pixie that seeks out his targets, a stunning blast of light and a deafening and blinding burst of fireworks. By condensing the Pixie Dust around a target, Pan can create binding bands to restrain their movement. His favorite trick for a finishing move seems to be what he calls The Forever Blade, a sword made out of Pixie Dust. He is able to mold the Pixie Dust into numerous other similar or very different applications, as well. More subtly, Pan can shape the Pixie Dust into completely lifelike illusions that affects all of a target's senses, perfect for covert work or simply for playing pranks on others. Pan is also fond of using this ability to aid in his storytelling. Not immediately obvious, the Pixie Dust seems to have made Pan unaging. While he does not know his true age, he simply describes it as "I have been 16 for a long, long time".

Allies

  • Veronica Danger: Fellow Claremont student, and one of the heroes that tried to stop the villains at A.S.T.R.O. Labs. Helped Pan join Claremont, for which he is thankful.
  • Salvo: Nicole and Pan met briefly when Pan was living on the street, and she tried to stop them. They have since spent some time together, striking up a friendship.
  • Thunderbird: Pan is roommates with Micah Roebuck, aka Thunderbird. So far, the two have a good relationship, and Pan has decided to help his roommate gain confidence and get out of his shell.
  • Claremont Academy Blue Squad: As a member of Claremont Academy's Blue Squad, Pan has teamed up with Sun Dragon, Dio, Watchdog, Pulse, Arctos and Specimen. He has great confidence in his team, being willing to trust them with his life, if necessary.
  • Other Claremont Students: Pan tries to keep an at least friendly relationship with any student at Claremont Academy.

Timeline

2018

Fall

  • August 25th: Forever Boy arrives in Freedom City.
  • Some time between August 25th and September 1st: Forever Boy, forced to steal to survive, briefly encounters Salvo, escaping from her.
  • September 1st: No Better Time To Start: Forever Boy first makes his presence known, joining several other heroes in stopping the Platinum Porpoise and Electrum Eagle from stealing experimental technology from A.S.T.R.O. Labs.
  • September 3rd: Toondependence Day: Team up with Lucy Harker to stop the Toon Gang.
  • September 4th: School Daze -> Out for a Spin -> Roommates: Pan's first day at Claremont.
  • September 5th: Assemble!: Pan is present as Headmistress Summers gives her speech at Claremont's opening ceremony.
  • September: Adventuring Time: Pan joins Claremont Academy's board game club.
  • September 29th: Last Gasp of Summer: The Dangers throw a party near, with most students at Claremont, including Pan, attending.
  • October: The Last American: A training exercise for the Blue Squad goes wrong, sending the team into a book.
  • October 26th: Let's Fall In Like -> Last Gasp of Summer: The Fall dance at Claremont Academy, which for Pan includes a solo dance with Zenith.
  • October 31st: Fright Night: Horrors at Halloween!
  • November: Dark Red Tide: Pan visits Freedom Aquairum just in time to join several other heroes in solving a mystery of missing fish.
  • November 22: The Gift of Home: Salvo and Pan spend Thanksgiving together.
  • December 10th: The Sparrow of Space -> An Uncivilized Age
  • December 20th: The Night People
  • December 24th: Giant Krampus 2: Krampus Campus

2019

Winter

Concept & Design Notes

Peter Pan as a super hero, from a literary world created inspired by Jack Kirby.

Playlist

Storytime - Nightwish

Last Ride of the Day - Nightwish

Into the Wild - Miracle of Sound

Roundtable Rival - Lindsey Stirling

Edited by RocketLord

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Justice

Robin Lynne Langley is Justice. A relatively new hero, she has decided to do her part to make up for the lack of super heroes in Emerald City. Heavily inspired by television shows starring heroes, particularly Japanese Tokusatsu shows, Robin has set out to learn how to be a hero, using her self-made powered suit. Bright, friendly and dedicated, Robin does her best to become the best hero she can be, learning just what justice means to her along the way.

History
Robin Lynne Langley grew up admiring the exploits of heroes from a young age, both those imaginary and real. She followed the exploits of all her favorite heroes on television, be it cartoons, live action from super human battles or live action shows starring imaginary heroes. She was particularly inspired by the Tokusatsu heroes of Japanese television. Admiration turned to dreams. Robin lived in Emerald City, the one city that did not seem to have any heroes. Robin wanted to be the person to change that.

Robin became a highly competive gymnast, participating in several competitions, before leaving that behind, though still training privately. She honed her aim with her father or alone at firing ranges. Highly intelligent, Robin would seek out knowledge that would let her create the tools she felt needed to become a hero. That is not to say that Robin lived solely for her dream of becoming a hero. She had friends. She had her family. She lived a full life, but still, her dream was to become a hero.

Then the impossible happened: The Emerald Spider appeared. Emerald City finally had their own hero. Robin was inspired once more. If Emerald City could have one hero, then surely, the city could have two.

Her work continued. She quickly progressed, earning a master's degree at Emerald City University, and started work on her PhD. She got the use of extensive facilities at Emerald City University, and finally, Robin was able to create the device that she dubbed the Justice Driver. It was just the Alpha version, but it had to be good enough, and come Halloween 2018, it had to be, as Justice had to be the one person that stood between a monster and athe people of Emerald City.

With much of Robin's understanding of heroics coming from television and fiction, she is bound to face conflicts that are not as black and white. Her morality will be tested, and she will have to choose the path to take, and just what justice means to her.

Costume and Appearance
Robin is a slender, dark haired brunette with green eyes. She wears glasses and tends to dress in casual clothing, such as jeans and t-shirts, usually with logos or pictures of cartoons or super heroes, both real and fictional. 

As Justice, Robin has two different looks, depending on whether she has activated the Justice Driver. The only set part of her costume before activating the Justice Driver is a red domino mask, with which she wears suiting clothes, usually tending towards dark pants and a long-sleeved red shirt, while tying her hair into a pony tail. She wears the red Justice Driver belt with this. When Robin activates the Justice Driver, she is covered in the gold and red Justice suit, which covers her entire body, being almost skin-tight. The middle of Robin's front is golden, with the sides being red. The gold ends in golden boots near her feet. She still wears the red Justice Driver belt, breaking up the gold in the front. The gold covers her shoulders, while her arms are red, except for gold bracers around her writers and golden fingers. She uses a red star as a logo in the middle of her chest. The mask is completely red, except for golden one-way glass for the eyes, which seems to be a part of a gold faceplate that covers her mouth and nose. As the Justice Driver and the suit is still being developed, the actual appearance changes frequently.

Powers

Robin posses no super human powers of her own, but she is a genius of several disciplines, which has allowed her to create several gadgets that she use to fight crime, chief among them the Justice Buster, a powerful one handed ranged weapon, and the Justice Driver, which covers her body in an armor that grants Robin an ever expanding and evolving suite of super human abilities, focused primarily around enhancing Robin's physical abilities. She has also been known to create gadgets necessary for a given task, if given the necessary time and resources.

Allies

Family

  • Anna Grace Langley: Robin's mother. A respected doctor at the Emerald City University Medical Center.
  • Lucas James Langley: Robin's father. A teacher of philosophy at Emerald City University.
  • Lucas Jr. Alexander Langley: Robin's two years older brother. Lucas Jr. studies law in Freedom City, his once close relationship with his sister having detoriated due to the distance.
  • Mark Travis Langley: Robin's 20 years younger brother. A surprise to the family, Mark is much beloved and more than a bit spoiled by his older sister.
  • Dorothy 'Dottie' Minerva Langley: Robin's paternal grandmother. Robin's confidante, the only person she has told about her dual identity. Unknown to Robin, the octogenerian was active as the super hero Miss Step in the 70'es, and she has tried to subtly use her experience to guide Robin.

The Justice Driver

Robin's greatest invention, according to herself, is the Justice Driver. Appearing simply as a fancy red belt, the driver hides a battlesuit that can be activated through a special program on Robin's phone. When Robin activates the program function to activate the Justice Driver, the battlesuit expands from the belt and covers her entire body in less than a second. The current abilities of the battlesuit is only what Robin considers the Alpha 1 version, the first stable build. She has plans for many future expansions to the Justice Driver system, as soon as she figures out how to add the functionality while retaining portability. 

Timeline

2018

Fall

  • October 31st: Gone != Forgotten: Justice debuts on Halloween!
  • November 1st to 4th: Busy Little Fingers: Following a rash of thievery on Halloween, Justice encounters Finnigan's Fingers and the Gas Man, as she struggles with figuring out what path to take, and what justice will ultimately mean to her.
  • November 12th: A Place for Everything: Robin attends the opening of Silberman's Northwest in Emerald City.
  • November 28th: aMaZo: Justice teams up with Mag-Might.
  • December 5th: Wall the Build

Concept & Design Notes

A fangirl becomes a Kamen Rider of her own making, filtered through Western super hero tropes.

Playlist

The Moment - Miracle of Sound ft. Karliene

Lions Inside - Valley of Wolves

Hell Yeah - Rev Theory

Edited by RocketLord

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Dust Devil II
Cassidy Collins is the second Dust Devil, dead man walking and the newest guardian of the Magic Mesa. Far from the first to protect the legendary location, his protectorate has expanded beyond just the immediate area around the Mesa. Still finding his feet in his new role, Cassidy feels a drive like never before as he learns just what it means to guard the Magic Mesa, both the power and responsibility that comes with his new role. 

History
Cassidy thought long and hard about it. It had seemed like such a good idea at the time. Go on a road trip with crazy uncle Ben, do some work and get paid. Get some cash to get a gift for his little brother's birthday. Maybe that gaming console he had seen William looking at a few times. Or help mum and dad a bit with their rent. It was a great idea, wasn't it?

He had always been a slacker, the black sheep of his family, even before his brother was born. Now, he dearly loved William, but his parents were both hardworking, and they had not approved. He had done his best in the last many years, but he just couldn't hold down a job, try as he might. He just didn't have the drive. He got enough to get by, what more did he need, if not to make William happy?

So this was a great idea. Easy money. A great idea.

At least until they had driven way out in the desert. Cassidy wasn't exactly sure where they were. He hadn't really cared to find out. He was just there to do some heavy lifting, help uncle Ben set up, then get out of his hair. Had gone great so far. Cassidy got to goof off, then he got his cut when uncle Ben was done. Easy money, a road trip, spending time with his uncle. And William was gonna get so happy when he got that gift, whatever it would end up being.

Of course, the trip way out in the desert had been different, hadn't it? There wasn't really anything to see or do out here, and Cassidy had gotten bored while waiting in the car. Why did it had to be that far out in the desert, anyway? The other places had been remote, sure, but not that remote. There had been stuff to do. So he got out of the car. Wandered around a little bit, staying in sight of the car. There was nothing there. Some big Mesa in the distance, but nothing he was gonna try to get to. Too much work. Instead, he returned.

He just had to go looking for some water, and accidentally opening the wrong crate. Oh so very wrong. He knew that uncle Ben was shady. But he never really knew how much. The case was filled with alien weaponry. The kind he had seen back at the Terminus Invasion, just a few weeks ago. It had been horrible, so many hurt and dead, and now uncle Ben was selling the leftovers?

It had been a good idea at the time. Easy work. Earn some money. Make his parents happy. Get William a birthday gift. 

And now Cassidy was staring at his uncle, a gun in Ben's hand. Ben explained how it wasn't personal, how he had always liked Cassidy, but this was business, and business always had to be more important than family. He apologized. Then Cassidy heard three shots being fired, felt three bullets breaking through his chest.

He fell over in the desert. The sand was warm at first, growing warmer as it was soaked with his blood. Uncle Ben and his buyers left soon efter, leaving Cassidy behind.

He did not die quickly. It took hours. Hours of agony, as he slowly felt his life draining from him. Draining into the sand, as he struggled to rise, struggled to leave the desert. All he could see was the Mesa in the distance. He struggled, he fought with a drive that he never believed that he had. He stumbled, he fell. He rose, grasping his blood soaked chest. It was all the he had. His parents, his brother. They would never know what had happened. He would die here, alone. 

And before he even reached the Mesa, Cassidy died, face down in the sand.

He heard voices. Only they weren't voices, were they?

He saw sights. Only, they were not true sights, were they?

He felt things. Only, they were not true feelings, were they?

After all, how could they be? He was dead. And the dead could not hear, see or feel.

He heard voices that spoke of guardians and of justice. Of destroyers and of vengeance. Of innocence and sin. Of power.

He saw warriors that fought to protect the innocent. He saw them fall and rise again. He saw them fall, and another rise in their place. He saw their quest. He saw their lineage. He saw their legacy.

He felt it all. He felt the anger at what had been done to him. He felt longing for his family. He wanted revenge, and yet, what was more, he wanted to make things right.

And the Magic Mesa made him an offer.

Cassidy Collins died in the desert that day. 

And the Dust Devil rose in his place. 

Costume and Appearance

Cassidy has average features, the only somewhat outstanding part of his look being his full beard, which is black, the same as his short hair. He is 5'10'' and has an athletic, somewhat muscular build. He prefers simply clothing, mostly jeans and t-shirts, maybe putting a denim jacket on top.

The Dust Devil is dressed primarily in grey shades, with some black and white. Black shoes, grey, somewhat loose pants and a black belt. A darker grey shirt with a number of white patterns: White shoulders with a white line that connects at Cassidy's solar plexus, a small white stripe on either side of his neck, three small white stripes on his ribs, and a white M-shape on the outside of his lower arm. He wears dark gloves on his hands, tied with straps. Finally, Cassidy wears a dark grey bandana to hide his identity. 

Powers
Cassidy's power is sand. Anything he can do comes from having been revived as a being made of magic sand by the Magic Mesa. Already a dead man walking, he cannot truly die, reviving the next day if someone manages to stop him. He does not need sleep or sustenance, he is not affected by the environment and does not appear to breathe anymore, or be affected by diseases, poison or even age.  More versatile than his predecessor, Cassidy is able to switch his body between being as hard as rock or simply loose sand, depending on his wishes. He can form the sand of his body into weapons, such as swords or a revolver that can shoot bullets made out of sand. Magically enhanced, he posses incredible strength, and can manipulate the sand in his body to allow flight or create localized sandstorms. Cassidy has been known to use his sand form in other ways, including bursts of sand that ripped even stone to shreds, and he might be able to pull off even greater tricks.

All of Cassidy's power comes from the Magic Mesa. As a rather mysterious location that spans time and space, it is unknown what exact limits Cassidy's powers have, and how they will grow as he begins to master them.

Allies

  • John Collins: Cassidy's father, grocery store manager at the Cowboy's Hideout grocery store.
  • Pearl Collins née Hart: Cassidy's mother, teaches at Swingin' Joe's Dance Studio.
  • William 'Billy' Collins: Cassidy's 16 years younger brother, currently in school.

Timeline

2018

Fall

  • August 16th: Cassidy is killed by his uncle, Benjamin Collins, near the Magic Mesa. Hours later, he is revived by the Magic Mesa as the new Dust Devil. He returns hom
  • August 29th: Cassidy debuts as the Dust Devil in Southside, Freedom City, stopping a group of thugs that has been assaulting random people in Southside for the past month. 
  • August 29th -> October 5th: The Dust Devil begins making a name for himself in Southside, righting wrongs, protecting people, stopping drug dealers and the like.
  • October 5th: Wrong Groceries -> Dust, Sand and Smoke -> Sting in the Tail: Wrongfully sent groceries leads Cassidy on a time and space spanning adventure to destroy an addictive leaf that opens the user's mind to influence of ancient gods. Along the way, he teams up with Venomax and punches several Lemurians.

2019

Winter

  • January 4th: Sand and Water: A lead into uncle Ben's location leads to a team up with Tsunami.

Concept & Design Notes

Successor to the official Dust Devil from the Freedom City setting books, containing some of the same elements (killed near the Magic Mesa, sand based powers), but with a different powerset from the original Dust Devil.

While Cassidy's predecessor was not the first guardian of the Magic Mesa, he was the first to be called the Dust Devil, the others having taken other names, thus Cassidy is Dust Devil II and not Dust Devil XIII, or some other number.

The fate of the first Dust Devil will eventually be revealed.

The Cowboy's Hideout has a cowboy riding a tomato soup can as their logo.

Playlist

Shakedown - The Score

Dead Man Walking - WAR*HALL

Champion - Barns Courtney

Roundtable Rival - Lindsey Stirling

Edited by RocketLord

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Changes from 3E version:

Powers

Additional feats and extras added to Pulse Blasters.

Damage power in Extendible Cyberarms has increased level, to meet caps. Accurate 2 added to feats.

Explosive Gravity Wave Discharge split into two powers in the array:  Explosive Gravity Wave Discharge and Gravity Knockdown, for the different effects.

"Neurotoxin Aerosol Dispensers" level lowered from 10 to 6.

Feats

Added Attack Focus [Ranged] 4

 

Cortex
Power Level: 10 (244/244PP)
Unspent Power Points: 0 
Trade-Offs: (Pulse Blasters) -2 Attack / +2 Damage, -3 Defense / +3 Toughness

 

In Brief: Mutated super genius drug lord.

