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RocketLord

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

Archer II

Justice

Rebellion

U.F.O.

Cheval

 

Ideas PCs

Orbit

Poet

Lightning Bug

Spaceman

Starlight

Black Dog

- Dog Metamorph

- Dire Dog Metamorph

 

Retired PCs

Dust Devil II

 

NPCs

Guide: Conversion guide from 3E

Guide: NPC Guide

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

- Steel Shogun (WIP, HGM handles him)

- The Grandmaster (under The Chessmen in book) (draft in progress)

Professor Zed (idea)

Archer I

 

Guidebook

Z-Space (WIP)

 

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Other

Danish super heroes

Edited by RocketLord

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Skills

Computers 10
Craft(both) 10
Disable Device 10

Drive 10?
Knowledge(both) 10

Knowledge(Pop Culture) X
Medicine X

 

Justice rebuild:

 

M.O.D.: Modular Output Defense

I.D.E.A.: Interactive Dynamic Expansion Application

R.I.D.E.R.: Rapid Intervention Defense and Emergency Response

M.O.V.E.: Multivariable Outrageous Virtous Extension

H.E.R.O.: Heuristic Emergency Response Operating system

 

Need to look through all ATK/DC and TOU/DEF things, possibly saves too

 

Computers 10
Craft(both) 10
Disable Device 10

Drive 10?
Knowledge(both) 10

Knowledge(Pop Culture) X
Medicine X

 

New look:

7vDiIc9.png

 

Justice
Power Level: 10 (157/157PP) 
Unspent Power Points: 0
Trade-Offs: Breakdown in table below; Defense Trade-offs scale between -5DEF/+5TOU to +5DEF/-5TOU, see M.O.D. System power

Attack

DC

ATK

Power Sword

+0

+0

Shock Blaster

-4

+4

Rocket Hammer

+2

-2

 

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: Green
Hair:Dark brown

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. 

 

Since then, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. And just in time, as Emerald City brand new threats.

 

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.

 

Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal.

 

Powers & Tactics:

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action.

 

A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her.

 

Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source.

 

The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task.

 

The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills.

 

The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts.

 

To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor.

 

Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options, stabilizers allowing the wearer to cross difficult terrain or climb walls with ease, the ability to release a smoke cover in the surrounding area, and, finally, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons.

 

Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Power Sword, a sword created from materials scavenged in Z-Space, the Shock Blaster, a one-handed gun that fires electric blasts, and the Rocket Hammer, a two-handed battle hammer that further enhances the force of its blows with quick bursts of the jet booster attached to it.

 

 

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.

 

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.

 

Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead.

 

 

Abilities: 4 + 4 + 8 + 10 + 4 + 4 = 34PP
Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)

 


Combat: 8 + 8 = 16PP
Initiative: +5 (+5 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base
Defense: +4 Base, [Justice Armor] +5 to +15 (+4 Base, +1 Protection, +0 to +10 from M.O.D. System)

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -3 to -8 (TOU 5-15, based on M.O.D. System)

 


Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+4 Con), [Justice Armor] +5 to +15 (+4 Con, +1 Protection, +0 to +10 from M.O.D. System)

Fortitude: +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6) / [Justice Armor] +11 (+2 Dex, +6, +3 Enh. Reflex Save)
Will: +8 (+2 Wis, +6)

 

 

Skills: 92R = 23PP

Acrobatics 5 (+7)

Bluff 5 (+7)

Computers 6 (+11)

Concentration 5 (+7)

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] 3 (+8)

Knowledge [Technology]Skill Mastery 7 (+12)

Notice 6 (+8)

Search 3 (+8)

Sense Motive 6 (+8)

 

 

Feats: 10PP

Equipment 4

Improvised Tools

Inventor

Jack-of-All-Trades

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

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Quick Change

 

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: 54 + 8 = 62PP

 

Device 13 ("Justice Armor"; 65PP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only you can use];) [54PP] (Invention, Technology) 62PP spent

I.D.E.A. System 4 (8PP Array; Feats: Alternate Power 3) [11PP]

BP: Super-Senses 8 (Options: Counter Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) {8/8PP}

APObscure 8 ("Smoke Grenade"; Options: Visual Obscure; Extras: Independent; Flaws: Range [Touch](1000 ft. area radius) {8/8PP} (Smoke) 

APSuper-Movement 4 (Sure-Footed 2, Wall-Crawling 2) {8/8PP}

APSuper-Movement 1 ("Z-Space Portal"; Options: Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/8PP} (Dimensional, Magic, Z-Space)

 

M.O.D. System 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] 

DBP: Protection 0-10 (Total Toughness +5 to +15) {0-10PP} 

DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10PP} 

 

M.O.V.E. System 2.5 (5PP Array; Feats: Alternate Power 2) [7PP]

BPLeaping 3 ("Jump Jets") (Leap distance x10: Running 120 ft.) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP}

AP: Speed 3 ("Boost Jets") (50 mph, 440 ft./rnd) [3PP] + Super-Strength 1 (+5 Effective Strength, heavy load: 600 lbs.) [2PP] {5/5PP}

APImpervious Toughness 5 ("Armor Plating"{5/5PP}

 

R.I.D.E.R. System 3.4 (17PP Container) [17PP]

Enhanced Feat 1 (Quick Change[1PP]

Enhanced Trait 4 (Attack Bonus+2) [4PP]

Enhanced Trait 2 (Defense Bonus+1) [2PP]

Enhanced Trait 3 (Reflex Save +3) [3PP]

Enhanced Strength 4 [4PP]

Features 2 (Built-in Subtle Computer[2PP]

Protection 1 [1PP]

 

Z-Space Arsenal 7.5 (15PP Array; Feats: Alternate Power 2) [17PP] 

BPDamage 6 ("Power Sword"; Extras: Penetrating 5; Feats: Accurate, Mighty[12PP] + Enhanced Trait 2 (Improved Critical 2 [Power Sword]) [2PP] {15/15PP} (Slashing Damage Type) 

APBlast 6 ("Shock Blaster"; Feats: Accurate 3) {15/15PP} (Electricity)

APDamage 8 ("Rocket Hammer"; Feats: Accurate, Extended Reach, Knockback 4, Mighty) {15/15PP} (Bludgeoning Damage Type)

 

Gadgets 1 ("Justice Driver 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}

 

 

Drawbacks: (-3) = -3PP

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Utility Belt to activate) [-3PP]

 

DC Block

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – Justice Armor

Touch

DC19 TOU (staged)

Damage

+6

Power Sword

Touch

DC25 TOU (staged)

Damage

+10, Crit 18-20, Piercing 5

Shock Blaster

60 ft.

DC21 TOU (staged)

Damage

+14

Rocket Hammer

5 ft.

DC27 TOU (staged)

Damage

+8, Knockback 4

 

 

 

Totals: Abilities (34) + Combat (16) + Saving Throws (15) + Skills (23) + Feats (10) + Powers (62) - Drawbacks (-3) = 157/157 Power Points

Edited by RocketLord

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More skills. Much more (Sense motive, Stealth, Sleight of Hand)

Get feats: Inspire 5, Set-Up, Leadership?, Teamwork X, Ultimate Effort [Ultimate Bluff], Fascinate [Bluff], Distract [Bluff], Luck to 4, Luck 2 power feat on Luck Control

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?)

- 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)?

 

Emotion Control 12 ("XXX"; Extras: Area [General Burst], Selective Attack; Flaws: Range [Touch] (-2); Feats: Subtle 2) {26/29PP}

 

Emotion Array

Emotion Control (one target)

- Mind Reading (Surface Thoughts)

- Emotion Control (Area, everyone feels what Pan wants them to!)

 

Forever Boy
Power Level: 12 (207/207PP)
Unspent Power Points: 0
Trade-Offs: (The Forever Weapon) -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 (Secret), Pan Barrie (Secret, Earth identity)
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: Unknown, legally listed as 2002 on Earth)

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 wears a form fitting green uniform with white piping details on his elbows, the end of his sleeves, three lines on each shoulder and the bottom of his shirt, over his green pants. He wears green boots in the same color as his shirt and pants, with a white line just above his ankles and thicker white line where the boot ends. At Pan's chest, the green shirt is open in an elongated square shape, with one corner just below his solar plexus, and two at his chest. Under the green shirt, he wears a red shirt with a white heart interconnected with an infinity symbol. He wears a green domino mask.

 

X88eqr1.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 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 with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan eventually accepted, given the identity Pan Barrie. 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 is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly. For Pan, it has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is also able to summon his uniform at will.

 

Unless Pan decides to use his Pixie Dust for creating life-like image or outright illusions that can fool all senses, it seems to increase his natural charisma greatly. He can also use it to create a sort of mist that can fool all senses of the ones caught within the mist, and not just their eyes. Pan is able to direct the mists away from allies, preventing them from being affected. 

 

Pan can use the Pixie Dust in a number of offensive ways, most notably by creating just about any weapon he can think of, all of which seem to glow with the light of the Pixie Dust, even if his prefered use is to create swords. He can channel the dust in a Pixie-shaped blast of light that homes in on his enemies, or an explosion of light that blinds his targets. Finally, he is able to create glowing golden bands from seemingly out of nowhere, which quickly converge to trap his foes.

 

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. 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.

