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Valkyrja

Valkyrie III

Power Level: 12 (180/180PP)

Unspent Power Points: 0

Trade-Offs: -1 Attack / +1 Damage

 

In Brief: Ancient Valkyrie returns to the modern world.

Catchphrase: Af Ásgarðr skínandi gestgjafi!

Theme: Immigrant Song

 

Alternate Identity: Bobbi Takhi Foster (Secret) / Sanngriðr "Very Violent"

Birthplace: Yarmouth, Nova Scotia, Canada

Residence: Norumbega, Arcadia, Nova Scotia, Canada

Base of Operations: East Coast of Canada and America

Occupation: Doctor

Affiliations: Acadian First Nation

Family: Valarie Foster (Mother), Barbera Foster, Sian Foster, Samantha Foster, Anna Foster (Sisters)

 

Description:

Age: 26 (DoB: May 8th 1993) / As old as the first battlefield

Apparent Age: early 30's as Valkyrha

Gender: Female

Ethnicity: Indigenous Canadian (Mi'kmaw) / Asgardian

Height: 5'7" / 6'3"

Weight: 130 lbs / 210 lbs

Eyes: Brown

Hair: Black

 

 

When Bobbi becomes to Valkyrja her features shift to become a merger of Sanngrispacer.pngðr and Bobbi features, and at a squint someone in the know might see those of the Umkoomeeskw sprinkled in there. Sanngriðr’s original physical appearance has been lost thanks to her time spent in Valkyrjasvefn, not that she seems to care as she vastly prefers her current form and would keep it even when separated from Bobbi. Whilst her voice is deeper and more bombastic it has a qualities of the local accent, with the occasional slip into to more Nordic tones when she becomes more excitable.

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Hrímvörður the magical Asgardian armour has also been suitably effected by the imagination of Bobbi rather than the armour worn by at the time it appears as the full plate worn by medieval knights. As befits armor forged by the dwarves of Niðavellir the armor is as light as cloth and allows Valkyrha the full range of movement. More traditionally Norse is the sword she carries, Hrímbíta, in style looking similar to there designs. This is even though traditionally they didn‘t make swords in its size, being as tall as Valkyrja herself. The sword magic means it glows with a faint blue-white light when Valkyrja wills it so.


 

History:

A tale know to only a few in Asgards tells of a journey to the New World from Greenland, well before that embarked on by Lief Erikson. The journey was by the storngest of all warrior of the country, as order by The All-father himself to investigate the tales of a place told by the Greenland Inuit to the Norse settlers that they shared there new home with. Amoung the men going Viking there was also Sanngriðr a Valkyrja sent to help defend the Norsemen and explore this new land. Though the journey was short it was harrowing with the ship going far from shore and ending the journey well off course with the little craft landed at the southern point of what would one day be called Newfoundland.

 

Whilst the relieved Norsemen offered prayers to the gods and began to set up a camp, unbeknownst to them they were being watched by the local inhabitants of the land, the Mi'kmaw people. Worried about these strangers they fetched the protector of the land, Umkoomeeskw a woman empowered by the spirits of the land. With her protection the Mi’kmaw went to meet these strange newcomers to this land.

 

Stories differ as to who started what but Sanngriðr and Umkoomeeskw began to bicker and then fight. This was no ordinary moral fight, for both were creatures of magic, they struggled for three days and nights and devastated a vast area of forest around them. Then finally exhausted the two heroes declared the fight a draw and after joyous celebration to two retreated to negotiate a peace.

 

The negotiation took several day, and it rumoured that the two women did more than just talk, but in the end the two swore a pact. There would be a peace among the two groups and to seal the deal Sanngriðr would bind herself to her Great Sword, Hrímbíta, to act as a guardian until a time she was need by a daughter of the frost.

 

The sword was place under a Runestone that told the tale in of the encounter and placed where the battle had taken. Then when the winter was over the Norsemen returned to Iceland and the place was forgotten about for many centuries. Over the intervening centuries others came and settled the land building all across Newfoundland, including the town of Norumbega near where the Norsemen had once been and Hrímbíta now sat beneath a Runestone. And whilst thing weren’t always perfect a fragile peace always seemed to be hold around the town between the local and the newcomers.

 

As Bobbi was born during the first frost of the year was given the her mother gave her the Mi'kmaw middle name of name Tahki, inadvertently fulfilling Sanngriðr’s prophecy that had been lost to the ages. Bobbi Tahki Foster was an intelligent and wilful child who from an early age had decided that she wanted to be a doctor (or an astronaut it was a split decision really), and apart from being forced to go outside with her sister (which she did enjoy) all her time was spent studying to follow her dreams.