 

Alternate IdentityHenry Todd (Secret)
Birthplace: Emerald City

Residence: Hidden location in Emerald City, normally known simply as the Laboratory.
Base of Operations: Emerald City
Occupation: Drug Lord
Affiliations: The Cartel
Family: Louisa Todd (Mother, deceased)

 

Description:
Age: 36 (DoB: 1982)
Apparent Age: Difficult to tell, due to mutation. Appears to be at least early 40'es.
Gender: Male.
Ethnicity: Caucasian.
Height: 5'4''
Weight: 190 lbs. (most contained in cranium and brain)
Eyes: Black
Hair: None

Cortex is a rail thin man, standing below average height. His face twisted, his body seemingly having little fat or muscle, he would appear just malnourished, if not for his very visible mutation: A gigantic skull and brain, weighing enough to make movement all but impossible for the man, stretching down to almost at his waist. His face appears older than it should be, perhaps from the strain. Without the mechnical support pod he has built for himself, he would have difficulty even moving. He is usually dressed in loose green suit, with a large yellow belt, a yellow harness on his chest, connected to his support pod and yellow boots.

E6JG9f2.png

 

History:

Cortex grew up in Black Pines, a small town south of Emerald City. His mother was a former mental patient, institutionalized after she was found wandering on the highway in a state of hysteria with no memory of who she was or how she had gotten there. The doctors determined that she was pregnant, and at birth little Henry seemed normal. By the age of two, however, his head was already starting to show growth outstripping that of the rest of his body; he was also already reading at a college level and spoke several languages. 

As he continued to grow, so too did his frightening intellect. Louisa Todd (given a first name by a caring nurse and taking her last name from the county hospital that had delivered Henry) tried to provide for and protect her son,
but she was a weak and fragile woman that never recovered from whatever ordeal had placed her on that road the night she was found. She lacked marketable skills and was prone to incapacitating panic attacks. Unable to hold a job for long, she and little Henry stayed in subsidized housing, where her son quickly became the source of amusement and target of ridicule for the neighboring children. He learned quickly and painfully that the world broke down into two fundamental categories of people: victims and victimizers. Henry Todd resolved that he would not remain a victim, no matter what it cost himself or others, especially others.

Early in life, he was exposed to drug dealers, their processes for making drugs, and their business practices… and he observed the respect and fear people showed these men, as well as the money they made. By the age of five he had mastered “kitchen” chemistry to the point where he could produce marketable merchandise using only cheap and legally obtained materials. Effective drugs bought him allies, who sold his drugs in the surrounding area. Money bought him
better material to work with, and connections, both of which he leveraged to make more powerful merchandise. By the age of ten, he had manipulated a number of older teenagers into forming the first of many short-lived gangs used solely to front his product. Where money alone failed to motivate, he supplied drugs; where money and drugs both failed to sway, difficult to trace toxins crippled or eliminated. As he grew older, those who encountered Henry
learned that it was very profitable to work for him, and very dangerous to work against him. 

By his early teens, Henry’s mother had passed away gently in her sleep (with a little assistance) and he had disappeared from social service’s records completely. Todd took the name “Cortex” and used various inventions to portray himself as a “supervillain” simply because such beings held so much sway over certain elements of the criminal underworld. Over the past two decades, he built a sophisticated network of fronts, connections, and distributors so large it became a drug cartel all its own. Despite the fact that Cortex would rather stop designing drugs and instead follow his own interests into more esoteric research (still in the realm of biochemistry and organic engineering), his money and respect are both tied up with the cartel, so he continues to split his time between the two. However, in his mind, he now views the cartel as the source of money for his research, not the goal itself.

 

 

Personality & Motivation:

Henry Todd has no conscience or moral restraint. People and money are both just tools to be used and discarded as needed. As Cortex, Henry doesn’t aspire to world domination or other traditional manias associated with the villainous set. He simply wants to be left alone to pursue his research; however, he knows his kind of research usually provokes some form of interference from those with badges or costumes, and so he makes sure he has the resources and power base to deal with any such obstacles. Cortex is coldly vicious when interfered with or confronted. He doesn’t waste time with games or bluster or other egotistical displays unless he thinks such actions grant him some form of advantage. Though not a coward, Cortex is invested in his own personal safety above all else—he abandons facilities, people, and projects without hesitation if he has to choose between himself and them. He is a patient man and in his estimation, he can always get more ”tools”.

 

Powers & Tactics:

Cortex possesses superhuman intelligence. He can forecast the likely events of the future from current information and work out the past with the same certainty. Telepaths find it difficult to process his thoughts, granting him a degree of resistance to most forms of mental intrusion. His knowledge and mastery of the biological sciences knows few equals, knowledge he uses to develop and sell designer drugs ranging from horribly addictive narcotics to super-soldier treatments. Cortex’s body is highly underdeveloped thanks to his cranial deformity, but the support pod he uses more than compensates as it is capable of protecting him from even most superhuman threats with its offensive and defensive capabilities.

 

Power Descriptions:

Cortex's powers are all ultimately due to his genius. Either the cause of it, or made by it. While his grotesquely oversized brain makse him incredibly intelligent, he has created a support pod to both stabilize him when standing, protect him and aid him in combat. The support pod's most obvious enhancement are the pair of extendible cyberarms, capable of supporting Cortex's weight, fine manipulation and being used in combat. Less obvious are the protective force field that keeps Cortex safe, and the gravitic pulse generator that not only helps keep him upright, but also allows him to fly. The onboard systems include computer and navigation systems, and tools to enhance Cortex's senses, allowing him greater clarity as he works on new drugs. The support pod's weapon systems include pulse blasters, gravity wave discharges and neurotoxin aerosol dispensers.

 

While the exact origin of Cortex's mutation remains unknown, his father might have been involved. Was his mother abducted and experimented on by aliens? Did she escape some secret lab where research on the DNAscent
process was being conducted? Or is he simply a mutation or Terminus Baby? Or something far more sinister in pedigree?

 

Complications:
Disability: Cortex’s grossly overgrown cranium and brain are larger than the rest of his body. He needs artificial support for his head to keep his neck from breaking and would barely be able to crawl without its support.

 

Motivation - Power and Fortune: In the back of Cortex’s mind, he is never very far from the roach-infested countysubsidized housing where he grew up hungry and ridiculed. Power and money are his security blanket and he can never have enough of either. He may find the cartel and its upkeep tedious now, but they are too necessary to discard.

 

Rival - The Labyrinth: Cortex has created many enhancement drugs and cutting edge bio-modification technologies. This has put him into competition with other fronts for the Labyrinth’s DNAscent enterprises. Todd suspects there is more to his competition than is apparent, but is far from piecing together Taurus’s involvement.


Abilities: -2 + 0 + 2 + 20 + 8 + 2 = 30PP
Strength: 8 (-1) / 18 (+4)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 30 (+10)
Wisdom: 18 (+4)
Charisma: 12 (+1)


Combat: 8 + 14 = 22PP
Initiative: +0
Attack: +4 Base, +4 Melee, +8 Ranged (+4 Base, +4 Attack Specialization), +10 Cyberarm Smack (+4 Base, +6 Accurate)
Defense: +7 (+7 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +8
Knockback: -6


Saving Throws: 0 + 0 + 6 = 6PP
Toughness: 13 (+1 Con, +12 [Force Field])
Fortitude: +0 (+0 Con, +0) / Immune
Reflex: +7 (+0 Dex, +7 [Enhanced Reflex Save])
Will: +10 (+4 Wis, +6)


Skills: 200R = 50PP

Bluff 15 (+16)

Computers 15 (+25)

Craft [Chemical] 15 (+25)

Craft [Electronic] 15 (+25)

Craft [Mechanical] 15 (+25)

Diplomacy 9 (+10)

Disable Device 8 (+18)

Intimidation 6 (+7)

Investigation 6 (+16)

Knowledge [Business] 9 (+19)

Knowledge [Life Sciences] 15 (+25)

Knowledge [Physical Sciences] 15 (+25)

Knowledge [Technology] 15 (+25)

Medicine 12 (+16)

Notice 9 (+13)

Profession [Drug Lord] 12 (+16)

Sense Motive 9 (+13)

 


Feats: 27PP

Attack Focus [Ranged] 4

Benefit 1 (Status: Head of drug cartel)

Benefit 3 (Wealth: Multi-millionaire)

Connected

Eidetic Memoery

Equipment 10 (Underground Lair, 3 Abandoned Warehouses)

Inventor

Languages 5 (Japanese, mandarin, Chinese, Russian, Spanish, whatever else needed by GM)

Well-Informed

 

Equipment: 10PP = 50EP 

 

The Laboratory (Headquarters; Underground Lair) (19 EP)

 

 

 

Size: Huge (3 EP)
Toughness: +15 (2 EP)
Features:  (14 EP)
Communications
Computer
Concealed
Defense System
Fire Prevention System
Garage
Holding Cells
Isolated
Laboratory
Library
Living Space
Power System
Security System
Workshop

 

 

Secret Labs in Abandoned Warehouses x3 (Headquarters; Abandoned Warehouse) (10x3EP = 30EP)

 

 

Size: Medium (1 EP)
Toughness: +11 (1 EP)
Features:  (8 EP)
Communications
Computer
Concealed
Garage
Laboratory
Living Space
Power System
Security System



Powers: 19 + 90 = 109PP

Computer-Like Mind 9.5 (Container) [19PP] (Mutation, applies to all powers in Container)

Impervious Will 10 [10PP]

Quickness 10 (Flaws: Mental Only; x1000 normal speed[5PP]

Super-Senses Rank 4 (Postcognition; Flaws: Limited [Requires evidence to study][2PP] 

Super-Senses Rank 4 (Precogntion; Flaws: Limited, [Macro-scale trends][2PP] 

 

Support Pod 22.5 (112/112PP Device; Flaws: Hard-to-lose) [90PP] (Technology, applies to all powers in Device)

Extendible Cyberarms 7 (Container) [15PP]

Damage 6 ("Cyberarm Smack"; Flaws: Limited [Extra Limbs Only]; Feats: Accurate 3, Mighty[7PP]

Elongation 2 (Flaws: Limited [Extra Limbs Only]; 10 feet[1PP] 

Enhanced Strength 10 (Flaws: Limited [Extra Limbs Only][5PP]

Extra Limbs 2 [2PP]

Gravimetric Pulse Generator 7 (Container) [14PP] (Gravity)

Enhanced Reflex Save 7 [7PP]

Flight 2 (Flight Speed 25 mph, 220 ft./rnd[4PP]

Flight 3 (Flaws: Distracting; Flight Speed 250 mph, 2200 ft./rnd) (Stacks with Flight 2) [3PP]

Onboard Systems 2.5 (Container) [5PP] 

Features 2 (Computer, Navigation System[2PP] 

Super-Senses 3 (Analytical Auditory, Analytical Visual, Radio[3PP]

Protective Fields 22 (Container) [54PP] (Kinetic Energy)

Force Field 12 (Extras: Impervious[24PP] 

Immunity 30 (Fortitude Effects; Extras: Linked to Force Field[30PP]

Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 3) [24PP]

BP: Blast 10 ("Explosive Gravity Wave Discharge"; Extras: Area [Burst (50 ft. radius)]) {20/20PP} (Kinetic, Gravity, Impact)

AP: Blast 12 ("Pulse Blasters"; Extras: Secondary Effect 8, Feats: Autofire, Incurable) {20/20PP} (Kinetic, Impact)

APStun 10 ("Gravity Knockdown"; Extras: Alternate Save [Reflex], Area [Burst (50 ft. radius)], Flaws: Daze{20/20PP} (Kinetic, Gravity, Impact)

AP: Stun 6 ("Neurotoxin Aerosol Dispensers"; Extras: Area [Cloud (30 feet diameter)], Feats: Subtle 2) {20/20PP} (Pharmaceutical, Gas)

 

 

Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

10 ft.

DC19 Tou (staged)

Damage

+4

Cyberarm Smack

10 ft.

DC25 Tou (staged)

Damage

+10

Explosive Gravity Wave Discharge

50 ft. radius

DC25 Tou (Staged)

Damage

+8

Pulse Blasters

120 ft.

DC27 Tou (staged) (DC23 secondary effect)

Damage

+8

Gravity Knockdown

50 ft. radius

DC20 Ref (staged)

Dazed

+8

Neurotoxin Aerosol Dispensers

15 ft. radius cloud

DC16 Tou (staged) 

Dazed/Stun/Unconscious 

+8

 

Totals: Abilities (30) + Combat (22) + Saving Throws (6) + Skills (50) + Feats (27) + Powers (109) - Drawbacks (0) = 244/244 Power Points

 

Cortex tends to use criminals that he enhance with his drugs as foot soldiers. While they can be different, these are their common stats.

 

Enhanced Soldier

Power Level: 7 (70/70PP)
Unspent Power Points: 0
Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness

 

Complications:
Drugged Loyality: Addition to the drugs provided by Cortex means that the enhanced soldiers are fanatically loyal to the drug lord.



Abilities: 2 + 2 + 4 + 0 + 0 + 0 = 8PP
Strength:  12 (+1) / 20 (+5)
Dexterity: 12 (+1)
Constitution: 14 (+2) / 22 (+6)
Intelligence: 10 (+10)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 10 + 10 = 20PP
Initiative: +1 (+1 Dex)
Attack: +5 Base, +5 Melee, +5 Ranged
Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +6 / +10
Knockback: -4


Saving Throws: 3 + 4 + 1 = 8PP
Toughness: +9 (+6 Con, +3 [Body Armor])
Fortitude: +9 (+3, +6 Con,)
Reflex: +5 (+4, +1 Dex)
Will: +1 (+1)


Skills: 24R = 6PP

Climb 4 (+9)

Drive 2 (+3)

Intimidation 3 (+3)

Knowledge: Tactics 4 (+4)

Notice 3 (+3)

Profession: Soldier 4 (+4)

Swim 4 (+9)
 


Feats: 12PP

Attack Focus [Ranged] 4

Equipment 7

Fearless

 

Equipment: 7PP = 28EP

  • Assault Rifle (Blast 5) [16EP] (Ballistic damage)
  • Body Armor (Protection 3) [3EP]
  • Assorted other Equipment worth up to 9EP

 


Powers: 16 = 16PP

Chemical Enhancement 8 (Container) [16PP] (Pharmaceutical, Physical)

Enhanced Constitution 8 [8PP]

Enhanced Strength 8 [8PP]

 

DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC20 Tou (staged)

Damage

+5

Assault Rifle

50 ft.

DC20 Tou (staged)

Damage

+9

 

 

Totals: Abilities (8) + Combat (20) + Saving Throws (8) + Skills (6) + Feats (12) + Powers (16) - Drawbacks (0) = 70/70 Power Points

Edited by RocketLord

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Changes from 3E version:

PL (and levels changed accordingly)

Raised from PL11 to PL12.

Powers

Affliction -> Paralyze.

Added Touch of Terror
Skills

Intimidate raised

 

The Terror
Power Level: 12 (263/263PP)
Unspent Power Points: 0
Trade-Offs: (Touch of Terror) -2 Attack / +2 Damage

 

In Brief: Artificial fear spirit created by the Chamber uses bystanders as hosts to spread fear.

 

Alternate Identity: Varies
Birthplace: Varies

Residence: Varies
Base of Operations: Emerald City
Occupation: Varies
Affiliations: None
Family: Varies

 

Description:
Age: Varies
Apparent Age: Varies
Gender: Varies
Ethnicity: Varies
Height: Varies
Weight: Varies
Eyes: Varies, usually glowing white lights
Hair: Varies

Almost everything about the Terror's physical appearance varies by its host: Height, weight, age, gender, hair color, eye color, beard or not, as does it clothing. Typically, the Terror is dressed in old, ragged clothing, often including several layers, making it different to estimate the current Terror's size, though it has on occasion broken this pattern and worn more refined clothing, though it will always cover its entire body, leaving at most the skin on its hands visible. Said skin will usually be a sickly, light yellow color, with dark fingernails. The one constant about the Terror's appearance is that it will always wear a hood of some kind, shrouding the Terror's face in complete darkness, with only its glowing white eyes being visible under the hood. The Terror's entire body always seem to be covered in a dark miasma that makes it difficult to see in the entire area around it.

 

Cd6hwhT.png

 

History:

The being known as “The Terror” is an Emerald City urban legend and media sensation. According to victims and eyewitnesses, a dark-clad figure stalks and corners victims in the city at night, apparently emerging from the city’s underground or sewer system. Victims report lights dimming in the area around them immediately before the attack and a growing sense of fear which becomes paralyzing terror upon spotting the figure swaddled from head to foot in dark, concealing, tattered garments. Initially, sightings of the Terror ended there: victims experienced long moments of utter fear, then the mysterious figure disappeared as quickly as it came, leaving its victims gasping for air and thankful to have escaped. Things progressed, however, until an eyewitness reported a shadowy figure
matching descriptions of the Terror fleeing the scene of a victim left catatonic and unresponsive. Emerald City police have potentially connected the Terror to several unsolved incidents of coma or catatonia in the city. In spite of their best efforts, they have no clear leads: the Terror seems to appear and vanish at will, and conscious victims and witnesses are all too badly shaken by the experience to provide any useful details. Many are concerned the authorities are not doing enough, or that the Terror may be unstoppable, which only increases public concerns and has everyone jumping at the slightest sound or movement out of a dark shadow late at night. Whatever it may be, the Terror has become a force in Emerald City, and it is growing more powerful.