 

 

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) / 44 (+17) w. Forever Charismatic

 

 

Combat: 12 + 14 = 26PP

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

Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block

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

Grapple: +8 (+6 Base Attack, +2 Strength)

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: 48R = 12PP
Acrobatics 2 (+7)

Bluff 17Skill Mastery (+22) / (+34 w. Forever Charismatic)

Notice 13Skill Mastery (+14)

Sense Motive 11Skill Mastery (+12)

Sleight of Hand 2 (+7)

Stealth 3Skill Mastery (+8)

 

 

Feats: 30PP

Challenge [Fast Feint]

Defensive Roll 1

Distract

Dodge Focus 10

Evasion 2

Fearless

Improved Initiative 1

Inspire 4

Jack-of-All-Trades

Luck 3

Move-by Action

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

Taunt

Uncanny Dodge 2 [Visual, Auditory]

 

 

Powers: 6 + 1 + 8 + 27 + 1 + 3 + 2 + 2 + 32 + 3 = 85PP

 

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

 

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

 

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

 

Trickster Array 12 (24 PP Array; Feats: Alternate Power 3) [27PP] (Magic, Pixie Dust, Training) 

BPEnhanced Charisma 24 ("Forever Charismatic") {24/24} 

APIllusion 10 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 4) (Area: 100 ft. radius) {24/24} 

APIllusion 5 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) {24/24}

APObscure 5 ("Hide & Seek"; Affects: All sense types; Extras: Independent [+0]; Feats: Progression [Area] 3, Selective) (Duration: Independent [24 rounds], Radius: 100-1000 ft.) {24/24} 

 

Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Magic, 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]) (Mental tasks at x25 normal speed) [2PP] (Alien, Genetic)

 

Tricks Array 14.5 (29 PP Array; Feats: Alternate Power 3) [32PP] (Magic, Pixie Dust, Training. Additional descriptors on each power)

BPDamage 14 ("The Forever Weapon"; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Precise, Stunning Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]; Extras: Penetrating 5) {29/29}  (Light, Bludgeoning/Piercing/Slashing Damage Type)

APBlast 12 ("Pixie Blast"; Feats: Accurate 3, Homing, Precise) {29/29} (Light, Impact Damage Type) 

APDazzle 12 ("Fireworks"; Affects visual; Feats: Accurate 3, Incurable, Reversible) {29/29} (Light, Sound) 

APSnare 12("Binding Bands"; Feats: Accurate 3, Indirect 2) {29/29} (Solid, Light) 

 

Super-Senses 3 ("Never Senses"Danger Sense [Sense Types: Hearing], Audio [Sense Type: Audio, Default Extras: Acute, Radius, Ranged, Extras: Accurate]) [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

+6

Binding Bands

120 ft.

DC22 Ref (staged)

Entangled/Bound

+12, Indirect 2

Fireworks

120 ft.

DC22 Ref (Staged)

Visual Senses Useless

+12, Incurable

Pixie Blast

120 ft.

DC27 Tou (staged)

Damage

+12, Homing (1 attempt), Precise

The Forever Weapon

Touch (Up to 10 ft.)

DC31 Tou (staged) / DC 26 Fort (staged)

Damage / (Dazed/Stunned/Unconscious)

+8, Crit 18-20, Incurable, Precise

Endless Forms

Perception

DC20 Will (staged)

Tricked if disbelieving illusion

N/A

Endless Forms Most Beautiful

Perception

DC15 Will (staged)

Tricked if disbelieving illusion

N/A

 

 

Totals: Abilities (36) + Combat (26) + Saving Throws (20) + Skills (12) + Feats (30) + Powers (85) - Drawbacks (2) = 207/207 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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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?

- HOW HAVE I NOT GIVEN HIM SENSE MOTIVE?

 

24PP to spend [24PP spent so far]

[BATONS]

- Baton: Increase rank by 2 [6PP]

-- Add the following alternate power to Baton Attack Array

--- AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range 1 [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP}

-- Baton Smack: Add the extra Alternate Save [Fortitude] 10, power feat Enhanced Critical 1. Change name to "Brutal Precision Baton Smack"

-- Baton Throw: Add the extra Autofire 1 [6 ranks], and the power feats Precise and Ricochet 2.

[UNCANNY PHYSIQUE]

- Increase enhanced Strength to 20 [4PP]

- Increased Enhanced Con to 20 [4PP]

-- Lower Protection to 1 [-2PP]

- Super Movement +1 Rank [2PP]

-- Wall Crawling +1

[SAVES]

Fortitude +1 [1PP]

Reflex +1 [1PP]

[SKILLS]

Buying 24 ranks of Skills [6PP]

- Bluff 5 (+10)

- Computers 3 (+10)

- Disable Device 3 (+10)

- Escape Artist 5 (+5)

- Sense Motive 7 (+10)

- Notice +1 to Notice 10 (+13)

 

[OTHER]

- Add Feat: Benefit [Wealth] [1PP]

 

UPDATED TRADE OFFS

 

Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness

 

UPDATED ABILITIES

 

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

 

UPDATED COMBAT

 

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), +12 Baton Ricochet (+4 Base, +6 Attack Specialization, +2 Accurate)
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Grapple: +5 (+4 Base Attack, +1 Str) / +9 (+4 Base Attack, +5 Enh. Str) 
Knockback: -4 (Tou/2) / -3 (TOU/2, without Defensive Roll)

 

UPDATED SAVES

 

Saving Throws: 4  + 4 + 7 = 15PP
Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll)
Fortitude: +10 (+5 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +10 (+3 Wis, +7)

 

UPDATED SKILLS

NOTE: 24 Ranks: 7+5+5+3+3

 

Skills: 96R = 24PP 

Bluff 5 (+10)

Computers 3 (+10)

Disable Device 3 (+10)

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

Escape Artist 5 (+5)

Gather Information 10 (+15)Skill Mastery

Intimidate 15 (+20)Skill Mastery

Investigate 4 (+11)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Streetwise] 8 (+15)

Notice 10 (+13)

Search 3 (+10)

Sense Motive 7 (+10)

Stealth 15 (+20)Skill Mastery

 

UPDATED POWERS

 

Device 4  ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Weapon)

Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2[20PP]

BPDamage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point targeting

APDamage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range 1 [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training

AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range 1 [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP}

 

Uncanny Physique 7.4  (37PP Container) [37PP] (Mutation)

Enhanced Ability 24 (Strength+8, Dexterity+8, Constitution+8[24PP] (Physical Mutation)

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

Protection 1 [1PP] (Physical Mutation)

Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2[8PP] (Mask, Psionic) 

 

UPDATED DC BLOCK

 

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC18 Tou (staged)

Damage

+4

Brutal Precision Baton Smack

Touch

DC25 Fortitude (staged)

Damage

+10, Crit 19-20

Baton Throw

30 ft., max 75 ft.

DC21 Tou (Staged)

Damage

+14

Baton Ricochet

30 ft., max 75 ft.
15-75 ft. radius area

DC23 Tou (Staged)

Damage

+12, Targeted Area

Aura of Terror

Perception

DC20 Will (Staged)

Fear: Shaken, Frightened, Panicking

N/A

Paralyzing Terror

Perception

DC20 Will (staged)

Slowed, Paralyzed

N/A

 

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 (180/204PP)
Unspent Power Points: 24
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.

s5pUAvh.png

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, Physical 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] (Physical 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] (Physical Mutation)

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

Protection 3 [3PP] (Physical Mutation)

Super-Movement 3 (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) = 180/204 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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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: Yakuza heir turned ironclad Oyabun.

 

Alternate Identity: Takazumi Kaneda (Secret)
Birthplace: Emerald City

Residence: Jadetown, Emerald City
Base of Operations: Jadetown, Emerald City
Occupation: Oyabun of the Takazumi-gumi
Affiliations: The Chamber, Takazumi-gumi
Family: Takazumi Kagami (Wife, 40), ? (Son, ?), ? (Daughter, ?)

 

Description:
Age: 46 (DoB: 1973)
Gender: Male
Ethnicity: Asian
Height: 5'7'' / 6'7'' as Steel Shogun
Weight: 166 lbs. / 500 lbs. as Steel Shogun
Eyes: Black
Hair: Black

Takazumi Kenada is an attractive 46-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:

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.

 

As the leader of the Takazumi-gumi, Kaneda would become the unofficial, hidden leader of Jadetown. During his rise to power, Kaneda would marry Myashita Kagami, fathering two children. Eventually joining forces with other super criminals to create the conspiracy known as the Chamber, Kaneda became one of the secret rulers of Emerald City, a position that the Steel Shogun keeps to this day, ruthlessly dispatching any interference that could threaten the peace of his family.

 

Personality & Motivation:

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.

As a member of the Chamber, Kaneda stands in contrast to the likes of Koschei the Deathless and the Brain. While the pair could care little for the façade of a normal life in Emerald City, Kaneda champions keeping life in Emerald City in general, and Jadetown in particular, as normal seeming as possible. To this end, he will often dispatch the Takazumi-gumi as unofficial enforcers to kill or deport unwanted superpowered criminals. 

A loving father, Kaneda strives to keep his children [SON] and [DAUGHTER] out of the reach of the rest of the Chamber, despite their great gifts. While he is content with the life he leads, he strives to keep the Chamber from exploiting either [DAUGHTER]'s visionary gifts, or [SON]'s lust for power.

 

Powers & Tactics:

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 up close with a katana. He is not above trying to grab his opponents to crush the life out of them.

 

Power Descriptions:

Following his exposure to the burning chemicals, Kaneda has become able to trnasform his body into "organic" steel. The process increases his density, making him heavier and slower, though it also makes him much stronger and harder to hurt, while making him virtually immune to most environmental effects.

 

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.


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] (Mutation, Metal)

  • 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 was thinking he's the youngest of the Chamber (put him at 40, to Steel Shogun's 46 and Mars' 55), playing a bit on him seeing Mars as a father figure. The Chessmen is basically the secret police behind Emerald City, with pawns in various positions all across the city. He is the member with the most men positioned throughout the city infrastucture, or just manpower in general, which gives him a powerful voice in the Chamber, just from the sheer manpower he brings ot the table. He is somewhat deranged, but not in the chaotic way of Koschei, rather he is completely obsessed with order and keeping order, wanting to be in full control of everything

 

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.