 

Bobbi was rewarded for this hard work with a scholarship to a University of Toronto, a place that was a shock for this small town girl. Most of her time in Toronto was spent the time working her butt of to get through the seven years a medical school. Unknown to her toward the end of her studies, when she was finally about to be truly become a Doctor, archaeologist near her town discovered the fallen Norse Runestone. Days before she returned home the archaeologist uncovered the great sword Hrímbíta, still in perfect conditions after all these centuries. The uncovering of the sword however had allowed it magical nature to be obvious to unfriendly magical forces.

 

The Thule Society a mystical group who wished to dominate the Earth invaded the town of Norumbega looking to recover the sword and use the bound Sanngriðr to help then in there plans of conquest. What they didn’t count on was the returning Bobbi, looking to fight the forces who had conquered the town, who snuck into the towns meeting hall and grabbed the sword to defend herself. Being a frost born mortal she finally fulfilled the pact allowing Sanngriðr to return to Midgard by possessing Bobbi’s body. Or not exactly merge, the two became entangled becoming a completely new being the Valkyrja. Together they easily defeated the Thule Socity freeing the town from them foul influence.

 

Once the trouble Valkyrja discovered what had changed over the centuries, including the Pact that meant she could not walk on the Earth without being bound to this mortal woman. Whilst she could have chosen to return to Asgard she still felt a commitment to help this land, not just this small-town but the entire America’s. Bobbi who still had her own autonomy decided to stay in her home town and help the population by becoming a local doctor, though she was more than happy to become Valkyrja again when needed to help those in trouble.

 

 

Personality & Motivation:

Bobbi is strong willed capable woman, a skilled doctor who won’t take any guff from anyone. She despite her curmudgeon appearance she is however a very caring person, trying her best to help those in need. It helps that despite her gruff exterior she also has not a small amount of wit and charm that offsets this.

 

Valkyrja is in some way an Bobbi turned up to eleven, her manners might be less sarcastic and curmudgeonly, but she’s also a will person who will not take no for an answer when her mind is made up. She’s prone to use violence to solve her problems, though she’s careful not to harm other unless the situation truly demand it to be so. Her time among humanity has taught her to admire there heroism and deeds of bravery, she doesn’t think of Asgardians as greater being. In some ways what she’d discovered has made her think o f them in some ways superiors, or at least some of them.

 

Powers & Tactics:

Sanngriðr has been in many battles in her time, and whilst renowned for her ferocity in a fight (her name meaning Very Violent after all), she has also managed to pick up some tactics in her time.

 

If she has any fault it is that she still getting use to the modern world, and more technological technologies and tactics can sometime make her read the fight wrongly. Her armor allows her to often get away with this flaw, but she can easily be felled by a powered modern weapon or even superpowers. After all the wide variety modern superpowers didn’t exists when she was last wandering the Earth.

 

 

Power Descriptions:

Upon grasping the handle of Hrímbíta, the blade normally intangible, and willing it to be so Bobbi transforms in the Asgardian warrior Sanngriðr, also called Valkyrja. As an Asgardian her body is much stronger and more durable than a typical mortal, and whilst she does not have the normal senses of a Valkyrie she still has a vast store of knowledge as a warrior of old. To return to Valkyrja she needs to again grasp the hilt again and will herself to return to the form of Bobbi, even if separated to from the sword she is not adversely affected.

 

In addition to this she has dwarven forged magical armor, Hrímvörður, in addition to the greatsword that enables her to shrug off almost any harm that be caused by human forged weapons. Hrímbíta is also a great weapon even in the modern world and with her skill with the blade she is even able to throw it with enough great force to cause harm.

 

Complications:

Kalla á Ásgarðr: Whist long has Sanngriðr been away from her homeland she is still both a Valkyrie and an Asgardian and my be called up to do her duty to protect her kind.

Óvinur á Thule: The Thule Society wishes to capture and control Valkyrja for there own ends, and will occasional make her life more difficult. They do not know about the connection between Bobbi and Valkyrja, but if they ever did they could put Bobbi and her family in great danger.

Staðbundin Hetja: Norumbega is a small town and it's almost impossible to hide anything from the local gossip, let alone a Valkyrie and her flying horse. Most everyone in the town knows that Bobbi is Valkyrja, though few would say anything to her let alone outsiders.Still there maybe be a few that would like to use this knowledge to profit in some way...

Treysta mér at ek sé læknir: Bobbi is a Doctor and as such is bound by her oath to try and help those in medical need. Whilst Valkyrja isn’t a healer in any ways she is influenced by Bobbi’s to help the wounded and sick.