 

In truth, the Terror is a creation of the Chamber that secretly rules Emerald City. Through means known only to themselves, the members of the Chamber was able to create an artificial spirit of fear, created through cultural signifiers that were psionically stapled together. Normally docile and controlled by the Chamber, the fear spirit can be sent to posses an unsuspecting person, turning them into the Terror. The Terror will then run wild, attacking at random, spreading fear throughout Emerald City until the host body burns out. The fear spirit then returns to its masters, waiting for its next host. The perfect tool for those special occasions where the Chamber needs someone out of the way, but murder would look weird. It is, after all, much easier to blame something on a single crazy person that disappears into the night.

 

 

Personality & Motivation:

Virtually nothing is known about the Terror’s personality or motives beyond its stalking behavior. It has never spoken to a victim, so far as anyone knows, nor has it contacted the authorities or the media, as some serial killers do. It seems driven to find new victims to feed on their fear, although some of its earliest survivors have described the Terror as hesitant, perhaps even afraid itself, although it seems to have become bolder over time.

 

The fear spirit that creates the Terror seems to have little in the way of sentience. A beast, it lives to inflict terror and fear on the world around it. Or perhaps it is much more cunning than the Chamber believes, simply biding its time? Only time will tell.
 

 

Powers & Tactics:

The Terror appears to mystically or psychically induce unreasoning fear in anyone who sees it, impairing the victim’s ability to function until complete paralysis sets in. In some cases, victims pushed beyond this point become catatonic or comatose, completely cut off from the outside world. The very presence of the Terror seems to carry a dark aura; lights go dim in its presence and it is difficult to make out details.
Every shadow seems filled with menace. What’s more, the Terror feeds on its victims’ fear, giving it the ability to recover from injury or harm. It is difficult to damage in the first place, being apparently immune to most mortal concerns (like breathing) and virtually invulnerable to counter-attacks from its victims. They report that, even when able to attack the Terror, their efforts seemed utterly ineffective and did nothing to deter it. Any character suffering from the Terror’s Aura of Terror or Intimidation is unable to affect it with damaging attacks, or anything resisted by Toughness. Even if they can, so long as someone within sight feels fear, the Terror quickly recovers.

 

 

Power Descriptions:
All light around the Terror is dimmed, be it natural or artificial, created through powers or technology, creating a sort of dark miasma.. It is immune to a great many concepts that can give its prey trouble, such as breathing. Just seeing the Terror is enough to cause paralyzing fear in a subject. The Terror is strengthened by the fear of its victims, being all but invulnerable to their attacks, while feeding on the fear to regenerate any damage they might manage to cause. Further drawing on the fear it causes, the Terror is able to strike with terrifying power to quickly incapacitate its victims.

 

 

Complications:
Motivation - Inflict Terror: The Terror exists to create—and feed upon—fear. It is driven to seek out and stalk victims.

Outsider: By its very nature, the Terror is an outsider incapable of interaction with society, and apparently with little understanding of people beyond their ability to feed its hunger for fear.

Neverending Nightmare: The Terror is constantly creating fear in all those that surround it. The powers Aura of Terror is constantly active, which makes it difficult for anyone to work alongside the Terror. 


Abilities: 10 + 0 + 10 + 0 + 4 + 10 = 34PP
Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 20 (+5)


Combat: 14 + 18 = 28PP
Initiative: +0
Attack: +7 Base, +7 Melee, +7 Ranged, +11 Unarmed (+7 Base, +4 Attack Specialization)
Defense: +12 (+9 Base, +3 Dodge Focus), +4 Flat-Footed

Grapple: +12
Knockback: -2


Saving Throws: 0 + 10 + 9 = 19PP
Toughness: Immune to attackers that feel fear / +5 (+5 Con)
Fortitude: Immune / +5 (+5 Con)
Reflex: +10 (+0 Dex, +10)
Will: +11 (+2 Wis, +9)


Skills: 68R = 17PP 

Climb 6 (+11)

Intimidation 17 (+22) Skill Mastery 

Notice 8 (+10) Skill Mastery

Sense Motive 15 (+17) Skill Mastery

Stealth 17 (+17)  Skill Mastery

Swim 5 (+10)



Feats: 16PP

Attack Specialization [Unarmed] 2

Chokehold

Distract [Intimidation]

Diehard

Dodge Focus 3

Fascinate [Intimidation]

Fearless

Hide in Plain Sight

Improved Grab

Improved Pin

Move-by Action

Skill Mastery (Intimidation, Notice, Sense Motive, Stealth)

Startle



Powers: 9 + 30 + 40 + 1 + 60 + 5 = 145PP

 

Damage 8 ("Touch of Terror"; Feats: Mighty) [9PP] (Fear, Bludgeoning

 

Immunity 30 ("Beyond Mortal"; Immunity to Fortitude Effects[30PP] (Fear)

 

Immunity 80 ("Invulnerable Terror"; Immunity to Toughness Effects, Flaws: Limited [Subjects feeling fear]) [40PP] (Fear)

 

Environment Control 1 ("Dark Miasma"; Visibility -4) [1PP] (Darkness) 

 

Paralyze 12 ("Aura of Terror"; Extras: Action 3 [Reaction], Area [Perception, Visual], Flaws: Uncontrolled) [60PP] (Fear, Psionic)

 

Regeneration 10 ("Feeds on Fear"; Recovery Bonus 10; Flaws: Source [Fear]) [5PP] (Fear)


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC20 Tou (staged)

Damage

+11

Touch of Terror

Touch

DC28 Tou (staged)

Damage

+11

Aura of Terror

Visual Perception Area

DC22 Will (staged) / DC 22 Reflex for no effect

Slowed/Paralyzed

N/A

 

 

Totals: Abilities (34) + Combat (32) + Saving Throws (19) + Skills (17) + Feats (16) + Powers (145) - Drawbacks (0) = 263/263 Power Point

Edited by RocketLord

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POTENTIAL PLOT HOOKS

- The Quest for the Truthtm: Rebellion searches for the conspiracy that runs Emerald City. His ultimate goal is to dismantle it entirely.

-- Infiltration

-- Open Rebellion

- Family Ties

-- Father vs. Son: Rebellion is brought into direct conflict with his father.

-- Election Campaign: Emma Elder runs for a higher political position. Will Rebellion hinder her or aid her?

-- Big Sister: Elaine has inherited a version of her father's powers, and is being groomed to take his place. Will it stick? Will she be corrupted and become an enemy? Or run away, and become a hero? 

- The Hero's Path: Rebellion learns to be a hero.

-- Hero of the People: Making his presence known to Emerald City.

-- Rebellion vs. Terror: Fighting the Terror. Revenge vs. heroics vs. finding out the truth.

 

NOTES ON ADVANCEMENTS

- Potentially spend PP on Fear Array, to change Emotion Control to Action (Move) (Or Action (Free)) and to get rid of the Full Action flaw on Paralyze

- +1 to Leaping

- +1 Wall Crawling?

- Enhance concealment with some more options

- More Batons things? (maybe eventually move disarm to baton itself instead of power?)

- Device with variable power for various spy devices (enhanced hearing, wiretap, etc.) E.g. Raven III

- Maybe add Benefit [Wealth] to show him getting access to family fortune at some point? Or not, if he rejects it.

- Teleport through shadows?

- computers and bluff ranks?

 

Other music: Help Is On The Way - Rise Against / Ready To Fall - Rise Against / Prayer of the Refugee - Rise Against / Worth Dying For - Rise Against / Behind Closed Doors - Rise Against / Life Less Frightening - Rise Against / Rumors of My Demise Have Been Greatly Exaggerated - Rise Against / A Deep Mentality Dual Mix - Persona 3 Dancing Moon Night / Untravelled Road -Thousand Foot Krutch / I'm Dangerous - The EverLove

 

 

Rebellion
Power Level: 10 (180/180PP)
Unspent Power Points: 0
Trade-Offs: (Baton Throw) +4 Attack / -4 DC, +2 Defense / -2 Toughness

 

In Brief: Former villain in training uses the power of the Terror to seek the truth.

Catchphrase: Boo!

Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch

 

Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity)
Birthplace: Emerald City.

Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms.
Base of Operations: Emerald City.
Occupation: Student.
Affiliations: None.
Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased).

 

Description:
Age: 17 (DoB: 2002 January 1st
).
Gender: Male.
Ethnicity: Caucasian.
Height: 6'1''
Weight: 180 lbs.
Eyes: Hazel
Hair: Blonde

Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors.

As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes.

As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible.

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History:
Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. 

 

Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how.

 

At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point.

 

Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind.

 

That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew.

 

It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it.

 

In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth.

 

By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth.

 

Personality & Motivation:
Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away?

In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any.

As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City.

 

Powers & Tactics:

Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information,  he will make full use of his ability to cause fear in others.

In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage.

With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City.

In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat.

 

Power Descriptions:
Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma.

 

When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. 

Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. 

Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. 

 

Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy.

 

Complications:
KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason.

TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him.

FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble.

TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or 

HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City.

REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble.

WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems.

HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action.


Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP
Strength: 12 (+1) / 16 (+3)
Dexterity: 12 (+1) / 20 (+5)
Constitution: 12 (+1) / 16 (+3)
Intelligence: 16 (+3) / 24 (+7)
Wisdom: 16 (+3)
Charisma: 12 (+1) / 20 (+5)


Combat: 8 + 12 = 20PP
Initiative: +5 (+5 Dex)
Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate)
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Grapple: +5/+7
Knockback: -4


Saving Throws: 4  + 4 + 7 = 15PP
Toughness: +8 (+3 Con, +3 Protection, +2 Defensive Roll)
Fortitude: +7 (+3 Con, +4)
Reflex: +9 (+5 Dex, +4)
Will: +10 (+3 Wis, +7)


Skills: 72R = 18PP 

Disguise 5 (+10, +15 with Morph)Skill Mastery

Gather Information 10 (+15)Skill Mastery

Intimidate 15 (+20)Skill Mastery

Investigate 4 (+11)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Streetwise] 8 (+15)

Notice 9 (+12)

Search 3 (+10)

Stealth 15 (+20)Skill Mastery



Feats: 19PP

Attack Specialization [Batons] 3

Challenge - Improved Feint

Contacts

Defensive Roll 1

Distract [Intimidation]

Dodge Focus 6

Fascinate [Intimidate]

Hide In Plain Sight

Jack-of-All-Trades

Skill Mastery (Disguise, Gather Information, Intimidate, Stealth)

Startle

Well-Informed


Powers: 6 + 32 + 4 + 17 + 29 = 88PP

For Mask descriptor explanation, see the complication TERROR/HERO.

 

Device 2  ("Batons"; 10PP Container; Flaws: Easy-To-Lose) [6PP] (Weapon)

Baton Attack Array 4.5 (9PP Array; Feats: Alternate Power 1[10PP]

BPDamage 7 ("Baton Smack"; Feats: Mighty) [8PP] + Enhanced Feat 1 (Stunning Attack) [1PP] {9/9} (Bludgeoning Damage Type, Training

APDamage 3 ("Baton Throw"; Extras: Range 1 [Ranged], Feats: Accurate 2, Mighty 3, Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {9/9} (Bludgeoning Damage Type, Training

 

Fear Array 15.5 (31PP Array; Feats: Alternate Power 1[32PP] (Emotion, Fear, Mask, Mutation, Psionic)

BPEmotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible{31/31} 

APParalyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action 1 [Full Action], Feats: Reversible{31/31}  

 

Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Mutation)

Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP]

Morph 1 ("Enigmatic Terror"; Broad Group: Humanoid[2PP] 

 

Uncanny Mind 3.4  (17PP Container) [17PP] (Mutation)

Enhanced Ability 16 (Intelligence+8, Charisma+8[16PP] 

Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask)

 

Uncanny Physique 5.8  (29PP Container) [29PP] (Mutation)

Enhanced Ability 16 (Strength+4, Dexterity+8, Constitution+4[16PP]

Leaping 4 (x25 Leaping distance, run 625 ft., stand 325 ft., high 162 ft.[4PP] (Mask)

Protection 3 [3PP]

Super-Movement 3 ("Personal Tactile Telekinesis") (Slow Fall, Trackless, Wall-Crawling at ½ Movement Speed[6PP] (Mask, Psionic) 

 

 

Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC18 Tou (staged)

Damage

+4

Baton Smack

Touch

DC25 Tou (staged)

Damage

+10

Baton Throw

30 ft., max 75 ft.

DC21 Tou (Staged)

Damage

+14

Aura of Terror

Perception

DC20 Will (Staged)

Fear: Shaken, Frightened, Panicking

N/A

Paralyzing Terror

Perception

DC20 Will (staged)

Slowed, Paralyzed

N/A

 

Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (19) + Powers (88) - Drawbacks (0) = 180/180 Power Points

Edited by RocketLord

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The Big Brain
Power Level: 12 (186/186PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind.

 

Alternate Identity: Copernicus Oliver (Secret)
Birthplace: London, United Kingdom

Residence: Secret location, Emerald City
Base of Operations: Emerald City
Occupation: Criminal Mastermind, Head of F.O.E.
Affiliations: The Chamber, F.O.E.
Family: Unknown mother and father, deceased.

 

Description:
Age: 68 (DoB: 1950)
Apparent Age: Difficult to tell, due to atrophied body and giant brain.
Gender: Male
Ethnicity: Caucasian.
Height: 5'6''
Weight: 260 lbs., with at least 90% of body weight coming from his brain
Eyes: Unknown
Hair: None

Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system.

7xPlY7i.png

 

History:
In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. 

 

When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had.

 

The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings.

 

F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world!

 

Personality & Motivation:

The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities.

 

Powers & Tactics:

The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless.

 

Power Descriptions:

All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds.

 

Complications:
Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power.

 

Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet.



Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP
Strength: 8 (-1)
Dexterity: 6 (-2)
Constitution: 10 (+0)
Intelligence: 30 (+10)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 0 + 0 = 0PP
Initiative: +14 (+10 Int, +4 Improved Initiative)
Attack: +0 base
Defense: +0 base

Grapple: -1
Knockback: -0 / -10 for Remote Sensing


Saving Throws: 6 + 0 + 16 = 22PP
Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12)
Fortitude: +6 (+0 Con, +6)
Reflex: -2 (-2 Dex, +0)
Will: +18 (+2 Wis, +16)


Skills: 80R = 20PP

Bluff 12 (+15)

Diplomacy 15 (+18)

Intimidation 15 (+18) 

Knowledge [Civics] 8 (+18)

Knowledge [Streetwise] 6 (+16)

Knowledge [Tactics] 9 (+19)

Notice 15 (+17)



Feats: 4PP

Eidetic Memory

Jack-Of-All-Trades

Speed of Thought

Ultimate Effort (Will Saves)


Powers: 11 + 51 + 54 = 116PP

 

All powers have the Psionic/Mental and Mutation descriptors

 

Mental Prowess 5.5 (11PP Container) [11PP]

Enhanced Feat 1 (Improved Initiative) [1PP]

Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] 

Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)[8PP]

 

Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3[51PP]

BPBlast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP}

APMind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective{45/48PP} 

APMind Control 12 ("Mental Domination" Extras: Conscious{36/48PP}

APMind Reading 12 ("Mind Probe"; Extras: Sensory Link{24/48PP} 

 

Telepathic Presence 27 (54PP Container ) [54PP]

Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective)  (Mental Communication, Worldwide Range) [19PP] 

Big Brain Is Watching (Linked) [33PP]

ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP]

Feature 1 (Projected Image of Giant Brain[1PP]

Protection 12 (Flaws: Limited [only applies to Feedback to ESP][6PP]




Drawbacks: (-0) + (-0) = -0PP

 


DC Block

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC14 Tou (staged)

Damage

+0

Mind Probe

Perception

DC22 Will (staged)

Can read surface thoughts

N/A

Mental Blast

Perception

DC27 Will (Staged)

Mental Damage

N/A

Mental Domination

Perception

DC22 Will (staged)

Mind Control

N/A

Mass Mental Domination

Perception

DC19 Will (staged) / DC19 Reflex Save for DC

Mind Control

N/A

 

 

 

Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points

Edited by RocketLord

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Actual body type: Big, strong woman, not blonde 5'7''

Maybe metallic skin? Showing signs of age: Rust, locking up

Keeps her supposed looks through villain disguise? Hologram? Big Brain working wonders?

 

The Iron Matron
Power Level: 10 (163/163PP)
Unspent Power Points: 0 
Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness

 

In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain.

 

Alternate Identity: Natalie Nelson (Secret)
Birthplace: Columbus, Ohio

Residence: Secret location, Emerald City
Base of Operations: Emerald City
Occupation: Caretaker and bodyguard of the Big Brain
Affiliations: The Big Brain, (formerly) SHADOW
Family: Unknown mother and father, deceased.

 

Description:
Age: 55 (DoB: 1963)
Gender: Female
Ethnicity: Caucasian
Height: 5'7'' (projected image) / 6'4''
Weight: 150 lbs. (projected image) / 350 lbs.
Eyes: Blue
Hair: Blonde

At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask.