 

Alternate Identity: Alexander Kaspar (Secret)
Birthplace: Emerald City

Residence: The Board, under Emerald City federal building
Base of Operations: Emerald City
Occupation: Criminal Mastermind
Affiliations: The Chessmen, The Chamber
Family: Godwin Kaspar (Father, deceased)

 

Description:
Age: 40 (DoB: 1979)
Gender: Male
Ethnicity: Caucasian
Height: 5'11''
Weight: 250 lbs.
Eyes: Brown
Hair: Platinum blonde

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

WSgmNRg.png

 

History:

The current Chessmen are the second organization to use that name. The first was founded and controlled by Godwin Kaspar, father to the current Grandmaster. It existed more than thirty years ago and consisted of highly-trained former espionage and law-enforcement personnel recruited by Kaspar in his guise as “Black King.” Most of the agents were ranked according to specialty, Knights for combat, Bishops for intelligence, and so on; however, some members were elite enough to earn their own unique code-names, such as the logistics expert Endgame and the infiltration specialist Gambit.


Masters at behind-the-scenes manipulation, the Chessmen intended to take the reins of powers quietly and secretly while the hero community was diverted by more obvious and colorful menaces. Eventually, AEGIS (aided by the first Raven) brought the organization down. The majority of the organization, including its founder, ended up in federal prison. Godwin Kaspar was broken by his defeat and died behind bars less than five years after his incarceration. 


Then, a little over a decade ago, the last survivor of Kaspar’s Chessmen, a man named Vassily Dragovich, convinced Kaspar’s son, Alexander, to form a new Chessmen organization. Alexander replaced his father’s peerless
personal charisma with his own technological genius, electronically brainwashing agents instead of recruiting them directly and substituting technological firepower for combat training. In the space of the past few years, Alexander, now known as the Grandmaster, has taken his organization from nothing to a highly-efficient and powerful operation. Shortly after commencing operations, the Grandmaster was approached by Emerald City tech magnate Maximilian Mars. He explained how things really worked in the city and revealed the existence of the Chamber, which he was certain either the Grandmaster or Endgame would have learned of soon enough. Mars offered him membership and explained the Chessmen’s surveillance tech more than justified the Grandmaster’s inclusion in the group. The advantages to such an alliance were clear to the young mastermind and he quickly accepted. The fact the offer was made by a successful father-figure like Mars only made it that much more attractive.

 

Personality & Motivation:

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.

 

The Grandmaster wants to be respected and feared. He wants to realize his father’s ambitions and for AEGIS, the hero community, and the public to not only be helpless against him but to recognize and admit that fact. More importantly, he wants to shame the people responsible for his father’s ignoble end. To achieve this he wants to seize control of business, political, and military assets. He intends for the Chessmen to eventually be a world-class threat on par with SHADOW or the Foundry and will take any steps necessary to make that happen. Wealth and firepower are a means to these ends, nothing more.

 

Powers & Tactics:
The Grandmaster posses no super powers, but is a tactical mastermind and the leader of the Chessmen organization.

 

Alexander has studied his father’s decisions, both his successes and mistakes. To him, everything boiled down to misplaced trust and impatience. So, his people are conditioned to obey and no longer have the capacity to betray him. His watchwords are planning, information, and precision. Enemies are watched and studied in detail before steps are taken against them. Operations begin by targeting friends and associates or favored locations. Then, when the target is off-balance or distracted by other concerns, the target is hit with blackmail, extortion, or an outright smear campaign—whatever it takes to remove them from the game. Every operation and every enemy is reduced to pieces on a board, with moves carefully thought out. 

 

Moving into an area, the Chessmen identify the criminal elements they need to neutralize or take over in order to operate effectively. Once they take control, they move on to local business and government elements, again blackmailing, intimidating, or eliminating whomever they need to in order to put their people in those positions. Thus far they have avoided directly confronting AEGIS and several powerful criminal organizations… biding their time until the Chessmen are able to deal with those obstacles. 

 

When Chessmen agents or equipment are captured, they are immediately destroyed via a built-in “killswitch,” and video or digital evidence pertaining to the group is corrupted, altered, or eliminated at the earliest opportunity.

 

Headquarters & Resources:
(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.)

The Board is an underground facility located far beneath the Emerald City federal building. The Chessmen have access to the city’s traffic cameras, municipal and police computer databases, as well as many individual security systems (commercial and private). All input is processed and analyzed by the Chessmen’s Queens. The organization has eyes everywhere, constantly sifting through the data to find useful information. Finally, their teleportation system enables the Chessmen to move anywhere in the city at a moment’s notice. With all of these resources, the Chessmen seem to know everything and be everywhere. The Grandmaster funds the Chessmen by diverting money from hundreds of companies and online schemes as well as by stealing from other criminal and terrorist organization. He recruits homeless people and runaways from around North America, with his electronic training and conditioning making them into capable agents.

[ADD DESCRIPTIONS OF ENDGAME, QUEENS, KNIGHTS, PAWNS, ROOKS]
 

 

Complications:
Motivation: The Grandmaster wants control, nothing more or less. Everything else is just means to an end.

Obsession - Chess: The Grandmaster is obsessed with chess and the chess motif. To him, it presents an ordered and structured world, and he has trouble believing that anyone do not know the rules of the most glorious game.

Obsession - Father: Unable to accept his father's fall and that he was truly defeated, the Grandmaster is obsessed in his hero worship of his father, not allowing anyone to smear his name.


Abilities: 2 + 2 + 4 + 16 + 8 + 8 = 0PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 26 (+8)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +1 (+1 Dex)
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:  0PP


Drawbacks: (-0) + (-0) = -0PP


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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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

Remove limited from mental immunity

Indirect 3 to Blast

*Make subsystems array dynamic (5PP)

 

TO PL12

Weapon Systems Array +2 (4PP)

Force Field +2 (2PP)

Attack Specialization [Weapon Systems Array] +1 (ATK+2) (1PP)

Defense +2 (4PP)

Reflex Save +2 (2PP)

Will Save +2 (2PP)

15PP total

 

 

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 effects.

Flying V guitar.

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 (others: Xango of the Orisha, Ame-no-Uzume of the Shinto Gods, Maîtresse Délai of the Loa, Kokopelli of various Native American faiths)

- There's always 5 Master Maestros: One for each of the 5 Gods in the union, but potentially many other Master Maestros in training (Instruments: Lute -> Guitar, Drum, Violin, Flute, ?)

- Each Master Maestro has a Second, an Assistant (CONDUCTOR!) that helps them. Usually a master-servant relationship

- 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

- Discordants

-- The weaker they are, the more chaotic and shifting. The truly strong ones look off, but their forms have stabilized, compared to weaker ones that constantly shift.

 

Song names for Drain:

Arthritic aria, bumbler 's ballad, contagion concerto, dithering ditty, weakening waltz

 

 

Music

Interstellar Strut - TWRP

 

The Poet
Power Level: 12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: 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: Mobile
Occupation: Master Mastro, Rock Star
Affiliations: The Master Maestro Order
Family: Thomas Larsen (Father, born 1962, Professor of Social Studies at Copenhagen University), Anne Holm Larsen (Mother, born 1964, Professor of Mathematics at Copenhagen University), Tove Holm Larsen (Sister, born 1990, Former student, deceased 2012, now Einherjar and Mikkel's Conductor)

 

Description:
Age: DoB: 1994 [August 1st]
Gender: Male
Ethnicity: Caucasian
Height: 5'11''
Weight: 170 lbs.
Eyes: Blue
Hair: Dark brown

Mickey is a young man in relatively good shape, with dark brown hair and blue eyes. He is usually seen wearing jeans and t-shirts, along with his beloved denim jacket, though its age is starting to show. He has no set heroic outfit and will usually wear whatever he is wearing at the time when performing heroics, often with a black brace worn on his right hand. When the Mantle of the Master Maestro manifests around Mickey to protect him, it does so as a black cape with white trim, and ever changing white and grey patterns, which seem to react to the music that Mickey plays.

Mickey is almost always carrying his guitar, a Gibson 1968 Flying V Worn Cherry Guitar. 

 

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History

When Mikkel 'Mickey' Holm Larsen was 4 years old, his father took him to a concert with Kim Larsen. It wasn't Thomas' favored choice of music, but even he enjoyed the music. Mickey heard that one guitar, and it just blew him away. He had stars in his eyes, and the very next day he begged his parents to buy him a guitar.

 

Thomas and Anne never thought Mickey would amount to much. Both professors at the Copenhagen University, they had little patience for the fact that their son's lack of interest in academics, instead focusing on his 4 years older sister, Tove. While Tove excelled in academics, Mickey love for music grew, and he was rarely seen without an instrument of some kind. Mickey would claim that it really didn't matter that much. Sure, it would've been nice to get some encouragement for them, and to not always feeling like he was a distant second best to his sister, but contrary to his difficult relationship with his parents, Mickey didn't just get along well with his older sister, she positively doted on him and encouraged him to follow his own dreams of becoming a rock star. 

 

Mickey could sing, he had a voice like an angel, and he seemed like a natural with almost any instrument he picked up, even as he drifted towards stringed instruments, with a particular love for guitars. Still, no matter what guitar he picked up, no matter how well he played, it just felt off. He couldn't put it into words, he couldn't explain why or how, but no instrument felt right in his hands, and his music suffered for it. During his teenage years he would start a great number of bands, few lasting longer than a few months, as Mickey's frustration with not just his music, but his parents as well, grew. Still, his sister's encouragement kept him going.

 

In 2012, tragedy struck. While studying abroad in Germany, Tove was killed, as she rushed to defend a man from a drunken beat down. One of the attackers wielded a piece of plywood, and he managed to hit Tove in just the wrong way, and she was killed on the spot, defending a man she had never met. The entire family was hit hard by the news. Mickey fell into a depression, lost all passion for life, all passion for music. Without his sister to see and listen, then what did it all matter?

 

Years passed. Mickey's distance to his parents grew even greater. Before, he at least had his music. Now he was just drifting through life, working dead end jobs, never carrying about educating himself or doing something else. With the help of therapists, he was slowly getting better. It was a long hard road, but at least he was making progress, and on the outside, it seemed like everything was fine. He started going out with friends again, started partying, playing music, but his heart wasn't quite in it.