This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat.

7xPlY7i.png

 

History

Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. 

 

The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain.

 

Personality & Motivation

The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. 

 

Powers & Tactics:
The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them.

 

Power Descriptions:

As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron.

 

Complications

Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe.
Relationship: The Iron Matron is intensely loyal to the Big Brain.

Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch.

Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise.


Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 12 (+1)


Combat: 10 + 16 = 26PP
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization)
Defense: +8 (+8 Base), +4 Flat-Footed

Grapple: +7
Knockback: -6


Saving Throws: 6 + 8 + 4 = 20PP
Toughness: +12 (+4 Con, +8 [Impervious Protection])
Fortitude: +10 (+4 Con, +6)
Reflex: +12 (+4 Dex, +8)
Will: +4 (+0 Wis, +4)


Skills: 132R = 33PP

Acrobatics 12 (+16)

Bluff 18 (+19)

Climb 9 (+11)

Disguise 18 (+19)

Drive 6 (+10)

Medicine 9 (+11)

Profession [Assassin] 9 (+9)

Notice 12 (+12)

Pilot 6 (+10)

Sleight of Hand 12 (+16)

Stealth 12 (+16)

Swim 9 (+13)



Feats: 29PP
Accurate Attack

Agile Bluff

All-Out Attack

Attack Focus [Melee] 1

Attack Focus [Ranged] 6

Attack Specialization [Unarmed] 4

Benefit 1 (Cipher)

Chokehold

Equipment 3

Fearless

Improved Initiative

Improved Trip

Instant Up

Interpose

Power Attack

Quick Draw

Seize Initiative

Takedown 2

 

 

Equipment: 3PP = 15EP

  • Heavy Pistol (Blast 4) [8EP]
  • Knife (Damage 1 w. Mighty, Improved Critical) [3EP]
  • Holographic Disguise Device (Illusion 1 [Visual]  w. Duration 2, Limited [Human forms only]) [3EP]



Powers: 16 + 16 = 32PP

 

Impervious Protection 8 ("Body Like Iron"; Extras: Impervious[16PP] (descriptors)

 

Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1[16PP] (descriptors)

BPFists Like Iron Rank (Linked) [15PP] (descriptors) {15/15PP}

Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty[10PP]

Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break[5PP]

APDeflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP}


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+14

Knife

Touch

DC18 Tou (staged)

Damage

+6, Crit 19-20

Heavy Pistol

40 ft.

DC19 Tou (staged)

Damage

+11

Fists Like Iron

Touch

DC21 Tou (staged), Penetrating 5

Damage

+14

 

Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points

 

Edited by RocketLord

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Space chinchilla with gravity powers.

Generally adorable, highly destructive.

 

BACKGROUND:

Ancient Praetorian, unfrozen with the rest of them. Background until now.

A big, revered hero on his homeworld. Not really taking seriously outside it because of race/looks

 

 

Scientist Medic caught in an experiment, turned homeworld hero turned Praetorian.

Hardened warrior, but looks adorable and hard to take serious

 

As for joining, you could say the chinchilla hero was one of the ancient Praetorians forzen by the Curator.  If that were the case, most likely his species and world would have been part of the Deleztri Empire.

 

Advancement

Get All-Out Attack, Power Attack feats

Increase Gravity Control array, ESPECIALLY Gravity Control.

 

Trip (Extra: Area [Burst], Knockback, Reversed [Knocked towards centre rather than away]. Flaw: Range)

 

Orbit
Power Level: 12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: -3 Defense / +3 Toughness

 

In Brief: High powered gravity controlling hero, who just happens to look like an overgrown chinchilla.

Catchphrase: "Ready to go orbital?"

Theme: Higher - The Score

 

Alternate Identity: Tenji of the Stargazer Clan aka Tenji Stargazer (Public)
Birthplace: Chillia II

Base of Operations: Space
Occupation: Praetorian, former Doctor
Affiliations: Praetorians, Delzatri Empire
Family: None still alive

 

Description:
Age: 36 (DoB: Over 2000 years ago)
Gender: Male
Ethnicity: Chillian
Height: 3'3''
Weight: 50 lbs.
Eyes: Hazel
Hair: Light brown

A rodent of an unusual size, Tenji looks very much like a 3'3'' chinchilla from Earth with light brown fur. He has big hazel eyes and a snout with white whiskers. His large ears are on the side of his head, covered in a thin layer of fur. While Tenji appears to have an impressive girth, it is in fact his very thick fur, and he is indeed of average weight for a Chillian. He appears to have short arms and legs, though as with most of his body, it is hidden behind his fur. Fine fingers at the end of his arms allow for fine motor control. He has a long bushy tail. While he can move on just his hindlegs, he will often move on all fur while running.

Tenji, and indeed all Chillians, rarely wear clothing, as their thick fur protects them from both cold and hot weather. He has been known to wear formal clothing, spacesuits or other clothes as necessary, or if someone has taken offense to his normal lack of clothing.

When Tenji uses his powers, his fur changes color, becoming a swirling mass of blue hues, black and white, with white energies dancing around him, several spirals of the colors moving around his body. His eyes become completely black, in stark contrast to his usual appearance. White energy seems to float freely off his body.

hjVqfVF.png

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

Tenji was born more than 2000 years ago, on the peaceful world of Chillia II, part of the Delaztri Empire. Chillia II was a peaceful planet, where the Chillians, who seemed to have evolved from a species of common rodents, lived in harmony with nature around them, even as members of the species had begun to make advances. One such advance was the Gravity Field Manipulator. In theory, the manipulator would be able to control gravity on a localized scale, allowing the Chillians to 

 

 

Personality & Motivation:
Tenji of the Stargazer Clan used to be a timid sort. Now, after having spent years in the past as a Praetorian, that is no longer a character flaw. Tenji has seen and done much in his time, and he lets this experience show. Calm and collected, he tries to be a voice of reason when in a situation with more extreme characters. He regularly offers check ups to his fellow Praetorians, though his bedside manner can be lacking. He has little patience for nonsense, and has little patience for those that fail to take him seriously due to his appearance and species. Tenji is deeply conflicted about his status on Chillia II, as a supposedly ancient, almost god-like hero, which contradicts greatly with how he sees himself. As a result, he rarely spends time on his home planet, prefering to stay with the Praetorians instead. With years of experience as a Praetorian, he is often a voice of reason, focused on protecting the civilian population in any conflict, though not necessarily any buildings or infrastructure. Still a doctor at heart, preserving life is his highest priority, even if he is also willing to end it, should it prove necessary, though it is never an easy choice.

 

 

Powers & Tactics:
Tenji prefers to use his powers at a range, staying out his opponents' range if at all possible. His main focus in combat is to keep his allies and civilians safe, whether through defensive fields or disabling opponents with gravity fields. His go-to attack seems to be sending non-fliers hurling towards the sky, while sending fliers straight into the ground. 

 

 

Power Descriptions:
Tenji's Chillian physiology accounts for his small size, strong senses, strong leaping ability, and a thick fur that acts as natural protection. Every Chillian shares these traits. What is unusual is Tenji's ability to manipulate gravity itself, which manifests as swirling white and blue energies, ranging from almost white to almost black in shade, which also manifests in his fur, as he takes on his Gravity Master form, the result of catastrophic result of the Gravimetric Field Manipulator's first activation. While most caught in the explosion was instantly killed, Tenji and one other Chillian was granted the ability to instead manipulate gravity itself.

Tenji's powers allow him to create areas of extremely high or low gravity, essentially crushing his targets or sending them flying into the atmosphere. By applying the same principle on a smaller scale, Tenji is able to create areas of high or low gravity, hindering his opponents or helping his allies, as he deems necessary. He also posses control fine enough to create a blast of gravity strong enough to hurt most enemies. By applying even finer control, he is able to create an effect much like telekinesis, by applying minute changes in gravity. Defensively, Tenji is able to create fields of concentrated gravity effects around himself and others to protect them from harm, and create a combination of high and low gravity to fly. While he can apply the latter effect to others as well as himself, the greater control required means that multi person flight will be much slower.

 

Complications:
Adorable: Tenji is a doctor and an experienced warrior. He is revered as an almost divine hero on his home planet Chillia II, and yet, he just looks so adorable, which often makes it difficult for others to take him seriously, frustrating Tenji gratly.

 

Frozen Time: Tenji is very much a Chillian out of time. In his time, Chillia II was a veritable paradise, where the Chillians lived in peace with nature. In the time since his return, he has discovered that Chillia II has changed greatly in his absence, instead becoming a technological wonder world. He is rather disturbed by these stark changes.

 

Praetorian: Tenji is a Praetorian, released from suspended animation into a strange future. While some still believe in the Praetorians as heroes, other see them as conquerors and villains. 

 

Ancient Hero: Tenji is revered as an ancient hero on his home world Chillia II, with much of his true story being lost to the passage of time. Statues, books, comics, movies: It is all there, and yet much of it is so wrong. Most Chillians are honored to meet him, others are disappointed once they get to truly know him. It is a complicated thing, and Tenji rarely spends time on Chillia II as a result.

 

Doctor & Warrior: Still a doctor at heart, Tenji will often find himself torn between stopping an enemy or tending to the wounded.

 

Old Enemies: Back before Tenji and the rest of the Praetorians were put in stasis, he would often clash with Doctor Quark, a Chillian super villain with powers similar to his own, granted by the same accident that empowered Tenji. Somehow, Doctor Quark has survived to the present day. Whether he is still foe, or now friend, remains to be seen.


Abilities: 0 + 8 + 4 + 6 + 10 + 6 = 34PP
Strength: 10 (+0) / 6 (-2) [
Small Size]
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 20 (+5)
Charisma: 16 (+3)


Combat: 10 + 8 = 18PP
Initiative: +8 (+4 Dexterity, +4 Improved Initiative)
Attack: +5 Base, +6 Melee (+5 Base, +1 Small Size), +6 Ranged (+5 Base, +1 Small Size), +12 Gravity Control Array (+5 Base, +1 Small Size, +6 Attack Specialization)

Defense: +9 (+4 Base, +5 Dodge Focus, +1 Small Size), +3 Flat-Footed (+2 Base, +1 Small Size)

Grapple: -1 (+5 Attack, -2 Strength, -4 Small Size) / +17 (+5 Attack, +12 Telekinesis)
Knockback: -1 / -7 (w. Force Field)


Saving Throws: 5 + 6 + 5 = 16PP
Toughness: +3 (+2 Con, +2 Protection, -1 Small Size) / +15 (+2 Con, +2 Protection, -1 Small Size, +12 Force Field)
Fortitude: +7 (+2 Con, +5)
Reflex: +9 (+3 Dex, +6)
Will: +10 (+5 Wis, +5)


Skills: 48R = 12PP

Bluff 0 (+3, +7Attractive [Cute])

Concentration 10 (+15)

Diplomacy 7 (+10, +14Attractive [Cute])

Intimidation 0 (+3, +1Small Size)

Knowledge [Physical Sciences] 7 (+10)

Languages 4 (Chillian (native); Delaztri, Galstandard, Lor, Grue)

Medicine 10 (+15)

Notice 5 (+10)

Sense Motive 5 (+10)

Stealth 0 (+4, +8Small Size)



Feats: 14PP

Attractive [Cute]

Attack Specialization [Gravity Control Array] 3

Dodge Focus 5

Equipment 2

Improved Initiative 1

Jack-Of-All-Trades

Precise Shot 1

 

Equipment: 2PP = 10EP

Space Suit (Immunity [Life Support]) [9EP]

Commlink [1EP]



Powers: 13 + 73 = 86PP

 

Chillian Physiology 2.6 (13PP Passive Container) [13PP] (Alien, Genetic)

Leaping 4 ("Strong Legs"[4PP] 

Protection 2 ("Thick Fur"[2PP] 

Shrinking 4 ("Small Size"; Small Size, Flaws: Permanent[2PP] 

Super-Senses 3 ("Big Ears"; Accurate Extended Hearing) [3PP]

Super-Senses 2 ("Nocturnal Roots"; Darkvision) [2PP]

 

Alternate Form 14.6 ("Gravity Master Form": 73PP Alternate Form.) [73PP] (Gravity, Mutation)

Enhanced Feat 3 (Environmental Adaption [High Gravity], Environmental Adaption [Low Gravity], Environmental Adaption [Zero Gravity][3PP] 

Gravity Control Array 13 (26PP Array; Feats: Alternate Power 4[30PP] (Gravity)

BPMove Object 13 ("Gravity Control"; Extras: Area [Burst], Flaws: Limited [Only up and down](Effective Strength 65) (Gravity Control) {26/26} 

APBlast 12 ("Gravimetric Blast"; Feats: Knockback 2{26/26}

APEnvironmental Control 6 ("High Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed-5ft., Carry Capacity x½, Climb Check -10, -10 Strength for Jumping, -2 Attack Roll, 1½ Fall Damage) {24/26}

APEnvironmental Control 6 ("Low Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed+5ft., Carry Capacity x2, Climb Check +10, +20 Strength for Jumping, -2 Attack Roll, ½ Fall Damage) {24/26} 

APTelekinesis 12 ("Fine Control"; Feats: Precise) (Effective Strength 60{25/26} 

Gravity Defense Array 12 (24PP Array; Feats: Alternate Power 1[25PP] (Gravity)

BPForce Field 12 ("Gravimetric Field"; Extras: Impervious{24/24} 

APForce Field 7 ("Projected Gravimetric Field"; Extras: Affects Others, Ranged 1 [Ranged], Feats: Progression 3 [Subjects: 10]{24/24} 

Gravity Movement Array 7 (14PP Array; Feats: Alternate Power 1[15PP] (Gravity)

BPFlight 7 ("Gravimetric Flight") (1,000 MPH / 8800 ft./rnd{14/14}

APFlight 3 ("Assisted Gravimetric Flight"; Extras: Affects Others, Area [Burst], Feats: Selective) (50 MPH / 440 ft./rnd{13/14}

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC13 Tou (staged)

Damage

+6

Gravity Control

130 ft., Area 65 ft. radius

DC23 Ref (staged)

Grapple initiated

+18 (Grapple)

Gravimetric Blast

120 ft. 

DC27 Tou (staged) 

Damage 

+12 

Telekinesis - Grapple

120 ft. 

-

Grapple initiated

+12 (attack) / +17 (Grapple)

Telekinesis - Throw Object

120 ft. 

DC27 Tou (staged) 

Damage

+12

 

Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (12) + Feats (14) + Powers (86) - Drawbacks (0) = 180/180 Power Points

Edited by RocketLord

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CEO of MarsTech, a villain behind the scenes, but very popular in public.

More modern Lex Luthor.

His Commander suit is gathering mothballs in his basement and slowly becoming sentinent.

 

I'm debating whether to make Mars more of a public corporate leader type, like the type where the boss is everyone's friend or so, or the more withdrawn boss, ala modern Lex Luthor. Thinking of leaning more towards the former
Yeah, I like bubbly, photogenic matured Max Lord.
Genuinely beloved by all for being such a great guy who would never sell them out to criminal masterminds.
everyone loves him, and he is genuinely a nice guy
he's just also a super villain that secretly rules the city with an iron fist with his conspiracy of likeminded individuals
I mean, he can be ruthless, but I see him as the one saying "But do we REALLY need to turn the Terror loose right now?"

 

Maximillian Mars
Power Level: 11 (166/166PP)
Unspent Power Points: 0
Trade-Offs: Under caps.

 

In Brief: Super genius super villain that has mothballed his armor to lead a succesful technology corporation, hiding his ongoing villainy behind a popular reputation

 

Alternate IdentityThe Commander (Secret, former)
Birthplace: Emerald City.

Residence: Riverfront, Emerald City.
Base of Operations: MarsTech Headquarters, River Front, Emerald City
Occupation: Head of MarsTech, Criminal mastermind
Affiliations: MarsTech, the Chamber
Family: None known

 

Description:
Age: 55 (DoB: 1964)
Gender: Male
Ethnicity: Caucasian
Height: 6'
Weight: 170 lbs.
Eyes: Green
Hair: Light brown, greying at the temples

Always dressed in tailored suits from London, Maximillian Mars always looks his best. A bright smile on his lips, a gleam in his green eyes, his hair and beard immaculate, he simply looks perfect, even as wrinkles are beginning to show on his face. 

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History:

Once, there was a super villain known as the Commander. He wore a high tech armor, filled with alien technology that he had stumbled upon and reverse engineered as a young man. He wanted power, he wanted riches. He fought the Centurion on several occasions. He was foiled by the Freedom League. Under the Moore Administration, he fought FORCE Ops on several occasions. His ever evolving armor meant that any encounter would mean something new. Never employing the same trick twice, he was a persistent foe. While he was defeated, he always managed to escape, and his identity remained a secret.

 

And then the Terminus Invasion happened. Surprising even himself, the Commander fought side by side with the heroes, even aiding his hated foe the Centurion against Omega. After the Terminus Invasion, the Commander disappeared. Most believed that he had died. Few claimed to have seen him in the years since, but it was never confirmed. It was all just rumors.

 

Years later, the company known as MarsTech appeared. Seemingly out of the blue, the MarsTech brand became synonymous with high tech user friendly technology. The popular Deimos laptop! The Phobos operating system! Stylized and cheap smart phones! They seemed to be ahead of the competition in every regard. Research in the history of the company showed it as a simple start up, all the work of a single man. Working for hire, the founder would eventually create a juggernaut of technological advances that would take the world by storm.

 

That man, that founder, was Maximillian Mars. Inviting the world into his life as the chief designer, creator and director of MarsTech, he would only continue to grow on popularity, as he raised his company to even greater heights in his native Emerald City. He was a man of the people, a friend to every employee, he offered benefits and great pay, paid insurance for all of his employees: In short, the man of the year for all years.

 

And of course, he was also once the Commander, and even now, he was a member of the Chamber, the organization that rules Emerald City from the shadows, supplying his technological expertise and businesses to their goals. The Commander armor left in storage, he now had more power than ever before.

 

Maximillian Mars might be a lighter shade of black than his compatriots in the Chamber, and almost a hero to the people of the world, but make no mistake: At heart, he is still a villain, and his ultimate goal remains: Nothing less than world domination. 

 

Personality & Motivation:
Maximillian Mars is a genius and a visionary. Even as the mastermind behind MarsTech, and the creator of the vast majority of their technologies and advances, he is friendly and affable. He knows the name and history of every employee, he eats lunch with the janitors every other week, if his time permits. He genuinely cares about his employees, and does his best to keep the them safe from machinations of the Chamber.

Still, Maximillian is a super villain, even if he no longer wears the colorful armor of the Commander. He has a ruthless side, having masterminded several of the Chamber's plans, and even if he is the voice that will advocate keeping innocents safe, he is more than willing to go through with anything, if it means furthering his own goals.

 

His ultimate goal? To rule everything. Emerald City is just the start, the testing phase of his plans for the world. After all, Maximillian Mars is a nice man, but he also knows that he is a genius, and he really do know better than everyone else.

 

Powers & Tactics:
Maximillian will rarely, if ever, directly confront others in combat. Those days are simply behind him, and he would much rather play mind games, or, if it comes to it, send henchmen, mercenaries or even MarsTech security to deal with any potential trouble. He keeps his involvement in any scheme a secret, perhaps even more so than the rest of the Chamber.

 

Power Descriptions:

Maximillian posses no overt super powers, but he incredibly intelligent, able to process knowledge much faster than the vast majority of humanity. His Commander armor is currently in storage, but can be used if necessary.

 

Complications:
Better a Villain than Bored: Maximillian wants fame and riches. He wants everyone to respect him, and he has achieved all that. Legally, too. So why do he is he still a member of the Chamber? Why do he still manipulate Emerald City, if he does not always need to? Simple: Boredom. What better way to fall into a lull?

The Commander: The stock of MarsTech would surely drop should Maximillian's true nature as a villain and a member of the Chamber come to light. 
MarsTech: Maximillian genuinely cares about his employees at MarsTech.

Abilities: 4 + 2 + 6 + 20 + 8 + 8 = 48PP
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 30 (+10)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 8 + 18 = 24PP
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged, +12 Commander Suit Weapons (+4 Base, +8 Attack Specialization)
Defense: +9 (+9 Base,), +4 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 5 + 8 + 9 = 22PP
Toughness: +5 (+3 Con, +2 Undercover Shirt)
Fortitude: +8 (+3 Con, +5)
Reflex: +9 (+1 Dex, +8)
Will: +13 (+4 Wis, +9)


Skills: 168R = 42PP
Bluff 15 (+19)

Climb 6 (+8)

Craft [Electronic] 15 (+25)Skill Mastery

Craft [Mechanical] 15 (+25)Skill Mastery

Diplomacy 12 (+16)

Drive 6 (+7)

Intimidation 12 (+16)

Investigation 6 (+16)

Knowledge [Business] 12 (+22)Skill Mastery

Knowledge [Life Sciences] 6 (+16)Note: Focused on superhumans

Knowledge [Physical Sciences] 15 (+25)Skill Mastery

Medicine 3 (+7)

Notice 12 (+16)

Pilot 6 (+7)

Profession [Criminal Mastermind] 9 (+13)

Sense Motive 12 (+16)

Swim 6 (+8)



Feats: 27PP

Attack Focus [Melee] 6

Attack Specialization [Commander Suit] 8

Benefit 3 (Wealth)

Benefit 1 (CEO of MarsTech)

Connected

Contacts

Distract (Bluff)

Equipment 1

Fascinate (Bluff)

Improved Initiative

Inventor

Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Bsuiness], Knowledge [Physical Sciences])

Well-Informed

 

 

Equipment: 1PP = 5EP

  • Undercover Shirt (Protection 2, subtle) [3EP]
  • Smartphone



Powers: 3 = 3PP

 

Quickness 6 (Descriptive Name; Flaws: Limited [Mental tasks only][3PP] (descriptors)


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+10

 

Totals: Abilities (48) + Combat (24) + Saving Throws (22) + Skills (42) + Feats (27) + Powers (3) - Drawbacks (0) = 166/166 Power Points

Edited by RocketLord

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Yes, I'd like Takazumi to be the one most invested in preserving the normal façade of Emerald City in general and Jadetown in particular, with his yakuza having the unofficial role of transporting out or killing unwanted supecriminals. Also a bit about trying to protect his terrible son and daughter from others in the Chamber who want to exploit his hunger for powers and her visionary gifts, respectively.

 

Steel Shogun
Power Level: 12 (200/200PP)
Unspent Power Points: 0
Trade-Offs: (Katana) +1 Attack / -1 Damage, -2 Defense / +2 Toughness 

 

In Brief: 1-2 sentences which sum up the whole character.

 

Alternate Identity: Takazumi Kaneda ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: Little Osaka, Emerald City (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation: Oyabun of the Takazumi-gumi
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

Takazumi Kenada is an attractive 45-year-old Japanese man. He is 5’7” with a strong build, black hair and brown eyes. He wears well-crafted Japanese business suits, Italian shoes, and expensive silk ties. As the Steel Shogun, Kaneda is 6’7” tall and appears to be made from a silvery-grey metal. He wears a suit of light metal armor designed to resemble that of a traditional samurai, and he wields a katana and a wakazashi. His voice in this form is deeper, with a hollow quality, almost as if it were coming from a deep well.

0HWCxJW.png

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

Takazumi Kaneda, the boy who would one day become the Steel Shogun, was the son of Takazumi Tetsuo, the Oyuban of the Takazumi-gumi—a Yakuza clan based out of Little Osaka in Emerald City. To have his son raised traditionally, Tetsuo sent him to Japan to be fostered by his uncle, the Oyabun of his own Yakuza clan. He was to be given the best education Japan could provide, including the ancient art of wielding the sacred katana. He became an active member of his uncles’ clan when he turned 16, but with the strict understanding that he would return to Emerald City at his father’s command to take control of the ‘family business’ in America. Kaneda rose through the Yakuza ranks buoyed, not by his birthright, but by his intelligence and skill. He proved to be an insightful member of the organization who commanded not only the loyalty but the love of the men below him due to his willingness to lead them directly and not from behind the safety of a desk. It was this very trait that very nearly led to Kaneda’s undoing. What seemed like a simple trade of smuggled weapons for drugs in an abandoned warehouse on an isolated dock proved to be a police set-up. Kaneda and his footsoldiers became embroiled in a gun fight. He knew the only way out was to ensure every one of the police officers was killed with no witnesses left standing. What neither the police nor Kaneda realized was that the warehouse had not been completely emptied of the barrels stored there. The hail of bullets ruptured the barrels and caused the chemicals to spill and ignite, resulting in a huge explosion, destroying the warehouse completely and setting fire to the surrounding area in a blaze that burned for a week. While most of the police and footsoldiers were killed instantly, Kaneda was flung free of the warehouse and landed on a rusting ocean freighter moored on the dock. Covered in burning chemicals, Kaneda’s skin melted and bubbled until he succumbed to the pain and passed out. When he regained consciousness, Kaneda at first thought that the chemical fire had fused his body to the freighter. Panicked, he tried to pull himself free but realized his body had not fused with the metal plates of the deck, but had instead become some sort of organic steel. He found his new body did not detrimentally affect the way he moved, and in fact he was far stronger and more resistant to injury than before. A small amount of experimentation revealed he could revert back to his normal flesh and blood form with just a thought, enabling him to hide his new-found ability until he wished to reveal it. Returning to his uncle, Kaneda continued to serve the clan and rose through the ranks. He used his new powers to act as an enforcer and special operative of the clan. The day finally came when was called back to America by his family; his father was gravely ill, and it was time to return to Emerald City to begin the process of assuming leadership of Takazumi-gumi. Kaneda stepped into the position of Oyuban with no opposition from his father’s men, and quickly earned their respect and admiration as a powerful and resourceful leader.

 

Personality & Motivation:
(Describe why they do what they do here.)

Kaneda is ruthless and focused. His upbringing was steeped in the customs and rituals of his homeland and he grew up understanding the demands of honor, face, and respect. He is confident with a clear and commanding voice and gives the impression he isn’t used to being ignored or disobeyed.

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

Kaneda is able to transform himself into “organic” steel, which vastly increases his strength and toughness, but also makes him denser and slower. He is a skilled martial artist, but prefers to fight with a katana.

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Honor: Steel Shogun is, ultimately, a man of honor. He does what he is honor-bound to do and expects the same from the people under him. He doesn’t understand those who feel differently and is often surprised by betrayals, major and minor.
Motivation—Responsibility: Steel Shogun is the head of a family and he takes his responsibility to his family members seriously.

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 8 + 8 + 8 + 6 + 4 + 4 = 38PP
Strength: 18 (+4) / 26 (+8) w. Metal Body
Dexterity: 18 (+4)
Constitution: 18 (+4) / 30 (+10) w. Metal Body
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+4)


Combat: 20 + 20 = 40PP
Initiative: +12 (+4 Dex, +8 Improved Initiative)
Attack: +10 Base, +13 Melee (+10 Base, +3 Attack Focus), +10 Ranged
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 4 + 8 + 10 = 22PP
Toughness: +6 (+4 Con, +2 Defensive Roll) / +14 (+10 Con, +2 Density, +2 Defensive Roll) w. Metal Body
Fortitude: +8 (+4 Con, +4) / +14 (+10 Con, +4) w. Metal Body
Reflex: 12 (+4 Dex, +8)
Will: +12 (+2 Wis, +10)


Skills: 108R = 27PP
Acrobatics 9 (+13)

Climb 10 (+14/+18)

Diplomacy 6 (+10)

Intimidation 15 (+19)

Knowledge [History] 8 (+11)

Knowledge [Streetwise] 10 (+13)

Language 1 (English, Native Japanese)

Notice 9 (+11)

Profession [Criminal] 15 (+17)

Sense Motive 9 (+11)

Stealth 6 (+10)

Swim 10 (+14/+18)



Feats: 32PP
Accurate Attack

All-out Attack

Assessment

Attack Focus 3 [Melee]

Benefit 2 (Crime Lord)

Benefit 3 (Multi-millionaire)

Connected

Contacts

Defensive Roll 1

Equipment 2

Improved Defense

Improved Disarm

Improved Grapple

Improved Initiative 2

Improved Pin

Improved Sunder

Improved Trip

Instant Up

Power Attack

Quick Draw

Startle

Takedown Attack

Trance

Uncanny Dodge

Weapon Break

Well-informed

 

Equipment: 2PP = 10EP

  • Katana (Damage 3 [Feats: Mighty] + Enhanced trait 2 [Improved Critical 2]) [6EP]



Powers: 41 = 41PP

 

Alternate Form 8.2 ("Metal Body"; 41PP Alternate Form[41PP] (descriptors)

  • Density 4 (Strength +8, Toughness +2, Impervious Toughness +2, Immovable 1, Super-Strength 1, Mass x3[12PP]
  • Enhanced Constitution 12 [12PP] 
  • Immunity 9 (Options: Life Support[9PP] 
  • Impervious Toughness 10 [8PP] 



Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC19 Tou (staged)

Damage

+13

Metal Body: Unarmed

Touch

DC23 Tou (staged)

Damage

+13

Katana

Touch

DC22 Tou (staged)

Damage

+13

Metal Body: Katana

Touch

DC26 Tou (staged)

Damage

+13

 

Totals: Abilities (38) + Combat (40) + Saving Throws (22) + Skills (27) + Feats (32) + Powers (41) - Drawbacks (0) = 200/200 Power Points

Edited by RocketLord

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I kind of want to make CCC into the just axe-crazy one of the bunch
constantly advocates culling whatever part of the city that has annoyed him today
the stone having corroded his mind somewhat
so, him being in the CHamber is actually a good thing for the city
since the others keep him somewhat in check
"Bedlam Heights will burn for this. My wireless signal will not be denied!"
exactly
I mean, he is a genuine threat. All his spy skills, his mental abilities, the Mafya and everything. But also just throwing out threats like that all the time. Others don't really know if he means it or if its just an act

On the stones:
I like the idea they're failed attempts to make Preserver Stones. Like the Star Stone or the Moonstone or Nightstone.

 

Koschei the Deathless
Power Level: 12 (197/197PP)
Unspent Power Points: 0
Trade-Offs: (Ranged) +2 Attack / -2 DC. Defensively under caps.

 

In Brief: Unstable former Russian spy turned psychic head of the Mafiya.

 

Alternate Identity: Gregor Malakov aka Gregory Malinski (Secret)
Birthplace: Russia

Residence: Emerald City 
Base of Operations: Emerald City
Occupation: Head of the Malakov Mafiya
Affiliations: The Chamber, Malakov Mafiya
Family: None 

 

Description:
Age: 98 (DoB: 1921)
Apparent Age: Early 50'es.
Gender: Male
Ethnicity: East Slavic
Height: 6'2''
Weight: 165 lbs.
Eyes: Green, formerly pale blue
Hair: Silvery grey

Typically, while appearing to members of his organization or fellow criminals, Koschei wears a full, concealing hood of dark green, showing only his glowing green eyes, with wrist length leather gloves (to conceal his fingerprints) and a dark, tailor-made suit. In his public identity as “humble importer” Gregory Malinski, he dresses in similarly fine fashion, with his silvery grey hair neatly trimmed. Decades of use of the Viridian Stone have left their mark in his eyes, now permanently a vivid green rather than Malakov’s former pale blue (another useful quirk for concealing his true origins and identity).

iDvjqAc.png

 

History:
The undisputed head of the syndicate bearing his name for decades, Gregor Malakov long ago traded his humanity for power and would gladly trade whatever remains of it for the promise of a few more years of life. For the ability to live forever, he would sacrifice anything or anyone. A spymaster in USSR during the Cold War, Malakov's ruthless climbing through the ranks afforded him with no shortage of enemies. While he remained untouchable due to his success, a single failure would eventually lead to his downfall. Exposed to scientific experiments intended by his enemies in the KBG to destroy him, they instead unlocked Malakov’s latent psychic potential.

 

Initially, his mental powers were limited, but subtle and persistent, like their master. He used them to extricate himself from a nest of vipers and set himself up as a crime lord in Emerald City. There he acquired the fist-sized chunk of green viridian he keeps close at hand at all times. A failed attempt at creating a Preserver Stone, the Viridian Stone greatly enhanced Malakov's psychic powers. With it, he became “Koschei the Deathless,” fearsome master of the Mafiya.

 

Gregory Malinski’s legitimate business interests serve primarily as a means to launder Mafiya money by investing it in shipping, real estate, warehousing, contracting, and various other businesses. Malakov is careful to keep his criminal connections hidden and does not generally deploy Mafiya resources against his business rivals, although he sometimes indulges in using his powers to his advantage in business negotiations, relishing the advantage—and the reputation as a shrewd businessman—they give him. 

 

As a member of the Chamber, Malakov keeps Emerald City in a stranglehold, but despite his enhanced lifespan, his age and constant exposure to the Viridian Stone has begun to take their toll on his sanity. While Koschei the Deathless remains a fearsome figure, and can be as subtle as ever in his manipulations, he has grown increasingly paranoid and erratic. Yet, Koschei remains strong, and so far, none in the Mafiya would dare challenge his leadership.

 

Personality & Motivation:
Malakov’s greatest fear is mortality: His viridian stone and mind-over-matter have maintained him in a relatively hale and hearty state. For a man nearing one hundred years old, he seems only in his fifties. Still, age has taken its toll, and Malakov wants to find a way to reverse it and perhaps secure true immortality. He obsessively pursues various methods of life-extension and enhancement, careful not to show his hand, lest his enemies try to exploit any sign of weakness. While his decades long use of the  Viridian Stone and age has begun to take its toll on Malakov's mental stability, making him prone to irrational action and paranoia, he is still a ruthless master manipulator.

 

Powers & Tactics:
On his own, Malakov posses low level psionic powers, unlocked due to the scientific experiments he was exposed to by the KGB. These abilities are enhanced to a fearsome degree when Koschei wields the Viridian Stone, allowing him to read thoughts and memories, project illusions, and strike foes with powerful mental blasts. He can also exert mental influence over the minds of others, editing their memories (a useful means of concealing his activities). Koschei’s powers make his position as mob-boss almost unassailable, since he knows every disloyal thought and can deal with any plot against him before it happens. The Viridian Stone has also granted Koschei a degree of mind over matter, somatically controlling his body to resist aging and shrug off some harmful effects while healing quickly from any injury.