 

One evening, as he was walking home through the streets of Copenhagen after another failed audition for his latest band, Mickey's life changed forever, as he saw a sight unlike anything he had ever seen before. The Little Mermaid, one of Denmark's few heroes, were fighting some kind of distorted monster in the streets of Copenhagen. It was difficult to explain what the creature looked like. It had elongated, irregular and distorted ever-shifting features. One arm longer than the other. Three legs. Hard, stone-like skin in some places, fur in others. A single metallic wing growing over its short arm. Irregular fangs. It towered high above Mickey, glaring with its unblinking yellow eye, the only constant in its form. The Little Mermaid pushed him out of the way from a blow and told him to run, even as it seemed clear she had little chance on her own.

 

Mickey ran. What else could he do? As the distorted beast rampaged behind him, something caught his eye. A little shop on the street, one that he had never seen before, even as followed this street day after day. Records in racks outside, the sign plastered above the door in rune-like letters read "BRAGENDE GOD MUSIK". The door was open. He duck inside, quickly locking the door behind himself while offering an apology to whoever was inside. The small bell at the top of the door jingled as the door closed, and the noise from the outside fell silent. It seemed like a regular little music store. Loads of CDs, racks with LPs, some instruments on the wall. And Mickey was alone. Maybe the owner had already run.

 

For reasons he couldn't understand, Mickey could scarcely remember why he had entered the shop. There was a feeling, a shiver running down his back. He had goosebumps. There was just something about this store. Slowly, he began moving around, looking through the music, continuing deeper and deeper into the store. He would reach out to instruments as he passed them, then pull his hand back. It still didn't feel right. It felt like he moved through the shop forever. It had been a small shop from the outside, he had no idea how it could fit so much inside. And then, he saw it. A Gibson 1968 Flying V Worn Cherry Guitar, with the handle and top of the guitar sticking out of a large stone. He felt it again. The same sensation when he was child at the concert. He had stars in his eyes. It was like a trip to the past as he stared at it. This was it. This was his guitar. The noise from the outside finally reached him once more, as the entire building shook.

 

Mickey closed his hand around the guitar, and with one swift move, he pulled it from the stone.

 

He fished a guitar pick out of his pocket. Of course he was carrying one. He raised his hand and was about to play a tone when a hand closed around his shoulder. It was an older man with curly blonde hair and beard. While the battle raged outside, he explained to Mickey that the guitar was not just any instrument, but the tool of a Master Maestro known as the Axe of Bragi. By being able to pull the guitar from the stone, Mickey had been chosen as one of five Master Maestros that were to harmonize the Universal Song and protect the world from Discordants, like the beast that the Little Mermaid was fighting outside. There was much more to it, of course, but there was little time, if he wanted to save the hero.

 

Of course, it was Mickey's choice. Use the guitar that was meant for him, help protect the world, or give it up, and hope that another would be chosen. The shopkeeper knew Mickey's choice, of course.

 

Mickey stepped outside to see the Little Mermaid on the ground, the laughing beast towering over her. She was struggling to rise, as he stepped forward and gripped the guitar. And that one guitar, felt good in his hands. It didn't take long, to understand. The beast laughed, its unblinking eye watching. What difference could Mickey make? After all, it was just one guitar, slung way down low, but little did the beast know that it was a one way ticket, with only one way to go. So Mickey started rockin', ain't never gonna stop. He gotta keep on rockin', if someday he's gonna make it to the top! In an instant, the battle was over. As the Discordant beast realized its mistake, Mickey played and sang, putting his every soul into the song. Before the beast even reached him, it was gone.

 

When the Little Mermaid rose to her feet, Mickey was gone. The shopkeeper had taken him back into the little shop, which was no longer there. He got to work explaining the situation to Mickey in full, what he had agreed to do, what he would now be bound to do until his dying day. Mickey would be one of five Master Maestros to protect the world from the Discordants, to keep the world in harmony. The first to use a modern instrument, the first in untold ages to be chosen without having been trained by another Maestro. It was a break with traditions, one that the shopkeeper felt was necessary, but the other Master Maestros would most likely resist. It would be a long, hard road, but it would not be a lonely one: Each Master Maestro were bound to a Conductor: Their assistant, protector and friend. Mickey would have to choose the one person that he trusted the most for the role.

 

Mickey choose Tove, his dead sister.

 

The shopkeeper stared at him, then laughed at the young man's nerve. Never before had someone chosen a dead person to be their Conductor. Per tradition, the Conductor would be raised alongside the Master Maestro, until they were ready to accept the titles from the previous Master Maestro and Conductor, but despite the shopkeeper's laughter, he complied, and Tove appeared before Mickey on a rainbow bridge. Finally reunited, Mickey hugged his sister and in tears, he explained everything he could.

 

Riding a beat up old van, Mickey and Tove set out into the world. No longer just drifting through life, Mickey had two goals ahead of him: To keep the harmony of the Universal Song, and to become the world's greatest rock star.

 

Personality & Motivation:

Mickey has aspirations of being a rock star and acts the part. He can be loud, brash, cocky and at times obnoxious, but he has a heart of gold, and is protective of friends, fans and those otherwise in his care. Mickey is almost never seen without his guitar, and will often play it during downtime, even if just simple notes and not actual songs. Mickey would honestly rather play his guitar than go out and fight bad guys, but he still tries to live up to his responsibilities.

 

Even though Mickey takes pride in his abilities as a singer and guitarist, part of him wonders just how much of his rising fame and skills are his own, and how much is due to the Axe of Bragi. His encounters with other Master Maestros has caused him to feel at least some doubt about his role in keeping the Discordants in check: Where he the right one chosen to wield the guitar, or is he breaking centuries old traditions without need?

 

Until recently, Mickey was suffering from depression caused directly by his sister's death. He struggled hard to work his way out of the depression, but while it seems to have fully lifted with his appointment as a Master Maestro and Tove's return as his Conductor, there is no telling if it might one day return.

 

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:
Good Vibrations: All use of magic from Mickey's Magic Guitar requires that he plays it. A single note can be enough for smaller effects, while greater effects requires actual music. If Mickey is somehow unable to play the guitar, only the Smash The Set power can be used, and that requires actually moving to hit something with the guitar. If the GM deems that Mickey cannot play his instrument for whatever reason, he can award Poet a Hero Point.

 

Hit Me With Your Best Shot: Mickey's primary enemies are the Discordants, which he, as all Master Maestros, have a responsibility to find and destroy. They come in a great variety and can appear in just about any situation, like to complicate another battle or scene that Mickey finds himself in. He has also earned the ire of the older villain known as the Maestro, simply for daring to use rock to fight crime. If a GM brings in the Discordants, the Maestro or other enemies, or otherwise have them complicate a situation for Mickey, they can award Poet a Hero Point.

 

It's My Life: Mickey wants to play music, to be a star. But how much of his music is his own work, and how much is the power of the magic guitar? Unfortunately, Mickey's magic guitar needs confidence to work: If Mickey doubts himself, his magic can fail.

 

All Star: Mickey is a rock star on the rise, and he doesn't exactly keep a low profile. While he's hardly a household name yet, his name is spreading, and he has a harder time hiding his identity.

 

Hurt: While he seems alright now, Mickey dealt with several years of depression, and events can conspire to bring those feelings to the front again. If a situation or mental attack triggers Mickey's depression, he will grow quiet and despondent, losing the creative streak that lets him use a great deal of his powers to their full extent. If Poet fails to play the music necessary for one of his powers due to a situation related to his depression, the GM can award him a Hero Point.

 

Living the Legacy: Something dealing with Master Maestro legacy


Abilities: 0 + 8 + 4 + 2 + 6 + 10 = 30PP
Strength: 10 (+0)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 12 + 8 = 20PP
Initiative: +4 (+4 Dex)
Attack: +6 Base, +6 Melee, +6, See individual Power Bonus in DC Block
Defense: +12 (+4 Base, +8 Shield), +2 Flat-Footed

Grapple: +6 (+6 Base Attack)
Knockback: -1 (Base TOU/2) / -6 (w. Force Field)


Saving Throws: 7 + 4 + 8 = 19PP
Toughness: +12 (+2 Con, +10 Force Field)
Fortitude: +9 (+2 Con, +7)
Reflex: +8 (+4 Dex, +4)
Will: +11 (+3 Wis, +8)


Skills: 60R = 15PP

Knowledge [Arcane Lore] 4 (+5)

Knowledge [Popular Culture] 4 (+5)Skill Mastery

Knowledge [Streetwise] 4 (+5)

Language 2 [Danish [Native], English, German]

Perform [Singing] 15 (+20)Skill Mastery

Perform [Stringed Instruments] 15 (+20)Skill Mastery

Notice 8 (+11)Skill Mastery

Sense Motive 8 (+11)



Feats: 11PP

Equipment 2

Inspire 2

Leadership

Luck 2

Quick Draw

Skill Mastery (Knowledge [Popular Culture], Notice, Perform [Singing], Perform [Stringed Instruments])

Ultimate Effort (Perform [Stringed Instruments])

Uncanny Dodge [Audiotory]

 

Enhanced Feats

Inspire 2 -> Inspire 5

 

Equipment: 2PP = 10EP

  • The Van [10EP]
    • Size: Huge [2EP]
      Strength: 35 [1EP]
      Defense: 8 [0EP]
      Toughness: 11 [2EP]
      Features: [0EP]
      Powers [5EP]

      Speed 5 (250 mph, 2200 ft/rnd) [5EP]

 

 

Powers: 2 + 5 + 55 + 18 + 6 = 85PP

 

Comprehend 2 ("Universal Language of Song"; Languages [Anyone able to hear can understand]; Flaws: Limited [Only when singing]) [2PP] (Magic, Sonic)

 

Device 14 ("Axe of Bragi" 70PP Container; Flaws: Hard-To-Lose; Feats: Indestructible, Restricted 2 [Must have Perform [Stringed Instruments] 15+ to lift and use]) [59PP] (Divine, Magic, Guitar) 2 MORE PP TO SPEND!