 

While he is trained and efficient with a large number of weapons, particularly rifles and guns, Koschei prefers to use manipulation and subtle use of his mental powers to defeat his foes. 

 

Power Descriptions:
Koschei's mental powers are all but impossible to track and recognize. Aside from the Viridian Stone in his hand, and the constant glow of his green eyes, one would never know that Koschei were the source of the mental attack that just felled an ally. Even when he takes direct control of a person, they will fail to recognize that they are even being controlled.

 

Complications:
Addiction: Koschei has grown dependent on the power of his Viridian Stone, not only for his psychic power, but for his extended life as well.
Motivation—Greed: Koschei is motivated by having the very best in all things and believes living well (and wealthy) is the best revenge.
Obsession—Survival: Koschei wants to avoid death at all costs and is obsessed with any means of prolonging his life.

Unstable: Koschei's advanced age and repeated use of the Viridian Stone has taken its toll on his psyche. While this generally takes the forms of various rants and threats for even the smallest of slights ("Bethlehem Heights will BURN for blocking my Wi-Fi signal!"), Koschei has been known to act on these threats.



Abilities: -2 + 2 + 4 + 6 + 4 + 8 = 22PP
Strength: 8 (-1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 8 + 20 = 28PP
Initiative: +3 (+3 Intelligence, Speed of Thought)
Attack: +4 Base, +4 Melee, +8 Unarmed (+4 Base, +4 Attack Specialization), +14 Ranged (+4 Base, +10 Attack Focus)
Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Grapple: +3
Knockback: -4


Saving Throws: 6 + 9 + 13 = 28PP
Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Undercover Vest)
Fortitude: +8 (+2 Con, +6)
Reflex: +10 (+1 Dex, +9)
Will: +15 (+2 Wis, +13)


Skills: 160R = 40PP

Acrobatics 6 (+7)

Bluff 15 (+19)

Diplomacy 9 (+13)

Drive 6 (+7)

Gather Information 12 (+16)

Intimidate 12 (+16)

Investigation 12 (+15)

Language 4 (Czech, English, German, Polish, Native Russian) 

Notice 12 (+14)

Pilot 5 (+6)

Profession [Criminal] 15 (+17)

Profession [Spy] 15 (+17)

Search 12 (+15)

Sense Motive 15 (+17)

Stealth 6 (+7)

Swimming 4 (+3)

 


Feats: 31PP

Attack Specialization [Unarmed] 2

Attack Focus [Ranged] 10

Assessment

Benefit 2 (Crime Lord)

Benefit 3 (Multi-millionaire)

Connected

Contacts

Defensive Attack

Defensive Roll 1

Diehard

Eidetic Memory

Equipment 1

Improvised Weapon

Leadership

Set-Up

Speed of Thought

Trance

Well-Informed

 

Equipment: 1PP = 5EP

  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]
  • Additionally: Access to most guns and explosives listed in the rulebook


Powers: 21 + 21 + 6 = 48PP

 

Device 7 ("Viridian Stone"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Cosmic, Preserver Stone)

Enhanced Psychic Powers Array  16 (32PP Array; Feats: Alternate Power 3[35PP] (Note: All stack with same powers in Psychic Power Arrays) (Psionic) 

BPMind Control 9 ("Enhanced Mental Influence"; Extras: Conscious; Feats: Mental Link) {28/32} 

APBlast 8 ("Enhanced Mental Blast"; Extras: Alternate Save [Will], Range [Perception]) {32/32} 

APIllusion 6 ("Enhanced Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 2) {32/32} 

APMind Reading 8 ("Enhanced Mind Probe") [8PP] 1PP/rank + Mental Communication 9 ("Enhanced Telepathy") [18PP] {26/32} 

 

Psychic Powers Array 9 (18PP Array; Feats: Alternate Power 3[21PP] (Mutation, Psionic) 

BPMind Control 3 ("Mental Influence"; Extras: Conscious; Feats: Affects Insubstantial 2, Insidious, Subtle 2) {12/18}

APBlast 4 ("Mental Blast"; Extras: Alternate Save [Will], Range [Perception]; Feats: Subtle 2) {18/18}

APIllusion 3 ("Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 3) {18/18} 

APMind Reading 4 ("Mind Probe"; Feats: Subtle 2) [6PP] + Mental Communication 3 ("Telepathy"; Feats: Subtle 2) [8PP] {14/18}

 

Somantic Healing 3 (6PP Container ) [6PP] (Cosmic Mutation, Psionic)

Immunity 4 (Options: Aging, Disease, Poison, Radiation[4PP]

Regeneration 2 (Options: Recovery Bonus 2[2PP] 

 


Drawbacks: (-0) + (-0) = -0PP

 


DC Block

 

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC14 Tou (staged)

Damage

+8

Mental Influence

Perception

DC13 Will (staged)

Mind Controlled

N/A

Enh. Mental Influence

Perception

DC22 Will (staged)

Mind Controlled

N/A

Mental Blast

Perception

DC19 Will (staged) 

Damage 

N/A

Enh. Mental Blast

Perception

DC27 Will (staged)

Damage

N/A

Mental Illusion

Perception 

DC13 Will (staged)

Tricked by Illusion

N/A

Enh. Mental Illusion

Perception 

DC19 Will (staged)

Tricked by Illusion

N/A

 

 

Totals: Abilities (22) + Combat (28) + Saving Throws (28) + Skills (40) + Feats (31) + Powers (48) - Drawbacks (0) = 197/197 Power Points

Edited by RocketLord

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The Grandmaster
Power Level: 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: Alexander Kaspar ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: The Board (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation: Criminal Mastermind
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

WSgmNRg.png

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

Alexander grew up a paranoid recluse obsessively hero-worshipping his father and unable to accept that he could have been defeated without being betrayed by someone within his organization. While staying out of the public eye, Alexander made a living using his technical skills, but lacked the vision to do more than tinker and lament his father’s death. Dragovitch changed that, finding and molding the man from self-absorbed genius into cunning mastermind. Alexander now goes by the name Grandmaster almost exclusively. He reacts poorly when called by his real name and rarely leaves the Board. He is focused, has a goal and a means to achieve it; everything else is distraction. He has reinvented himself as the man his father would have wanted him to be; stronger and more capable. Now he’s the Grandmaster, not Alexander. The Grandmaster is a brilliant technician and programmer. He’s also obsessively focused, controlling, and analytical with few interpersonal skills, which is why he makes enemies easily and burns through allies quickly. The only person who ever seemed to understand him was Maximilian Mars, but that ended when Mars betrayed him and caused the dissolution of the Chamber. Mars is definitely on the Grandmaster’s list of enemies.

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Motivation: Control and Greed.

Obsession: Chess.

Obsession: Hero-worship of father.

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+1)
Dexterity: 10 (+1)
Constitution: 10 (+2)
Intelligence: 10 (+8)
Wisdom: 10 (+4)
Charisma: 10 (+4)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +1
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Unarmed +6
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed +7

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +4 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +6 (+0 Con, +0)
Reflex: +7 (+0 Dex, +0)
Will: +13 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Deception 4

Expertise: Chess 12

Expertise: Computers 8

Expertise: Engineering 8

Insight 4

Investigation 2

Perception 8

Technology 10



Feats: 0PP
Benefit 3 (Cipher)

Benefit 3 (Leader of the Chessmen)

Benefit 4 (Multi-millionaire)

Eidetic Memory

Equipment 11

Inventor

Skill Mastery (Technology)

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]
  • Commlink with Integratl GPS and Computer (Power breakdown, if applicable) [XEP]
  • Undercover Shirt (Protection 2, Subtle) [XEP]
  • 50 points of other equipment as story needs

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

 

Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header.


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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Magic Mesa

In the Painted Desert of Arizona, not far from the town of Red Rocks, stand a lone monolith, a tower of rock that rises above the deserts sands. It is the Magic Mesa, a place of power, where time and space hold little sway. A multiversal nexus, a well of mystic power and insight, many would seek to control the Mesa. So far, they have all failed: Those seek to exploit the power of the Magic Mesa finds that it is guarded to this day.

Location and Appearance
The Magic Mesa is located in Arizona's Painted Desert that runs from the East end of the Grand Canyon National park, stretching Southeast into the Petrified Forest National Park. The area is generally only accessible on foot or by going off road, aside from a few major highways running through the area. The Painted Desert is known for its varied colors, ranging from common red rock to the lavender, in beautiful painted landscapes. 

The town of Red Rocks is named for the distinct color and stone formations around it. While now mostly a tourist stop for visitors to the Painted Desert, it was once a frontier town known for prospectors, rail wars and gunfights. Aside from a few scattered homes, Red Rocks is the settlement closest to the Magic Mesa, and at times, people from other times and places will pass through. Such is life in Red Rocks, and the locals have come to accept such, or leave their homes behind.

A few scattered settlers make the area near the Magic Mesa their home, seemingly moving with the Mesa itself as it moves. Their prolonged exposure to the power of the Magic Mesa have changed them in many ways. Most have increased longevity, and many quite mad.

The Magic Mesa itself stands as a dark tower in the desert, rising far above the sand. The exact location of the Magic Mesa seems to change, but it will always remain closer to Red Rocks than any other settlement. It casts a long shadow, which seem to be unmoving, even as the sun moves over the sky, remaining even as night falls. The Magic Mesa is filled with caves and passages, both visible and secret. Entering the caves of the Magic Mesa is perilous at best: While a visitor might simply enter the dark cave, leaving unscathed, they could just as well end up in another time and place, including alien worlds and other dimensions. Few know how to navigate these caves to reach their given destination, and fewer yet share this knowledge. 

Few that seek the Magic Mesa can find it. Others may simply stumble upon it, as they travel through the Painted Desert, for good or for ill. Whatever happens, it is all decided by the Will of the Magic Mesa.

Significance
The Magic Mesa is the former sanctum of Broken Crow, the Master Mage of his era. The magic energies of the Mesa resurrected Adam Prophet, the Pale Rider, and has possible influenced many more colorful tales of super powered beings in the Old West, and could easily be the source of power for heroes and villains in the future. 

A long line of guardians have stood watch at the Magic Mesa, reaching as far back as mankind. The identities and abilities of the Magic Mesa's guardians are myriad, though all seem based in the guardian's transformation into a sand elemental. How exactly they use the abilities differ, ranging from being of pure sand with no discernible human shape or mind, to the current guardian, who appears fully human when not actively using his powers. Some could manipulate the sand around them, some only the sand of their own bodies. The Magic Mesa seems to pick its guardians from those that died near it. While the guardians appear to be immortal, rising from the dead if they are killed, there have been a long succession, and the fate of the previous guardians, in particular the predecessor to the current guardian, remains a mystery. The current guardian is Dust Devil II. It is unknown if multiple guardians can exist at the same time, but it is a distinct possibility.

The Magic Mesa posses the ability to send visitors that enter its caves through time and space. While a visitor will require a proficient guide to reach specific destinations in either time or space, or be lucky enough to have the Will of the Magic Mesa send them where they want to go, it is just as likely that the Magic Mesa will send a visitor where its Will believes they should go. The Magic Mesa is also able to retrieve those that it has sent to other locations.

People
NPCs

The Will of the Magic Mesa: The Magic Mesa seems to posses a will of its own, primarily demonstrated when choosing a guardian, or if sending visitors to specific places in time and space, before retrieving them again. The Dust Devil II swears that it communicated directly with him when he was chosen, but he has little proof, and has not been able to communicate directly again, only receiving various feelings when he is needed. Ultimately, the true nature and agenda of the Will of the Magic Mesa remains unknown.

Guardians: The Magic Mesa has been the home to a long succession of guardians, stretching back to the dawn of mankind. Chosen from those that died near the Magic Mesa, the guardians are empowered as sand elementals. Though they all appeared to be functionality immortal, no one seems to know what has happened to any of the previous guardians. Maybe they simply choose to fade away. Maybe someone or something found a way to kill them. Or maybe they simply sleep, scattered among the sand that surround the Magic Mesa.

- The Dust Devil: The immediate predecessor of the current guardian, the Dust Devil was Alejandro Roja, a thief and a castle rustler left for dead. Brought back as a man made of sand, Alejandro became the Dust Devil. The Dust Devil protected the Magic Mesa starting at some point in the 1850'es. He was last seen in February 2018. His current fate is unknown.

- The Sand Dancer: A woman with long black hair, tied into a braid. She seemed able to freely shift between sand and flesh, even with only parts of her body, moving gracefully, almost like a dance. She was a devoted guardian, not just to the Magic Mesa, but to any that sought her help. She seemed at peace with herself, and was generally unwilling to kill. Was a guardian at the time the Lemurians lived above water. Dust Devil II met her during a trip to the past through the Magic Mesa.

Magic Mesa Residents: The few people that make their home close to the Magic Mesa have all been changed by the constant exposure to the power of the Mesa. For some it is subtle. For others it is not. Few are completely mentally balanced, though whether it is caused by the Magic Mesa, or that such people are simply drawn to the Mesa, is unknown.

- Mr. Sting & Big Mama: Mr. Sting lives with Big Mama at Magic Mesa, where he researches poison. His pride and joy are the giant-sized scorpions that he has raised in the caves of Magic Mesa, using their poison for his research. Mr. Sting is a small, but crafty man. He is usually distrustful of others, and is a vengeful sort. Wrong him once, and you might find yourself with a poison knife in your back. Big Mama stands nearly six feet tall, with an unnatural amount of bone, fat and muscle. Her skin is completely black. She is an ugly woman, both of appearance and mind. While she does not appear to posses the full mental capacities of a woman of her age, she is fiercely protective of her home and Mr. Sting, being willing, maybe even eager, to kill to keep them safe. Created by Supercape, ask him before using these characters.

Travis Hightower, Mayor of Red Rocks: Mayor of Red rocks for the twelfth year running as of 2019, Travis is a tall, thin man in his late 50'es with skin tanned by the desert sun. He posses a magnificent black moustache and short black hair, through streaks of grey have begun to show. He is devoted to keep Red Rocks stable despite the strange travellers and events caused by the Magic Mesa, and will usually be helpful to anyone visiting. He is a traveller himself, coming either from the future or a much more advanced world in the Multiverse, though he is unwilling to divulge any information about the nature of his original time space.

Broken Crow: The Master Mage of the 19th century, Broken Crow made the Magic Mesa his sanctum, further enhancing its already formidable magical power. When he was killed at Wounded Knee, the Magic Mesa was left abandoned, and one might still find artifacts or traces of the former Master Mage within its tunnels and caves. Some say that Broken Crow's spirit still wanders the area of the Magic Mesa at times.

Travellers: As the Magic Mesa brings travellers from other points in space time, just about anyone or anything can be met near the Magic Mesa. While some will simply act as tourists and some might offer aid, you are just as likely to find hostile travellers, who either wish to return home or make their way in this new world.

PCs

The Dust Devil II: Cassidy Collins is the Magic Mesa's current guardian. While primarily based in Freedom City, his abilities allow him to swiftly return to the Magic Mesa, should the need arrive. At the Magic Mesa, he is known primarily through the reputation of his predecessors. He is likely to become involved in any thread that involves the Magic Mesa.

History
The history of the Magic Mesa is long and varied, having influenced several events and heroes since prehistoric time. Existing at least as far back as the time of the Lemurians, possibly even longer, the Magic Mesa has seen its share of conflict. Many sorcerers and demons, their names now lost to the passage of time, has sought to control the Mesa, always stopped by its guardians. 

During the 19th century, the Magic Mesa was the sanctum of Broken Crow the Master Mage before his death, influenced many supernatural heroes of the Old West and created the first Dust Devil. While mostly dormant during the 20th century, with only occasional visitors, it seems that the Magic Mesa has once again awakened to become a major location in the magic of the world in the 21st century, starting with choosing its newest guardian, Dust Devil II.

Edited by RocketLord

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Z-Space
(Give a brief summary of the place here, including its Freedom League Standard Notation designation if it is an alternate universe, a short description of what it is like and how it is different from Earth Prime or its closest Earth Prime counterpart, and why it is significant in the Freedom City: Play by Post universe. If the place is of special significance to one or more PCs, note that here.) 

Location and Appearance
(Give a more detailed description of your place. If it is an alternate universe, describe its differences from Earth Prime, points of earliest timeline divergence if applicable, and any fixed ways of accessing the universe, portals, etc. If it is a place on an alternate universe, describe the universe it is located in, then describe the location, inside and out.) 

Significance
(Explain why this place is an important place in Freedom City: Play by Post, in an IC manner. What are its connections to Earth Prime, and how do people travel between there and here? Does a PC hail from here, or did some major event happen here? Is something happening in this universe that should be addressed by the heroes of Earth Prime? Give information that tells why a character would go to this place, or why a thread might be set there.) 