Enhanced Traits 3 (Inspire 3) [2PP] (Magic, Prowess)

Feature 1 ("Face of the Band"; Any kind of backup music and singing needed for a song will be heard) [1PP] (Magic, Sonic)

Flight 2 ("I Believe I Can Fly"; Flaws: Platform) [2PP] (Magic)

Magic Music Array 24 (48PP Array; Feats: Alternate Power 14) [62PP] (Magic, additional descriptors on individual powers)

BP: Emotion Control 12 ("The Power To Move You"; Extras: Area [General Perception (Auditory)], Linked to Drain Will (+0), Secondary Effect, Selective Attack; Flaws: Action [Full], Range [Touch] (-2)) [24PP] + Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [General Perception (Auditory), Linked to Emotion Control (+0), Selective Attack; Flaws: Action [Full]) [24PP] {48/48} (Music, Psionic, Sonic)

AP: Blast 12 ("Power Chord"; Extras: Area [General Burst]; Flaws: Range [Touch]; Feats: Knockback 5) {29/48} (Impact Damage Type, Music, Sonic) 19 more PP to spend ADD another linked power? Or another extra? Disintegration linked?

AP: Blast 12 ("Blow Your Mind"; Extras: Alternate Save [Will]; Feats: Accurate 3) {39/48} (Psionic, Music, Sonic) 9 more PP to spend

AP: Create Object 13 ("You Can Make It If You Try"; Extras: Movable; Feats: Precise, Progression [Object Size] 4, Selective, Stationary, Subtle, Tether) {48/48} (Creation, Music, Sonic) (Size: Up to 13x100 foot cubes)

AP: Damage 12 ("Smash the Set"; Extras: Autofire, Penetrating 6, Secondary Effect; Feats: Accurate 3, Extended Reach [5 ft.], Knockback 2) {48/48} (Bludgeoning Damage Type, Guitar, Reverb)

AP: Drain Saves 12 ("The Sapping Song"; Drains One Save; Extras: Alternate Save [Will] (+0), Area [General Perception [Auditory], Selective Attack, Total Fade; Flaws: Action [Full]) {48/48} (Music, Sonic)

AP: Healing 9 ("Heal the World"; Extras: Area [General Burst], Selective Attack, Total; Feats: Persistent, Regrowth, Stabilize) {48/48} (Music, Sonic) (Area: 45 ft. radius)

AP: Illusion 12 ("The Greatest Show On Earth"; Auditory, Visual Illusions; Feats: Precise, Progression 7 [Area]) {44/48} (Images, Illusion, Music, Sonic) (Area: 1000 ft. radius) 4 more PP to spend

AP: Mind Control 12 ("Pied Piper Special"; Extras: Area [General Perception (Auditory)], Conscious, Effortless, Selective Attack; Flaws: Range [Touch] (-2)) {48/48} (Music, Psionic, Sonic) 

AP: Move Object 23 ("You Gotta Move"; Feats: Precise, Subtle) {48/48} (Music)

AP: Nauseate 12 ("Brown Note"; Extras: Area [General Perception (Auditory)], Selective Attack) {48/48} (Music, Sonic) 

AP: Paralyze 12 ("Paralyzer"; Extras: Area [General Burst], Selective Attack) {48/48} (Music, Psionic, Sonic)

AP: Teleport 10 ("Wherever I May Roam"; Extras: Accurate, Portal (+2); Flaws: Long-Range; Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5) {48/48} (Music, Portals) (Range: 200,000 miles. Portal size: Up to 250x250 ft.)

AP: Teleport 11 ("Free Bird"; Extras: Accurate, Area [General Burst], Affects Others; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Selective, Turnabout) {48/48} (Music, Empowerment) (Area: 55 ft. radius, Range: 1100 ft.)

AP: Transform 8 ("Change"; Transform anything to anything; Flaws: Action [Full Round]; Feats: Accurate 5, Progression [Mass] 3) {48/48} (Music, Physical Change) (Transform mass: 2500 lbs.)

 

Mantle of the Master Maestro 3.6 (18PP Container) [18PP] (Divine, Magic, Cape)

Protection 10 ("Protective Mantle") [10PP]

Shield 8 ("Shielding Mantle") [8PP]

 

Super-Senses 6 ("Musician's Ears"; Ultra-Hearing, Accurate, Analytical, Rapid 2 (x100) Hearing) [6PP] (Magic, Prowess)


 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

Coming...

 

Totals: Abilities (30) + Combat (20) + Saving Throws (19) + Skills (15) + Feats (11) + Powers (85) - Drawbacks (0) = 180/180

Edited by RocketLord

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Archer II (maybe 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.

 

Potential rivalry with Facsimile in Southside

 

Rogues Gallery

- "Blood Archer/U.S.Archer" (name pending): A rival archer, who fancies himself a hero. Inspired, but not trained by, the original Archer, but taking all the wrong lessons to heart. Kills criminals, caring little for collateral damage, etc. Extreme.

 

 

+4 Attack/-4 DC in general. Don't want to go lower than rank 6 for effects.

 

Advancement

maybe more mobility? 

HQ

 

Feats to get: Teamwork, Leadership, Set Up, Luck+, Equipment+, Improved Initiative +1, Skill Mastery (Notice, ?, ?, ?), Challenge (Notice Lip Reading)

Improve skills

 

Healing 4 ("Walk it Off"; Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4 PP] (Will) 2+1-1-1 = 1PP/rank

 

 

Archer II
Power Level: 10 (155/155PP)
Unspent Power Points: 0
Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world.

Theme: Comeback - Redlight King

 

Alternate Identity: Connor King (Secret)
Birthplace: Southside, Freedom City

Residence: Southside, Freedom City
Base of Operations: Southside, Freedom City
Occupation: Adventurer, Crime Fighter
Affiliations: Ethan Keller (Archer I)
Family: Rachel King (Mother, deceased), Fabian King (Father, deceased)

 

Description:
Age: 18 (DoB: 2001, May 4th)
Gender: Male
Ethnicity: Caucasian
Height: 6'
Weight: 190 lbs.
Eyes: Blue
Hair: Brown

 

Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. 

 

As Archer II, Connor  wears a form fitting dark red and white costume, loosely based on the original Archer's costume. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. It has a red part, pointing down like a red triangle from the top of the jacket, pointing down and ending at Connor's solar plexus. The jacket has a zipper on the front, which can be zipped up to cover his neck, which Connor usually leaves open to just under his neck, letting the collar hang freely. He wars a red mask with white lenses, which leaves only his mouth free. On his lower body, he wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. Connor will usually wear a square dark red quiver on his back, and uses a metallic bow.

 

aScFieq.png

 

History:

Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system.

 

What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. 

 

Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor.

 

For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas.

 

In June 2019, the Archer appeared once again, prowling the streets of Freedom City.

 

Personality & Motivation:

Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle.

 

Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect.

 

Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax.

 

Powers & Tactics:

When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range.

 

Power Descriptions:
Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation.

Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight.

 

Complications:
Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble.

 

Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting

 

Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there.

 

Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero.

 

Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them.

 

Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way.



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: +9 (+5 Dex, +4 Improved Initiative)
Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged])
Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed

Grapple: +13 (+10 Attack, +3 Strength)
Knockback: -3 (Toughness/2)


Saving Throws: 3 + 5 + 5 = 13PP
Toughness: +6 (+3 Con, +3 Protection [Costume])
Fortitude: +6 (+3 Con, +3)
Reflex: +10 (+5 Dex, +5)
Will: +8 (+3 Wis, +5)


Skills: 68R = 17PP 

Acrobatics 10 (+15)

Bluff 10 (+12)

Concentration 2 (+5)

Craft [Mechanical] 8 (+9)

Knowledge [Streetwise] 6 (+7)

Knowledge [Tactics] 4 (+5)

Notice 9 (+12)

Search 8 (+9)

Sense Motive 5 (+8)

Stealth 6 (+11) 



Feats: 34PP

Accurate Attack

Acrobatic Bluff

Attack Focus 4 [Ranged]

Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion]

Defensive Attack

Dodge Focus 5

Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]]

Equipment 1

Evasion 2

Improved Aim

Improved Critical 2 [Bow]

Improved Initiative 1

Improved Ranged Disarm

Luck

Move-By Action

Power Attack

Precise Shot 2

Quick Draw 2

Ranged Pin

Takedown Attack

Taunt

Ultimate Effort [Ultimate Aim]

Uncanny Dodge [Visual]

 

Equipment: 1PP = 5EP 

  • Costume (Protection 3) [3EP]
  • Commlink [1EP]
  • Signal Flare [1EP]



Powers: 4 + 15 = 19PP

 

Concealment 4 ("Combat Training"; Options: All Visual Senses; Flaws: Limited [Miss Chance Only][4PP] (Training)

 

Device 8 ("Bow and Arrows"; 40PP Container; Flaws: Easy-To-Lose) [24PP] (Technology)  4PP left to spend

Arrows 7 (14PP Array; Feats: Alternate Power 11[25PP] (All Technology with additional descriptors)

BPBlast 3 ("Standard Arrow"; Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14PP} (Variable Damage Type)

APBlast 3 ("Piercing Arrow"; Extras: Penetrating 6, Feats: Improved Range 2, Mighty 3) {14/14PP} (Piercing Damage Type,)

APBlast 6 ("Hail of Arrows"; Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14PP} (Piercing Damage Type)

APDamage 7 ("Bowsmack"; Feats: Extended Reach (5 ft.), Mighty) [9PP] + Enhanced Trait 5 (Improved Critical [Bow Smack] 2, Improved Pin, Improved Trip, Stunning Attack) [5PP] {14/14PP} (Bludgeoning Damage Type,)

APObscure 5 ("Smoke Arrow"; Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14PP} (Smoke)

APSnare 6 ("Net Arrow"; Feats: Improved Range 2) {14/14PP} 

APSuper-Movement 2 ("Grappling Line Arrow"; Options: Slow Fall, Swinging) [4PP] + Speed 2 (Flaws: Limited [Only Swinging]) [1PP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1PP] {6/14PP}

APDazzle 6 ("Flashbang Arrow"; Options: Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Light)

AP: Stun 6 ("Stun Arrow"; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) (14/14DP) (Electricity)
AP: Trip 6 ("Bolas Arrow"; Feats: Improved Range, Improved Trip; Extras: Knockback) (14/14DP)

APBlast 6 ("Thermite Arrow"; Feats: Improved Range 2; Extras: General Area [Burst];  Flaws: Action [Full Round]) {14/14DP} (Ballistic Damage Type)

APDrain 6 ("Hypodermic Arrow"; Options: Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP}

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC18 TOU (staged)

Damage

+10, Crit 18-20

Standard Arrow

300 ft.

DC21 TOU (staged)

Damage

+14, Crit 18-20

Piercing Arrow

300 ft.

DC21 TOU (staged)

Damage, Penetrating 6

+14, Penetrating 6, Crit 18-20

Hail of Arrows

60-300 ft. cone

DC21 TOU (staged)

Damage

+14, Crit 18-20

Bowsmack

5 ft.

DC25 TOU (staged)

Damage

+10, Crit 18-20

Net Arrow

300 ft.

DC16 REF (staged)

Fail: Entangled
>5: Bound/Helpless

+14, Crit 18-20

Flashbang Arrow

300 ft.

DC16 REF (staged) / DC16 FORT (staged)

Blinded

+14, Crit 18-20

Stun Arrow

300 ft.

DC16 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+14, Crit 18-20

Bolas Arrow

150 ft.

DC16 STR/DEX (worse)

Tripped, Knockback

+14, Crit 18-20

Thermite Arrow

300 ft., 30 ft. area

DC16 REF (staged)

Reduce damage effect to DC18

Area, Crit 18-20

 

 

DC21 TOU (staged)

Damage

Crit 18-20

Hypodermic Arrow

300 ft.

DC16 FORT (staged)

Drain one save (TOU/REF/FORT/WILL)

+14, Crit 18-20

 

 

Totals: Abilities (34) + Combat (38) + Saving Throws (13) + Skills (17) + Feats (34) + Powers (19) - Drawbacks (0) = 155/155 Power Points

Edited by RocketLord

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A computer guy

 

Gained powers during Terminus Invasion 2018, when Terminus Energies interfered with an experiment, causing an overload that bathed Ben in the combined energies.

Change power origin. One of a number of wielders of amulets/items with an ELEMENT ANIMAL thing going, opening up for enemies and other players using the same thing

 

IDEAS/STUFF:

LB array power with Trail area

Luck ranks

Increase rank of Datalink, add Subtle 2, Rapid 2 (100x speed), Affects others? Cyberspace?

Improved Initiative

 

Lightning Bug
Power Level: 10 (180/180PP)
Unspent Power Points: 0
Trade-Offs: +2 Defense / -2 Toughness, power trade-off break down below

Attack

DC

ATK

Shocker Punch

+2

-2

Lightning Strike

-2

+2

Electro Web

-2

+2

Shock to the System

+2

-2

 

In Brief: Bug themed hero with electric powers.

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

Theme

 

Alternate Identity: Benjamin "Ben" Barnes (Secret)

Adjectives: The Uncanny Lightning Bug
Birthplace: Freedom City

Residence: Greenville, Freedom City
Base of Operations: Claremont Academy
Occupation: Student
Affiliations: Claremont Academy
Family: Mother (Mother, Aspiring YA Fiction Writer), Father (Father, High School Science Teacher)

 

Description:
AgeDoB: 2003, March 5th
Gender: Male
Ethnicity: Caucasian
Height: 5'10''
Weight: 167 lbs.
Eyes: Brown
Hair: Black

Ben is a somewhat average looking young man with short black hair and brown eyes. He is somewhat slim, prefering to dress in slightly oversized clothes, with a preference for hoodies in darker colors. He often wears huge headphones, rarely being seen without his smart phone or laptop.

 

As the Uncanny Lightning Bug, Ben wears a primarily white and blue costume. The legs and lower torso of the costume is white with a light grey hexagonal pattern. His chest and arms are dark blue, with seemingly random circuit pattern in a lighter blue colors. The blue sleeves are separated from the chest at white lines, with the blue part of the chest stretches down his abdomen in the shape of a lightning bolt. The blue sleeves end in red accents at the wrists, his gloves being white with the same hexagonal pattern as the pants and lower torso. He wears a primarily dark blue mask with the same pattern as the upper chest and sleeves, with a red visor and a white bug-like part over his mouth, stylized to look like closed mandibles. The mask has a pair of short white antenna connected just above the middle of the visor.

oCGU2nl.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.)

Father is a high school science teacher, mother is a not very succesful fiction author. Good home life, only child, not a ton of money.

Goes with father and class to the unveiling of some sort of alternative energy source machine at ASTRO Labs during Summer 2018 (at age 15). Terminus invasion happens, machine is bombarded with energy from the Terminus and explodes, showering Ben in strange electrifying Terminus energies. 

He goes out cold, wakes up in hospital after the end of the invasion with his parents.

During the following year, he discovers his powers and starts using them as a hero in local area, staying relatively low profile. Why hero? Feels guilty for having gained these powers during the whole Terminus thing, and yet not being able to use them to help others then! (people died in the accident where he gained his powers)

Eventually gets involved in a super villain fight during summer 2019 which causes some property damage and people being hurt, despite Ben's best efforts. A Youtuber, changing his username to BugZapper55, having witnessed the events, and affected by the terminus effect on Ben, starts a campaign to discredit him, leading to a bad reputation, and him becoming more well known.

At the same time, he's offered to enroll at Claremont Academy to learn how to be a hero. He agrees, telling his parents about his powers and identity. They already knew, but allows him to attend.

 

Personality & Motivation:

Ben is an introvert, rarely going out of his way to meet other people or make friends. He suffers from a guilt complex born from the events that led to him gaining his powers. If he can rationalize that something is his fault, he will probably think so. Rather than being crippled by this feeling, Ben uses it to try and become a better person, doing what he can to help others, in either of his identities. While not exactly confrontational, Ben can be rather snarky when he feels like it. He's not really a follower or much of a team player, generally prefering to work alone. He is prone to angsting over mistakes, though he will usually power through them. 

 

An avid gamer, amateur programmer and hacker, Ben is rarely seen without his smart phone or computer. He's not really shy about being a gamer in any way, but can easily get defensive if anyone makes any bad remarks that it makes him a bad person in some way. Before gaining his powers, he had a dream of one day creating computer games, though he isn't as sure about that dream anymore.

 

Since gaining his powers, Ben has found a certain freedom in putting on a mask and acting in public where no one knows who he is. While still prefering to work on his own, he opens up more to others. He snarks, quips and jokes with others more openly, showing his usually more latent heroic side. Not a fan of violence, he will usually try to subdue opponents with non-violent means, or otherwise try to keep civillians out of trouble during battles.

 

Ben loves his parents dearly, feeling rather liberated at finally revealing his dual identity to them after 9 months as a super hero. Their support means everything to him, and his moral compass and personal code of honor is certainly due to his upbringing.

 

Powers & Tactics:

Ben's powers are all electric in nature, his entire body having been bombarded with strange Terminus-infused energies when the experimental machine exploded, even being able to do some things that electricity logically shouldn't be able to do, such as gaining super-strength by powering up his muscles with energy, or creating force fields to protect himself. He can stick to just about anything by creating a static effect and fly or move at incredible speeds by discharging electric energy from his hands. He can use the lightning in a number of offensive ways, from empowering punches with electricity and creating blinding flashes, to shooting lightning from his fingers and effectively projecting his ability to stick to walls via static fields out to others in a rough web shape.

 

Lightning Bug will generally stay mobile, flying around and shouting bad jokes at his opponents, while trying to disable them. He generally prefers not to harm others if possible, often opting for using his electro web, unless he is sure the opponent is strong enough to handle his power. If the situation calls for it, he will divert attention to creating powerful force fields to protect himself from danger.

 

Power Descriptions:

Ben was empowered when the experimental machine was overloaded with an unknown Terminus. While the explosion killed several others in the vicinity, Ben somehow absorbed the combined energy, which empowered him. At the most basic level, Ben's entire physiology has been enhanced, making him stronger, tougher and more agile than he would otherwise be. His reflexes have been greatly enhanced, as has his balance and the rate at which he is able to process information and perform other mental tasks. He has developed what he calls Electric Senses, allowing him to sense and listen to radio waves in his vicinity, while constantly projecting an electric field around himself where he can sense anything that happens, giving him an effect similar to a radar sense. He can interface directly with digital devices within range by sending electric signals as radio waves. His entire body has become charged with electric energy, making him immune to such effects.

 

He is able to project yellow electric energy from his to achieve a number of effects. By creating a static field on his body, he can stick to any surface, or instinctively slow his fall. By projecting electric bursts from his hands, he is able to fly, as long as he has at least one hand free. By creating a similar effect with his entire body, he is able to move at incredible speeds, basically throwing himself across the field. He can maintain a personal force field by projecting his electric energy all around himself, though this takes some concentration. Generally speaking, the more powerful the force field, the more focus he has to divert, and the easier he will be to hit.

 

Offensively, Ben can use his powers in a number of ways. As a standard, he is electrically charging his muscles to further enhance his strength. This has the secondary effect of making his skin tougher, making him bullet proof, and improving the speed of his movements, making him faster in close combat. Ben's prefered use of his abilities is combat is to project what he has dubbed Electro Web. By projecting his static fields over a wider area, where they take the form of yellow, electrified webs, Lightning Bug can use to capture his targets. He is able to control the size and shape of Electro Webs to a great degree, from to multiple targets. Ben can shoot lightning bolts from his fingers tips, creating several rapid fire strikes at the same time, or gather electricity in his hands to empower his melee blows, either by creating powerful strikes that creates a camera flash like effect when he punches, or by creating a stunning effects. Finally, he can release stored up energy in a powerful Lightning Burst in an area around him, though Ben has little control over this ability.