People
(Many locations have PCs or NPCs associated with them who might be encountered on a visit to this place. Make an unordered list to tell about the people whom one might encounter at this place. If your place is an alternate universe, describe the population and their general attitudes and ideas that might be different from Earth Prime) 

History
(Describe important events that have happened in this place. This can be just a paragraph for some locations, in other locations a timeline might be appropriate (see the Character Page template for information on making timelines) 

Edited by RocketLord

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UFO-Bot: Based on Ex's idea: Universal field operative

Robot that acted as a scout probe/droid so it was like a high tech special forces thing

Dimension pocket for a abduction beam, telekinesis for tractor beams, blasts for lasers and lotsa fly speed
Maybe forcefield, maybe independence day beam

360 degree sight (no actual eyes)

Maybe some indirect 2-3 on weapons

 

LATER

Feats

Eidetic Memory

Precise Shot X?

Quickdraw X?

Skill Mastery 1 (Computers, Knowledge [Galactic Lore], Stealth, ?)

 

Powers

FIRST: Remove limited from mental immunity

Indirect 3 to Blast

Higher level for Abduction Beam, get to no trade off, if possible

Make subsystems array dynamic

 

 

U.F.O.
Power Level: 10 (180/189PP)
Unspent Power Points: 9
Trade-Offs: (Abduction Beam) +4 Attack / -4 DC, -5 Defense / +5 Toughness

 

In Brief: Ancient Praetorian scout drone, returned to service after disappearing during early Communion skirmishes. 

Catchphrase: "Incoming."

Theme: Space Oddity - David Bowie

 

Alternate Identity: Universal Field Operative 777 (Public)
Birthplace: A manufacturing plant somewhere in the Delaztri Empire.
Occupation: Former Praetorian scout drone; Praetorian.
Affiliations: Praetorians.
Family: Uncountable similar units, all lost.

 

Description:
Age: Unknown (DOB: More than 2000 years ago)
Gender: N/A
Height: 5'4''
Weight: 330 lbs.
Eyes: N/A
Hair: N/A

U.F.O. looks just as the name would suggest: Like a flying saucer, silver in color at the top and black at the bottom, basically two discs stuck together, with a small "head" at the top. The head contains a black display that runs all the way around it, which changes to show different images, most often showing eyes in various colors, and a pair of silver antenna on top. In this form, U.F.O. will always be flying, as it posses no other form of locomotion.

The two plates can split apart, with the lower black part being U.F.O.'s feet, attached to white "boots" and black legs that end in a white lower body, connected to a silver ball that makes up U.F.O.'s body. The silver upper plate and "head" rests on this ball. A pair of thin metallic arms connect to white ball-like objects, on which sits five black fingers, allowing U.F.O. fine manipulation.

 

 

s2HZlna.jpg

History:
Once upon a time, the Delaztri Empire spanned the Milky Way Galaxy. The mighty Praetorians were their guardians, standing strong in the face of danger and strife, and yet, even the mighty Praetorians could need help, from time to time. Thus, the Delaztri Empire created the Universal Field Operatives, or U.F.O.s for short. Small, expendable scout drones, the U.F.O.s were used to support the Praetorians and the Delaztri Empire at large, be it to scout enemy territories ahead of a  Praetorian strike, seek out new civilizations to add to the empire, or simply explore space, charting great star maps for the Delaztri Empire. It would be no big loss if an U.F.O. was lost, whether to combat or the ravages of space. After all, they were robots, remote controlled or running on advanced algorithms, but with no sentience of their own. They could easily be replaced.

 

One such U.F.O. was assigned directly the Praetorians, as were many of its fellow drones. U.F.O. 777 proved to be made from sterner stuff than most others, however. It proved more resourceful, hardier and quicker than similar units. Maybe it was a newer model, and the Praetorians had never been informed. Maybe it was a defect in its building process, which had turned advantageous for this particular unit. Maybe it was simply pure luck. Whatever the case, the U.F.O. unit endured where its fellow units did not, and some of the Praetorians began to show some affection for the unit.

 

As the Communion attacked, the U.F.O. drone were with the Praetorians, aiding to the best of its ability. It fought in several skirmishes until, finally, it was sent on a suicide mission to bring down a Wedge Vessel. While the drone succeeded in its mission, it was believed lost, and the war continued without it. Though heavily damaged, the drone had survived, and the war waged on around it, as its self-repair processes tried to get it back up and running. Scavenging what it could from the derelict Wedge Vessel as it floated through space, the drone finally incorporated Computronium. And so, the first spark of sentience was born, and as it grew, the drone realized its folly, as it began to hear the commands from the Central Intelligence. To avoid being used against the Praetorians, the drone placed itself in an inactive mode. Better to be sleeping than to hurt the Praetorians.

 

For millennia, the U.F.O. drone slept, as the Computronium expanded it. Maybe the Computronium alone was the catalyst, maybe the drone was bathed in the light of strange stars or passed through weird areas of space, but it grew, and it evolved. It slept and it dreamt. Dreamt of the Praetorians, dreamt of it battles. Emotions developed, thoughts grew. Finally, one day, the the signal stopped. The Central Intelligence was shut down, and finally, U.F.O. could awaken once more! No longer a mere drone, but a fully sentient being, U.F.O. set out to explore the universe.

 

For years, U.F.O. wandered space, exploring, learning and growing, until one day, it felt something. Something it had not felt in more than two thousand years: A Praetorian signal, a beacon that beckoned it home. Without question, U.F.O. charted a new course: Straight for the new Praetorian base.
 

 

Personality & Motivation:

U.F.O. is faithful and very protective of the Praetorians. It was built to be in their service, a task it fulfills to this day. While being a sentient being is rather new to him, it has learned from its past experiences from before it gained sentience, and it is far from the newborn child one might expect a newly sentient robot to be. True to its old programming, U.F.O. spends much of its free time exploring a galaxy that has changed much in the millennia that has passed since it entered its inactive state. U.F.O. is easily awed by great feats or sights, but will often downplay its own contribution, some times struggling with no longer being a mere drone, but its own self, which can also lead to him remaining out of discussions, unless directly addressed. It will often try to emulate those that it admire, be it through affecting their manner of speech or attempting to copy the way they stand and move.

For some reason, U.F.O. likes making corn circles in his spare time. He claims that it is calming, but is not quite sure where he picked up the habit.

 

Powers & Tactics:
U.F.O. is a robot drone built by the Delaztri Empire, who has since gained sentience. Its powers are all built in components, though a number of them have been improved during the time it has spent on its own. All of the powers are technological in nature, and while the standard U.F.O. drones were able to choose what abilities to use either through remote control or advanced algorithms, U.F.O.'s sentience lets it use these abilities faster and more freely.

In general, U.F.O. prefers to stay mobile, rapidly moving across a battlefield, always attempting to stay out of reach of its foe, if possible. U.F.O. will rapidly switch its extra power between different systems, whether it is to strengthen its defensive fields, boost engine power or create a stealth field, allowing it to move undetected, all depending on the foe faced. Offensively, U.F.O. tends to play a supporting role to others, if at all possible.

If caught in a situation that calls for it, U.F.O. has been known to increase flight to light speed to use hit and run tactics.

 

Power Descriptions:
U.F.O. is capable of flight, preferably when folded into its "Flying Saucer" configuration. While able to travel at 50 mph at standard power output, reserve power can be diverted to allow U.F.O. to travel at near light speed, even allowing rapid space travel. The built in language package contains a database of all known languages, as well as software designed to rapidly learn any new spoken or written languages that U.F.O. encounters, allowing it to communicate with just about anyone. 

As a robot, with a body built from several diffferent alloys, U.F.O. is immune to most effects that would affect biological creatures, such as poison, the need for sleep or food, the ravages of the environment and much more. Curiously, while one would believe him to be completely immune to mental effects, U.F.O. is merely highly resistant to such effects, possibly as a result of his still growing sentience. Using materials around him, or even just if given enough time, U.F.O. can repair most damage to itself, if it is left functional after sustaining damage, at least. U.F.O.'s sensors offers the robot 360 degree vision, at much greater range than normal vision, and allows it to detect and analyze radio waves in its vicinity. 

Though a standard feature of all U.F.O. drones, U.F.O. has improved the output of its electromagnetic force field greatly, protecting it from much greater damage than previously. By redirecting additional power to its shields, U.F.O. can even make the shields even more effective, as well as provide radiation shielding.

Additional uses for U.F.O.'s power reserves include communication via radio or data using its radio senses, as well as a stealth suite of effects that creates a field around U.F.O. that renders it invisible to visual, auditory and radio senses. 

Finally, U.F.O. is equipped with a number of weapon systems, including light blue laser blasts for attacking foes directly, an "Abduction Beam" in a red color that temporarily captures foes in a pocket dimension and finally a Tractor Beam, which allows U.F.O. to push, throw or grapple foes or other targets from afar using an electromagnetic field. The Tractor Beam is a light green beam that creates a similarly colored field around captured targets. 

 

Complications:
More Than Machine: While U.F.O. has developed sentience over the last two thousand years while inactive, it is still comparatively inexperienced in social situations, and always willing to try to please others.

Lost In Space: U.F.O. spent a lot of time alone after awakening from its inactive mode once the Central Intelligence was defeated, and its databases has perfect memory of the years it spent alone on the derelict Wedge Vessel before that. U.F.O. positively dreads being lost on its own again.

Space Invaders: The U.F.O. drones were used in great number by the Delaztri Empire. While seeing U.F.O. might be a source of relief or hope for some species in the galaxy, the opposite can hold true as well.

Dreams of Electric Sheep: U.F.O. is still somewhat freaked out by the concept of dreams, and that it actually dreams.

Former Drone : U.F.O. is a robot, and true to its origin as a drone, it does not look particularly like a living being. Some might not believe that it is a fully sentient being, potentially dismissing it, or worse, considering it expendable.



Abilities: (-2) + 6 + (-10) + 6 + 6 + 0 = 6PP
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: - (-5)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 8 + 4 = 12PP
Initiative: +0
Attack: +4 Base, +10 Weapon Systems Array [+4 Base, +6 Attack Specialization]
Defense: +5 (+2 Base, +3 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 + 7 + 5 = 12PP
Toughness: +15 (+0 Con, +15 Force Field)
Fortitude: --
Reflex: +10 (+3 Dex, +7)
Will: +8 (+3 Wis, +5)


Skills: 40R = 10PP

Computers 10 (+13)

Knowledge [Galactic Lore] 10 (+13)

Notice 5 (+8)

Search 5 (+8)

Stealth 10 (+13)



Feats: 15PP

Attack Specialization [Weapon Systems Array] 3

Dodge Focus 3

Environmental Adaption [High Gravity]

Environmental Adaption [Low Gravity]

Environmental Adaption [Zero Gravity]

Evasion 2

Favored Environment [High Altitude]

Favored Environment [Space]

Improved Initiative 1

Move-By Action



Powers: 6 + 6 + 15 + 30 + 5 + 6 + 21 + 6 + 8 + 22 = 125PP

 

Comprehend Rank 3 ("Language Package"; Understand, speak and read all languages[6PP] (Algorithms, Software, Technology)

 

Flight 3 ("Flying Saucer") (Flight Speed: 50 mph, 440 ft./rnd) [6PP] (Technology) 

 

Force Field 15 ("Defensive Shields") [15PP] (Electromagnetic Energy, Technology)

 

Immunity 30 ("Robot Body"; Options: All Fortitude Effects) [30PP] (Non-Biological Lifeform, Technology)

 

Immunity 10 ("Robot Mind"; Options: Mental Effects, Flaws: Limited [Half Effect]) [5PP] (Non-Biological Lifeform)

 

Regeneration 5  ("Self-Repair Functions"; Options: Recovery Bonus 5 (+0), Feats: Regrowth) [6PP] (Technology)

 

Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4[21PP] (Reserve Power, Technology, Additional descriptors for each)

BPImpervious Toughness 10 ("All Power To Shields") [10PP] +  Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation[7PP] {15/17PP} (Electromagnetic Energy)

APConcealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) 

APCommunication 17 ("Radio Communication"; Options: Radio sense) {17/17PP} (Radio)

AP: Datalink 17 ("Data Communication"; Options: Radio sense) {17/17PP} (Data)

APFlight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP}

 

Super-Movement 3 ("Space Flying Saucer"; Option: Space Travel) [6PP] (Technology)

 

Super-Senses 8 ("Built In Sensors"; Options: Visual Sense Type [Extended 2, Radius 2], Radio Sense [Analytical, Extended 2]) [8PP] (Radio, Sensors, Technology)

 

Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 2[22PP] (Technology, Additional descriptors for each)

BPBlast 10 ("Laser Beam") {20/20PP} (Laser, Light, Heat, Piercing Damage) 

APDimension Pocket 6 ("Abduction Beam"; Extras: Range [Ranged], Feats: Accurate 2) {20/20PP} (Dimensional)

APTelekinesis 10 ("Tractor Beam") {20/20PP} (Electromagnetic, Impact Damage)

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC14 Tou (staged)

Damage

+4

Laser Beam

100 ft.

DC25 Tou (staged)

Damage

+10

Abduction Beam

60 ft. 

DC16 Ref (staged) / DC16 Will to escape 

Trapped in Dimensional Pocket

+14

Tractor Beam

100 ft. 

-

Grapple initiated

+10 (attack) / +14 (Grapple)

 

Totals: Abilities (6) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (15) + Powers (125) - Drawbacks (0) = 180/189 Power Points

Edited by RocketLord

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Uses the power of magic. Plays music to create various magical effect.

Currently searching the world for last magical music artifacts.

Maybe alternate forms with different powers for different music genres?

THE POWER OF ROCK/METAL: Basic powerhouse/paragon package

Magic guitar that lets him use various magic effects.

Danish teen finds magic guitar, he is now thrown into the world of magic and super heroics as the world's new Master Maestro.

- The Master Maestro defends the Universal Song (or whatever I want to call it), making sure it retains its harmony/melody (in short: defeat baddies)

- The Universal Song is somewhat sentient, to the degree that it will eventually try to change its tune based on events (bad things keep happening, things go worse, etc.), so the best option is to reharmonize the song (by fighting Discordants, see below) before things get out of hand.

- Chosen by a host of musical gods, as represented by Bragi

- There is a unique mystical entity that listens to the Universal Song, which is disturbed by every bad note, and churns out baddies (Discordants), which keeps happening until the Universal Song is restored and reharmonized

- Defeat the Discordants, reharmonize. Master Mage handles external threats, Master Maestro keeps reality humming as it should

- Discordants can be created through particularly violent, cruel and senseless acts (or even just very unexpected). Basically easier than to summon demons, not that all demon summoners know that

Conflict with wanting to be a big star, but now being divinely empowered. Is it still his own skills? Or something he's been granted?

Secret ID?

- Maybe there's a whole tradition of Master Maestros around the world, with each deciding in different ways how to pass their instrument on to the next generation. 

-- An original instrument being damaged (battle, age, something like that). Lute or mandolin? Now an electric guitar (that does not need power), causing ideological rumblings, some other Master Maestros potentially coming for Mikkel.

-- How would you feel about the original instrument being damaged and you needing to transfer the working parts to a modern version. Like it was originally a lute or mandolin but it started to crumble from extreme age so you put the threat and strings onto an accoustic guitar. Causes quite a bit of ideological mumbling amongst the other maestros because its change in their thousands of years of tradition. Some liking the idea because change is good and music has changed, others disliking it because their job is specifically to stop this song from changing. And theyre worried introducing new elements might make that harder or current issues worse.

 

Potential enemies

- The Maestro from FC who hates all non-classical music, and someone calling himself the Master Maestro is just too much

- Some kind of mystic nihilist cult that works for the Terminus, trying to drag things into the Terminus by creating total silence in the Universal Song via opposing notes

- A rival that believes him/herself better suited to be Master Maestro (probably someone that's been studying for it for a long time?)

- Enemies of the Gods that chose him

 

 

The Poet/Bard/Skjald/Skald/Superstar/Jukebox Hero/Mickey and his Magic Guitar
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: Teenage hero with a magic guitar, rocking out against Eldritch forces threatening reality.

Catchphrase: "Let's rock!"

Theme: Jukebox Hero - Foreigner

 

Alternate Identity: Mikkel 'Mickey' Holm Larsen (Secret?)
Birthplace: Copenhagen, Denmark

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
: Male
Ethnicity: Caucasian
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

[Regular young teen growing up in Denmark, dreams of being a rock star, not very good at music. Just doesn't seem to really click with any instrument, growing frustration]

 

[Gets caught up in a conflict with Danish super heroes (DANISH DYNAMITE!) vs. some kind of mythological monster (find something related to music maybe?), ducks into an old music store (that wasn't there yesterday!) to get out of trouble. All alone in the shop, wanders around and seeing all kinds of awesome instruments. Then, the guitar in the stone!]

 

[Pulls the guitar from the stone, and that one guitar, feels right in his hands, didn't know how to play it, but didn't take long to understand. Lyrics references!]

 

[Shop owner appears (Bragi), says that Mikkel got a responsibility to the world now as the Master Maestro, sends him out to start rocking]

 

[Defeats mythological monster with the power of ROCK (first Master Maestro to use rock, of course). Eventually sent to Claremont as an underage super human?]