 

His powers has a peculiar reaction to water. While under water, he cannot use his ability to create static fields, cannot project the energy necessary to fly or move at increased speeds, and all offensive uses of his powers seem to result in an explosion of electric energy in the area around him, denying him the ability to create Electro Webs, lightning strikes and electrified blows. 

 

Complications:
Not Good With Water: If Ben is in water, he can only set the Lightning Bug Array to use the Dynamic Muscle Power or Lightning Burst array slots, any other attempts at projecting electrical energy simply resulting in a Lightning Burst. If this hinders Lightning Bug by limiting his options, the GM can award him a Hero Point.

 

Uncanny: With Ben's powers coming in part from the Terminus, there's just something off about him. While not everyone seem sense this, some can react rather harshly, hindering him in social situations, awarding him a hero point if necessary.

 

Weight of the World: Numerous people died during the incident that gave Ben his powers, and while he was in a coma for a few weeks after, he believes that he could have done somethinganything to save the people. This has given birth to a guilt complex, with Ben being able to feel that just about anything that goes wrong is his fault. While not a crippling, it can be enough to give Ben pause if he is caught in certain situations, such as people getting hurt because he doesn't save them, even if they are capable of saving themselves.

 

Secret Identity: Ben has kept and maintained a secret identity since he first started experimenting with his powers, even keeping his identity as Lightning Bug secret from his parents until the offer to enroll at Claremont. Not that they hadn't figured it out by then, seeing as how he was sneaking out of windows and suddenly returning. Though not a full blown multiple personality disorder, there is a bit of a psychological split between Lightning Bug and Ben, who finds it liberating to wear a mask and hide his identity, even as a lot of Freedom City considers him a menace.

 

Masked Menace: Since the events of Summer 2019, a youtuber going by BugZapper55 has managed to convince a lot of people that Lightning Bug is a menance, at best an inept hero, at worst an outright villain, especially online, the notion even filtering into newspapers, television and more. It is a constant battle for Ben to use his hacking skills for good and not attempt DDOS attacks or worse on BugZapper55. As such, reactions to the Lightning Bug appearing in public can be rather mixed.

 

Zap: Ben can build up a lot of static charge during his day. If he doesn't use his powers for extended periods of time, he might end up accidentally releasing a small charge when touching others. Not enough to hurt anyone, but enough to cause a shock, at least. Naturally, few people find this funny. Ben included.


Abilities: 0 + 0 + 0 + 8 + 4 + 4 = 16PP
Strength: 10 (+0) / 18 (+4)
Dexterity: 10 (+0) / 20 (+5)
Constitution: 10 (+0) / 20 (+5)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 8 + 10 = 18PP
Initiative: +0 / +5 (+5 Enh. Dex)
Attack: +4 Base, see DC block for individual Power attack bonuses

Defense: +5 Base, +5 to +15 (+5 Base, +0 to +10 Force Field Balance)

Grapple: +4 (+4 Base) / +8 (+4 Base, +4 Enh. Str) / +24 (+4 Base, +4 Enh. Str, +8 Super-Strength + 8 Attack Focus [Melee])
Knockback: -0 (Tou +0) / -3 w. Enh. Con (Tou +5) / -3 to -8 w. Force Field balance (Tou +5 to +15)


Saving Throws: 2 + 2  + 8 = 12PP
Toughness: +0 / +5 to +15 (+5 Enh. Con, +0 to +10 from Force Field Balance)
Fortitude: +2 (+0 Con, +2) / +8 (+5 Con, +2, +1 Enh. Fortitude)
Reflex: +2 (+0 Dex, +2) / +12 (+5 Enh. Dex, +2, +5 Enh. Reflex)
Will: +10 (+2 Wis, +8)


Skills: 32R = 8PP 

Acrobatics 0 (+5/+20 Enh. Skills)Skill Mastery

Computers 11 (+15)Skill Mastery

Disable Device 6 (+10)

Notice 4 (+6/+15Enh. Skills)Skill Mastery

Search 6 (+8)

Stealth 5 (+10)Skill Mastery

 


Feats: 6PP

Acrobatic Bluff

Challenge [Fast Acrobatic Feint]

Luck 1

Online Research

Skill Mastery (Acrobatics, Computers, Notice, Stealth)

Well-Informed

 

Enhanced Feats

Dodge Focus 0-10

Uncanny Dodge [Radio Senses]


Powers: 2 + 10 + 10 + 6 + 8 + 5 + 1 + 5 + 13 + 10 + 35 + 2 + 7 + 6 = 120

 

Datalink 2 ("Bug in the System"; Radio Senses) [2PP] (Range: 100 ft.) (Mutation, Terminus, Electricity)

 

Enhanced Constitution 10 [10PP] (Mutation, Terminus)

 

Enhanced Dexterity 10 [10PP] (Mutation, Terminus)

 

Enhanced Skills 6 ("Enhanced Balance and Senses"; Acrobatics +15, Notice +9[6PP] (Mutation, Terminus)

 

Enhanced Strength 8 [8PP] (Mutation, Terminus)

 

Enhanced Traits 5 ("Enhanced Reflexes"; Reflex Save +5[5PP] (Mutation, Terminus)

 

Enhanced Traits 1 ("Enhanced Physique"; Fortitude Save +1[1PP] (Mutation, Terminus)

 

Flight 3 ("Fireflier"; Feats: Alternate Power 1; Drawbacks: Power Loss [Must have at least one hand free], Power Loss [Under Water]) (50 mph[5PP] (Mutation, Terminus, Electricity) Works by blasting electric energy from his hands

AP: Speed 4 ("Lightning Speed"; Power Loss [Under Water](100 mph) {3/3PP}

 

Force Field Balance 5 (10PP Array; Feats: Alternate Power 1, Dynamic Alternate Power 2) [13PP] (Mutation, Terminus, Electricity) Can either focus on powering his force field or jumping around, dodging things

DBP: Force Field 0-10 (Total Toughness +5 to +15) {0-10PP} 

DAP: Enhanced Feats 0-10 (Dodge Focus 0-10; Total Defense +5 to +15) {0-10PP} 

 

Immunity 10 (Electricity effects[10PP] (Mutation, Terminus, Electricity)

 

Lightning Bug Array 14.5 (29PP Array; Feats: Alternate Power 6[35PP] (Mutation, Terminus, Electricity)

BP: Super-Strength 8 ("Dynamic Muscle Power"; Heavy load: 38.4 tons) [16PP] + Impervious Toughness 5 [5PP] + Enhanced Feats 8 (Attack Focus [Melee][8PP] {29/29PP} Electric powered muscles

APDamage 8 ("Shocker Punch"; Feats: Accurate 2, Mighty) [11PP]  Dazzle 12 (Visual Dazzle; Extras: Linked [to Shocker Punch]; Flaws: Range [Touch]) [12PP]  {23/29} 

APStun 12 ("Shock to the System"; Feats: Accurate 2, Sedation[27PP] + Enhanced Feats 2 (Improved Critical 2 [Shock to the System]) [2PP] {29/29}

APBlast 8 ("Lightning Strike"; Extras: Autofire 1; Feats: Accurate 4, Precise) {29/29} 

APSnare 8 ("Electro Web"; Feats: Accurate 4, Tether) [20PP] + Trip 8 (Extras: Linked [to Electro Web]; Feats: Improved Trip) [9PP] {29/29PP} 

APSnare 8 ("World Wide Electro Web"; Extras: General Shapeable Area; Feats: Progression [Area] 4, Tether) {29/29}  

APDamage 10 ("Lightning Burst"; Extras: General Burst Area, Penetrating 5; Feats: Progression [Area] 2) {27/29}

 

Quickness 4 ("Electric Brain"; Flaws: One Type [Mental]) (Mental tasks at x25 normal speed) [2PP] (Mutation, Terminus)

 

Super-Movement 4 ("Static Cling"; Slow Fall, Wall Crawling 3; Drawbacks: Powrs Loss [Under Water][7PP] (Mutation, Terminus, Electricity)

 

Super-Senses 6 ("Electric Senses"Danger Sense [Sense Types: Radio], Radar [Sense Type: Radio, Default Extras: Acute, Radius, Ranged, Extras: Accurate], Radio [Sense Type: Radio, Default Extras: Acute, Radius, Ranged], Uncanny Dodge [Sense Types: Radio]) [6PP] (Mutation, Terminus, Electricity)


Drawbacks: (-0) + (-0) = -0PP



DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+4

Unarmed – Dynamic Muscle Power

Touch

DC19 Tou (staged)

Damage

+12

Shocker Punch

Touch

DC27 Tou (staged)

Damage

+8

 

Touch

DC27 Ref/Fort (staged)

Visual Dazzle

Linked to Damage effect

Lightning Strike

80 ft.

DC23 Tou (staged)

Damage

+12, Autofire, Homing

Electro Web

80 ft.

DC23 Ref (staged)

Snare

+12, Tether

 

 

Trip roll vs. Strength/Dex Check

Trip

Linked to Snare effect

World Wide Electro Web

Shapeable Area, x8 to x200 5x5x5 cubes, placed in connection

DC23 Ref (staged)

Reduce Snare effect to DC19

Area, Tether

 

 

DC23 Ref (staged)

Snare

 

Lightning Burst

Area, 500 ft. radius

DC25 Ref (staged)

Halve Damage effect

 Area

 

 

DC25 Tou (staged)

Damage 

 

Shock to the System

Touch

DC27 Fort (staged)

Stun

 +8, Crit 18-20

 

Totals: Abilities (16) + Combat (18) + Saving Throws (12) + Skills (8) + Feats (6) + Powers (120) - Drawbacks (0) = 180/180 Power Points

Edited by RocketLord

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Posted (edited)

A bit of a Superman riff in some ways, but very different powers.

--- Costume evolution for guidebook page

His costume slowly evolved, first switching the jeans and t-shirt for white pants and a white t-shirt with a stylized golden 'S' that would become his logo, the black leather jacket still worn over it. The white pants and shirt was soon replaced by a similar costume made of morphic molceules, after an encounter where he met the Atom Family, with a golden belt added around his waist. By 1996, he had dropped the goggles and no longer wore any kind of mask, and the now 17 year old Parker began calling himself Spaceman instead of Spaceboy. The leather jacket was gone, and he had instead started wearing a short sleeved white shirt made of morphic molecules, with a black triangle design stretching from his solar plexus and up, the stylized 'S' being placed at the bottom of the triangle. He was growing his hair longer, usually wearing it loose. By 1998, he put added long sleeves, white gloves, golden armbands and a black cape. The new black of the costume seemed to contain stars, giving an evershifting appearance. 

---

 

-

Powers

- Powers related to Z-Space

- Due to something or other that his parents had picked up, which changes their genes to produce someone with powers. 

- An artifact related to Z-Space?

- Or look up Magic book?

- Radiation from Terminus invasion event in 90'es?

- Lab accident

In early 40'es

Debuted following the 90'es Terminus invasion

Hero until ~2006-8, 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 (DOCTOR DEVIATION), 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

--- Injuries

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 is weaker than before losing his powers (PL14->PL10, never gonna get above PL12 or 13 now)

- 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!

 

Stuff to get

Upgrade to PL12/13

(Feat) Luck

(Feat) Improved Trip

(Feats) Grapple based feats

- Chokehold (suffocate grappled)

- Improved Pin (-4 for others to escape pin)

(Ability) Increase Charisma, probably others too

 

Spaceman
Power Level: 10 (178/180PP)
Unspent Power Points: 2
Trade-Offs: -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: Shooting Star - Kirby Krackle / One For All - Divide Music

 

Alternate IdentityParker Powers (Secret)
Birthplace: Freedom City

Residence: Bayview, Freedom City
Base of Operations: Freedom City
Occupation: Teacher at the Nicholson School
Affiliations: Nicholson School, Powers Holdings Inc.
Family: Penelope Powers (nee Thomas) (40, wife, Writer), Paris Powers (13, born 2006, son), Pia Powers (8, born 2011, daughter), Peter Powers (71, father, Retired), Penny Powers (72, mother, Retired), Tracy Powers (45, sister, CEO of Powers Holdings)

 

Description:
Age: 41 (DoB: 1979 [May 27]
Gender: Male
Ethnicity: Caucasian
Height: 6'1''
Weight: 265 lbs.
Eyes: Light blue
Hair: Blonde

 

Parker has semi-long blonde hair with a full beard, 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 Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, dark black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat.

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History:

Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. 

 

During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later.

 

On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place.

 

In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. 

 

Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world.

 

In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights.

 

He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000.

 

In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles.

 

Spaceman remained a respect member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large.

 

With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world.

 

Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped.

 

On [DATE], Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind?

 

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

 

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

tactics: Like to use more mundane paragon-style powers first. Punching, grabbing. The other powers are more of a backup

 

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:
Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. 

 

Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again.

 

Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult.

 

Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process.

 

Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero.

 

Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable.

 

Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance.

 

Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. 

 

Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble.



Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP
Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything
Dexterity: 12 (+1) / 16 (+3)
Constitution: 12 (+1) / 30 (+10) w. Enhanced Constitution
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 4 = 24PP
Initiative: +3 (+3 Dex)
Attack: +10 Base
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: See table below
Knockback: -8 (TOU 15/2) / -18 (TOU 15/2, -10 Spatial Constant)

Grapple Table

Total Score

Base Attack (BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Reach Everything A/B/Stacked (RE)

Values

 

+10

+20

+17

+14

+8 / +2 / +10

BA

+10

+10

 

 

 

 

CPD

+24

+10

 

 

+14

 

IMS

+30

+10

+20

 

 

 

IR

+27

+10

 

+17

 

 

IR+IMS

+47

+10

+20

+17

 

 

RE

+18 / +12 / +20

+10

 

 

 

+8 / +2 / +10

RE+IMS

+38 / +32 / +40

+10

+20

 

 

+8 / +2 / +10

 


Saving Throws: 0 + 3 + 6 = 9PP
Toughness: +15 (+5 Con, +5 Enhanced Con, +5 Protection)
Fortitude: +10 (+5 Con, +5 Enhanced Con)
Reflex: +6 (+3 Dex, +3)
Will: +9 (+3 Wis, +6)


Skills: 44R = 11PP

Diplomacy 8 (+10)

Gather Information 3 (+5)

Knowledge [Behavioral Sciences] 2 (+5)

Knowledge [Physical Sciences] 7 (+10)

Language 3 (Native: English; French, German, Spanish)

Medicine 2 (+5)

Notice 7 (+10)

Profession [Teacher] 5 (+8)

Sense Motive 7 (+10)

 


Feats: 8PP

Benefit 1 (Fame) 

Benefit 1 (Wealth)

Dodge Focus 3

Improved Grab

Improved Grapple

Interpose
 


Powers: 30 + 22 + 37 + 12 + 5 = 106PP

 

Enhanced Physiology 6 (30PP Container) [30PP] (Physical Mutation, Z-Space)

Enhanced Constitution 18 [18PP]

Enhanced Dexterity 4 [4PP]

Feature 1 ("Forgettable apperance out of costume") [1PP]

Flight 1 ("Spatial Flight") (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Space/Spatial, Personal Spatial Placement Manipulation)

Stacked Power: Flight 5 ("Spatial Flight"; Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd)

Protection 5 [5PP]

 

Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2[22PP] (Mutation, Space/Spatial, Z-Space, Personal Density Manipulation)

BPImpervious Toughness 10 ("Increase Molecular Density") [10PP] Immovable 10 ("Spatial Constant") [10PP] {20/20}

APInsubstantial 4 ("Decrease Molecular Space"; Options: Incorporeal) {20/20} 

APSuper-Strength 20 ("Increase Molecular Space"; Flaws: Duration [Sustained]) (+100 Strength to checks; Carrying capacity: Heavy load 52.4k tons / 838.9k tons w. Spatial Strength) {20/20}

 

Space Control Array 16 (32PP Array; Feats: Alternate Power 5[37PP] (Mutation, Space/Spatial, Z-Space)

BPElongation 7 ("Infinite Reach"; Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP]  + Enhanced Strength 20 ("Spatial Strength") [20PP] {32/32} (Distance and Placement Manipulation, Personal Space Manipulation)

APEnhanced Strength 16 ("Reach Everything A"; Extras: Area 8 [Targeted Burst], Selective 8) (Stacks with "Reach Everything B" from Space Movement Array) {32/32} (Distance Manipulation)

Stacked Power: Enhanced Strength 20 ("Reach Everything"; Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius)

APBlast 10 ("Space Slam"; Extras: Range [Perception]; Feats: Subtle 2) {32/32} (Force, Impact Damage Type)

APMove Object 14 ("Change Physical Distance"; Feats: Insidious, Precise, Subtle 2) {32/32} (Distance and Placement Manipulation)

APNauseate 10 ("Vertigo"; Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Sensory Distance Manipulation)

AP: Snare 10 ("Unending Prison"; Extras: Transparent; Feats: Subtle 2) {32/32} (Distance Manipulation)

 

Space Movement Array 5 (10PP Array; Feats: Alternate Power 2[12PP] (Mutation, Space/Spatial, Z-Space)

BPFlight 4 ("Spatial Flight"; Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) (Stacks with "Slow Flight" from Space Movement Array) (Speed: 250 mph, 2200 ft/round) {10/10} (Personal Spatial Placement Manipulation)

Stacked Power: Flight 5 ("Spatial Flight"; Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Personal Patial Placement Manipulation)

APEnhanced Strength 4 ("Reach Everything B"; Extras: Area 2 [Targeted Burst], Selective 2; Feats: Progression [Area Size] 2)  (Stacks with "Reach Everything A" from Space Control Array) {10/10} (Distance Manipulation)

Stacked Power: Enhanced Strength 20 ("Reach Everything"; Extras: Area 10 [Targeted Burst], Selective 10; Feats: Progression [Area Size] 2) (250 ft. radius) (Distance Manipulation)

APTeleport 4 ("Change Personal Distance"; Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Instant Personal Spatial Placement Manipulation)

 

Super-Senses 5 ("Space Senses"; Options: Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate Radius Ranged][5PP] (Mutation, Space/Spatial, Z-Space) 

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+10

Unarmed – Infinite Reach + Spatial Strength

Touch at 500 ft.
Range incr: 70 ft.

DC25 Tou (staged)

Damage

+10, Elongation 7, Indirect 3, Subtle 2

Unarmed - Reach Everything A

Touch Burst Area
Area: 40 ft. radius

DC23 Tou (Staged)

Damage

+10, Selective Targeted Burst Area, Subtle 2

Unarmed - Reach Everything B

Touch Burst Area
Area: 50 ft. radius

DC17 Tou (staged)

Damage

+10, Selective Targeted Burst Area, Subtle 2

Unarmed - Reach Everything

Touch Burst Area
Area: 250 ft. radius

DC25 Tou (staged)

Damage

+10, Selective Targeted Burst Area, Subtle 2

Space Slam

Perception

DC25 Tou (staged)

Damage

Subtle 2

Change Physical Distance - Thrown Objects

 140 ft.

DC25 Tou (staged)

Damage 

+10, Insidious, Precise, Subtle 2 

Vertigo

 100 ft.

DC20 Fort (staged)

Fail: Sickened
2nd Fail or Fail >5: Nauseated
3rd Fail or Fail >10: Helpless

Subtle 2

Unending Prison

100 ft.

DC20 Ref (staged)

Fail: Entangled
2nd Fail or Fail >5: Bound & Helpless

Transparent, Subtle 2

 

Totals: Abilities (20) + Combat (24) + Saving Throws (9) + Skills (11) + Feats (8) + Powers (106) - Drawbacks (0) = 178/180 Power Points

Edited by RocketLord

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