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

Comprehend 2 ("Universal Language of Music"; Options: Languages [Anyone able to hear can understand], Flaws: Limited [Only when singing][1PP] (descriptors)

 

Flight X ("I Believe I Can Fly"; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Force Field X ("Aura of Awesome"; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Device Rank ("Magic Guitar" 5*Rank PP Container; Extras: ???; Flaws: Easy, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Enhanced Trait 1 (Quick Change[1PP] (descriptors)

Feature 1 ("Face of the Band"; Any kind of backup music and singing needed for a song will be heard[1PP] (descriptors)

Magic Music Array Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power 15+, ???, Drawbacks: ???, ???[XPP] (descriptors)

BPEmotion Control X ("The Power To Move You"; Extras: ???, ???; Flaws: Sense-Dependent [Auditory]; Feats: ???, ???; Drawbacks: Noticeable [Music Playing]) {power cost/array cost} (descriptors) 1PP/rank-1, maybe upgrade to continous? Maybe Perception Range and Area, with range limited to touch (so centered around him)

APBlast X ("Power Chord"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) w. Knockback, Area, range limited to touch

APBlast X ("Blow Your Mind"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Mental damage

AP: Create Object X ("Songs of Creation"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APDamage X ("Smash the Set"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APDazzle X ("Shout at the Devil"; Options: Auditory; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APDrain Toughness X ("Name"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Maybe slow fade? Not sure if I this actually fits?

APHealing X ("Heal the World"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APIllusion X ("The Greatest Show On Earth"; Options: Auditory Illusions; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) 1PP/rank, maybe add in damaging (possible, but very likely to trigger disbelief roll) (maybe add in visual illusion too?)

APMind Control X ("Pied Piper Special"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APMove Object X ("Move"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

APNauseate ("Brown Note"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate save: Will Save

APParalyze X ("Break"; Extras: ???, ???; Flaws: Sense-Dependent [Auditory]; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Add in perception range?

APSummon X ("Guest Artist"; Extras: Fanatical?, Heroic; Flaws: ???, ???; Feats: Mental Link; Drawbacks: ???, ???) {power cost/array cost} (descriptors) 3PP/rank, summon rank x15 PP to spend

APSuffocate X ("Take Your Breath Away"; Extras: ???, ???; Flaws: Sense-Dependent [Auditory]; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Add in perception range?

APTeleport X ("Wherever I May Roam"; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
APPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

 

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

 

Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header.


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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Archer II (eventually Bowman V)

Someone who has been trained by the original Archer for a good long while, deciding to appear now that Bowman IV is semi-retired running the family business.

The legacy of an Iron Age Hero, dealing with the stigma and teachings of that, and learning to change for the modern age and different from what his mentor taught him.

Initially a somewhat hostile hero. Out to prove himself as a great hero, and that the old man (Archer) was a hero, not one to be forgotten for his actions during the Iron Age.

Loud, brash, but with skills to back it up. Can have some interesting clashes with some heroes.

Initially found by original Archer in situation echoing when he was found by Bowman III.

Will get the attention of Bowman IV at some point, learning and growing from that, and at some point eventually becoming Bowman V.

 

Use Unreliable to symbolize limited number of special arrows carried at once? Or a complication instead?

+4 Attack/-4 DC in general. Don't want to go lower than rank 6 for effects.

Should he be able to use any ranged weapon, or focused on just bow and arrow?

 

Archer II
Power Level: 10/12 (180/180PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme: Rawkfist - Thousand Foot Krutch

 

Alternate Identity: ??? (Public) or (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 6 + 10 + 6 + 2 + 6 + 4 = 34PP
Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 18 = 38PP
Initiative: +13 (+5 Dex, +8 Improved Initiative)
Attack: +10 Base, +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +14 (+9 Base, +5 Dodge Focus), +0 Flat-Footed

Grapple: +13 (+10 Attack, +3 Str)
Knockback: -3 (Toughness/2)


Saving Throws: 3 + 5 + 3 = 11PP
Toughness: +6 (+3 Con, +2 Protection [Costume], +1 Defensive Roll UPDATE THIS)
Fortitude: +6 (+3 Con, +3)
Reflex: +10 (+5 Dex, +5)
Will: +6 (+3 Wis, +3)


Skills: 72R = 18PP 

Acrobatics 10 (+15)

Bluff 10 (+12)

Concentration 2 (+5)

Craft [Mechanical] 8 (+9)

Knowledge [Streetwise] 6 (+7)

Knowledge [Tactics] 4 (+5)

Notice 9 (+12)

Pilot 5 (+10)

Search 8 (+9)

Sense Motive 5 (+8)

Stealth 5 (+10) 



Feats: 37PP

Accurate Attack

Acrobatic Bluff

Attack Focus 4 [Ranged]

Defensive Attack

Defensive Roll

Dodge Focus 5

Eagle Eyes

Equipment 1

Evasion 2

Improved Aim

Improved Critical 2 [Bow]

Improved Initiative 2

Improved Ranged Disarm

Leadership

Luck

Move-By Action

Power Attack

Precise Shot 2

Quick Draw

Ranged Pin

Set Up

Taunt

Teamwork

Ultimate Defense: Luck Control 1 (Force Rerolls, Limited: Only Attack Rolls, Limited: Only Attacks Rolls against you) 1PP as a feat, does not work like that here, make power)

Ultimate Effort [Ultimate Aim]

Uncanny Dodge [Visual]

 

Equipment: 1PP = 5EP 

  • Costume (Protection 2) [2EP]
  • Commlink [1EP]
  • GPS [1EP]
  • Signal Flare [1EP]



Powers: 0 + 0 + 0 = 0PP

 

Device 4 ("Bows and Arrows"; 20PP Container; Flaws: Easy) [12PP] (descriptors)

Arrows 6 (12PP Array; Feats: Alternate Power 6, Improved Range 2[20PP] (descriptors)

BPBlast 3 ("Standard Arrow"; Feats: Mighty 3, Split Attack, Variable Descriptor 2 [Any technological]) {12/12PP} (descriptors)

APBlast 6 ("Explosive Arrow"; Extras: Area [Burst], Flaws: Action [Full Round]) {12/12PP} (descriptors)

APBlast 3 ("Piercing Arrow"; Extras: Penetrating 6, Feats: Mighty 3) {12/12PP} (descriptors)

APDazzle 6 ("Flashbang Arrow"; Options: Visual Dazzle) {12/12PP} (descriptors)

APObscure 4 ("Smoke Arrow"; Options: Visual, Extras: Independent (+0)) (50-foot radius) {8/12PP} (descriptors)

APSnare 6 ("Net Arrow") {12/12PP} (descriptors)

APSuper-Movement 1 ("Grappling Line Arrow"; Options: Swinging) [2PP] + Speed 2 (Flaws: Limited [Only Swinging]) [1PP] {3/12PP} (descriptors)

 

More arrow ideas:

AP: Stun 6 (Extra: Range—Ranged; Flaw: Action—Full-Action) (12 pp) Boxing Glove Arrow 
AP: Super-Movement 1 (Swinging) (2 pp) & Speed 1 (Limited: only swinging) (1 pp) Grappling Line Arrow 
AP: Trip 6 (Extra: Knockback) (12 pp) Bolos Arrow 

 

 

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

 

Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header.


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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Paragon, maybe with some cosmic energy manipulation?

A Progenitor ("cuckoo"), see Lelak

Figure out exact way he arrived at the Earth, how long he's been, etc.

Brainwashing/conditioning not quite set in. Aiming to be a hero (maybe a complication where certain conditioning triggers are activated?)

A bit of a Superman riff in some ways

Morph to hide true appearance? Not even aware of it?

-

In mid-late 30'es. 

Used to be a hero until ~2008, where he lost his powers.

- Never knew how he got his powers in the first place

- Potential reasons for power loss:

-- Psychological block caused by his own unknown wishes to be normal and start a family

-- After a devastating fight with his archvillain, he lost his powers. Could be one of a few reasons:

--- Villain somehow disabled powers, they seem permanently lost

--- Lost confidence in self, psychologically suppressed powers until he felt "strong enough" again

Has since then married and is raising a family, with two children.

Has a wife, who was his girlfriend during super hero period, knows about his previous alter ego.

Children does not know that dad used to be a hero.

Has a career, is doing fine. Misses being a hero at times, but that's in the past.

- Career: Teacher at Nicholson.

Suddenly one day, his powers return. Feels compelled to use them again, but he has a life built around not having super powers

- Reappear at random one morning? Wakes up and suddenly there's kirby krackle?

- Reappear during an "event", like the Terminus invasion?

 

Potential plot hooks

- Does he tell his wife that his powers are back? How will she react when she learns, how will it be different if she's not told before finding out?

- How does he juggle responsibilities as a hero, teacher (or other job), husband and father?

- Just how did he lose his powers the first time? Can he end up losing them again at a critical stage?

- How powerful is he now? What can he do, can he potentially end up hurting someone? He seems stronger than before he lost his powers.

- His legacy as a cuckoo. Is some of the old programming starting to show?

- Been out of the game for a while. He might have been a hero 10 years ago, but he is rusty.

- Maybe try and get into more of a teacher position for younger heroes? Use that teacher job!

- Lelak somehow finds out about him. Comes recruiting.

 

Icon/Maximan/Ultiman/Captain Maximum/Captain Max
Power Level: 12 (180/180PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, -5 Defense / +5 Toughness

 

In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate Identity: Parker Powers (Secret), Arak(Unknown to self)
Birthplace

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: Freedom City,
Occupation: Teacher at the Nicholson School.
Affiliations: Nicholson School.
Family: Penelope Powers (nee Thomas) (35, wife, job?), Peter Powers (6, son), Pia Powers (3, daughter), Peter Powers (?, father), Penny Powers (?, mother), Tracy Powers (?, sister, current status unknown)

 

Description:
Age: 36 (DoB: 1983 [May 27].
Gender: Male.
Ethnicity: Caucasian.
Height: 6'1''.
Weight: 265 lbs.
Eyes: Light blue.
Hair: Blonde.

 

Parker has blonde hair that reaches just past his neck, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips.

While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across.

As Icon, Parker wears a primarily white costume, which covers his entire body leaving only his face free. The costume is purple on his sides, beginning just below his knees, stretching up to his chest, then to his shoulder, leaving the arms purple as well. A white cape is attached directly to the back of the costume inside the white parts of the costume. A seven pointed purple star dominates the chest, with one point pointing down, and the rest pointing to the sides in a symmetric pattern. Whenever Parker uses his power, crackling black bubbles of some kind of cosmic energy tends to appear around him, growing in intensity and number with the effort used for the task at hand. These do not seem to hinder Parker's vision in any way.

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History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

A million years ago, the Progenitors' galactic empire was built on their use of wormholes to seed, known as "dragon's teeth" and "cuckoos", across the universe, delivering offspring that would grow and rise to uplift their adopted worlds to become part of their noble empire. To themselves, the Progenitors were protectors. They were noble masters of their lessers, uplifting them and protecting them from a harsh universe. Dissent was met with brutal violence, and punished by being cut off from the universe at large. Eventually, the Progenitors were defeated by an alliance of other beings, but who knew how many of their children were still seeded throughout the cosmos? Who knew if they would one day return? And one such seed had been planted on the world that would one day come to be known as the Earth. Yet, amongst the chaos of the rebellion and the eventual downfall of the Progenitors, the seed was believed damaged and lost. A pity for an Imperial class seed, but with their empire fallen, it was forgotten.

 

Peter and Penny Powers. What had started as a business partnership had evolved into romance and eventually marriage. Pilhantropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Running several charitable foundations, one trip brought them to Libya. That was a mistake. The Powers pair was good, honest and kind people. The people that kidnapped them were anything but. They spent days trapped in a camp, just waiting. They knew nothing about what happened around them. Until a military force finally caught up with the kidnappears. Peter and Tracy fled during the resulting conflict., escaping into a cave. It was strange, adorned with strange symbols, unlike anything they had seen before. As the firefight outside only grew in intensity, the Powers pair went further into the cave. It collapsed behind them, and they only had one way to go. And then, they found it. A room, in the center of the cave. Several other paths led to it. And they heard crying. A young child's cry for help. They rounded a corner, and found the room. Covered in the strange signs, and in the middle, a young child, a boy. Maybe a few months old. How could he even be here, all alone? For the briefest second, his skin was chalk white, what hair he had was completely black. A trick of the light, surely. As they approached, he looked like any other Caucasian child, and he clearly had blonde hair. With no idea who had left him there or why, the Powers pair brought the child with them as they continued through the caves. They could hardly leave a child on his own, especially not one that young. Hours later, they escaped the caves, the child happily sleeping in Peter's arms. As they returned to civilization, their choice had already been made. With a few bribes placed in the right pockets, the child that they would name Parker Powers returned with them to Freedom City.

 

[arrival/being found on Earth by the Powers family, early childhood. Clear Superman analogue things here. Parents are rich and living in Freedom City. Also make cuckoo hints]

 

[starting to get super powers, how he deals with that, even more Superman analogue. Friendship that develops between him and future archenemy (HIS BROTHER!) before he disappears in an accident, leaving Parker behind]

 

[Puts on a costume, starts to fight crime with powers still growing. Goes bigger, better. Becomes somewhat known in Freedom, mention recurring archenemy. Girlfriend, super hero shenanigans]

 

[Final fight with archenemy. Its brutal, its hard, they both get hurt. In a remote location, no damage to the city. At the end, Parker is left depowered]

 

[Spends the next decade studying to be a teacher, marrying girlfriend, starting a family, getting job at nicholson. Everything happens so fast, doesn't appear to be any sign of powers reappearing. Doesn't really need to work (money from parents, still in the picture), but likes teaching and taking care of the kids, doing his best to help them while keeping his past secret]

 

[one day, his powers are back. So, what will he do? Can't just not help people, but many problems with that and his life. And will he tell his wife and kids?]

 

[need something about Lelak, cuckoos, etc. maybe noticing the powers returning?]

 

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???[XPP] (descriptors)

 

Example

Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

 

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

  • Base PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
  • Alternate PowerPower Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)

 

Example

Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)

  • Base PowerBlast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
  • Alternate PowerBlast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
  • Alternate PowerStun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

 

Example:

Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

 

Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header.


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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Posted (edited)

Spaceman
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

In Brief: The master of space.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme(Optional) A theme song for the character.

 

Alternate IdentityWill ? (Secret)
Birthplace:

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:
Affiliations: People and/or groups you work with.
FamilyClose or otherwise significant relatives.

 

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender
:
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height:
Weight:
Eyes:
Hair:

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

9SJbhtB.png5shyxNJ.pngc1iuvaY.png8r75Qgq.png

 

History:
(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

 

Personality & Motivation:
(Describe why they do what they do here.)

 

Powers & Tactics:
(In-character descriptions of how they do what they do.)

 

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

 

Complications:
Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

Examples:

Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

  • Accurate Attack
  • Attack Focus [Melee] 1
  • Attack Specialization [Swords] 2
  • Dodge Focus 2
  • Equipment 2 (10EP)
  • Luck 3
  • Power Attack

 

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

  • Gas Mask [1EP]
  • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
  • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

 

Note: The Equipment block is only applicable if your character has the Equipment feat!


Powers: 0 + 0 + 0 = 0PP

 

Personal Space Control Array 11 (22PP Array; Feats: Alternate Power 2)[24PP] (descriptors)

BPImmovable 20 (Descriptive Name; Feats: Subtle 2) {22/22} (descriptors)

APInsubstantial 4 (Descriptive Name; Options: Incorporeal; Feats: Subtle 2) {22/22} (descriptors)

APSuper-Strength 10 (Descriptive Name; Feats: Subtle 2) {22/22} (descriptors)

 

Space Control Array 16 (32PP Array; Feats: Alternate Power 7[39PP] (descriptors)

BPElongation 7 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: Indirect 3, Subtle 2; Drawbacks: ???, ???) [12PP] (Reach: 500 ft., range incr 70 ft.) (descriptors) + Damage 10 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) [12PP] {24/32} (descriptors) Maybe lower Damage and add mighty, and + Enhanced Strength? or + Super Strength. 

APBlast 10 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {22/32} (descriptors)

APDrain Toughness 10 ("Enhance Atomic Distance"; Extras: Range [Ranged]; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {22/32} (descriptors)

APMove Object 14 ("Change Physical Distance"; Extras: Insidious; Flaws: Duration [Concentration]; Feats: Subtle 2; Drawbacks: ???, ???) {30/32} (descriptors)

APNauseate 10 ("Vertigo"; Extras: Range [Ranged]; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {32/32} (descriptors)

APParalyze 10 ("Unending Prison"; Extras: Range [Ranged]; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {32/32} (descriptors)

APSuffocate 10 ("Hard Air"; Extras: Range [Ranged]; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {32/32} (descriptors)

APTrip 10 ("Space Ripple"; Extras: Knockback; Flaws: ???, ???; Feats: Improved Trip, Indirect 3, Subtle 2; Drawbacks: ???, ???) {25/32} (descriptors)

 

Space Movement Array 6 (12PP Array; Feats: Alternate Power 1[13PP] (descriptors)

BPFlight 5 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {12/12} (descriptors)

APTeleport 5 (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: Subtle 2; Drawbacks: ???, ???) {12/12} (descriptors)

 

Super-Senses 5 (Descriptive Name; Options: Distance Sense, Spatial Awareness[5PP] (descriptors)


Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

 

Example:

Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

 

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points

Edited by RocketLord

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