 

 

Abilities: 4 + 0 + 4 + 8 + 4 + 8 = 28PP

Strength: 14/30 (+2/+10)

Dexterity: 10 (+0)

Constitution: 14/30 (+2/+10)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 18 (+4)

Bobbi / Valkyrja

 

Combat: 10 + 10 = 20PP

Initiative: +0/4

Attack: +5/+8 Base, +6/+8 Melee, +11 Hrímbíta

Defense: +5/12 (+5 Base, +0/7 Dodge Focus), +2 Flat-Footed

Grapple: +7/+21

Knockback: -10

Bobbi / Valkyrja

 

Saving Throws: 0 + 6 + 8 = 14PP

Toughness: +2/+12 (+2/+10 Con, +2 Hrímvörður [Impervious 8])

Fortitude: +2/+10 (+2/+10 Con, +0)

Reflex: +6 (+0 Dex, +6)

Will: +10 (+2 Wis, +8)

Bobbi / Valkyrja

 

Skills: 72R = 18PP

Bluff 6 (+10)

Computers 1 (+10)

Diplomacy 6 (+10)

Drive 5 (+5)

Gather Information 6 (+10)

Handle Animal 0/6 (+4/+10)

Intimidate 0/11 (+4/+15)

Investigation 1 (+5)

Knowledge (Arcane Lore) 0/6 (+0/+10)

Knowledge (Life Sciences) 11 (+15)

Knowledge (Theocracy) 1 (+5)

Language 2/4 (English [Native], French, Miꞌkmaq / Old Norse, Danish)

Medicine 13 (+15)

Notice 8 (+10)

Ride 0/10 (+0/+10)

Search 6 (+10)

Sense Motive 3 (+5)

Survival 3/5 (+5/+10)

Bobbi / Valkyrja

 

 

Feats: 5PP

Attack Focus (Melee) 1

Contacts

Fearless

Luck 2

 

Attack Specialization (Hrímbíta) 1

Benefit (Asgardian) 1

Dodge Focus 7

Improved Initiative 1

Interpose

Minions 6

Takedown Attack 1

Bobbi / Valkyrja

 

 

Powers: 8 + 10 + 80 = 98PP

 

Hrímbíta "Frost Bite" 2 (Asgardian Great Sword, Only usable by Frost Legacy, 10PP Device, Easy to Lose) [8PP]

Environmental Control 1 (Light, 5ft radius Extra: Move Action, Continuous Duration, Flaw: Touch Range) [2PP]

Strike 3 (Feats: Affects Insubstantial 1, Extended Reach 2, Mighty, Takedown Attack 1) [8PP]

 

Hrímvörður "Frost Guard " 2 (Asgardian Armor, Only usable by Frost Legacy ,10PP Device, Hard to Lose) [10PP]

Impervious Toughness 8 [8PP]

Protection 2 [2PP]

 

Valkyrja Máttr 32 (Asgardian Alternative Form) [80PP] Asgardian Physiology

Enhanced Attack Bonus 3 [6PP]

Enhanced Constitution 16 [16PP]

Enhanced Strength 16 [16PP]

Enhanced Skills 10 (Handle Animal +6, Intimidate +11, Knowledge (Arcane Lore) +6, Language 2 (Old Norse, Danish), Ride +10, Survival +5) [10PP]

Enhanced Feats 16 (Attack Specialization (Hrímbíta) 1, Benefit (Asgardian), Dodge Focus 6, Improved Initiative 1, Interpose, Minion 6 (Frárvængr)) [16PP]

Immunity 4 (Aging, Disease, Environmental Conditions: Cold, Poison) [4PP]

Super Strength 6 (heavy load 50 tns) [12PP]

 

Drawbacks: (-3) = -3PP

Normal Identity [-3PP]

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage

Hrímbíta            Touch      DC 28 Toughness                Damage

 

Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (5) + Powers (98) - Drawbacks (3) = 180/180 Power Points

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Frárvængr

"Swift Wing"

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Frárvængr is a magnifance winged six legged horse with a deep black coloration all over. She is a good 17 hands tall (around 5ft 8in) towering over most modern horses but with a sleeker build of a racing horse rather than a stockier Shire Horse.

 

History:

One of the daughter of Skeipnir the horse names Frárvængr was one of those given to Valkyries, being given by Odin to Sanngriðr. The two of them spent many centuries roaming the battlefield choosing those warriors who would go to Valhalla. The two where well suited to each other, with Frárvængr having a fiery temper that only the ruthless Sanngriðr could tame.

 

This was part of the reason that when Sanngriðr was tasked with traveling the oceans her loyal companion was tasked to stay at home rather than following along, a stubborn horse she still followed but at a distance so her companion wouldn‘t know she was there though Sanngriðr was aware of her presence. So Frárvængr watched the battle from a distance unsure whether to intervene on her partners behalf. The last time they met was just before Sanngriðr may the peace pact, and the Valkyrie bid her friend farewell and told her not to wait for her return but to return to Asgard and find her another companion.

 

Frárvængr did not want to bond with another, but instead wandered the multiverse for a while, finding herself a world where humans didn‘t currently existed and settled down among a herd of horse becoming the matriarch of generations of winged horse that spread among the world horses.

 

When Valkyrja returned her companion sensed her return and not long after returned to her side to become her steed again, after bidding farewell to her herd her dedication to Sanngriðr being that strong.

 

 

Personality & Motivation:

Like her returned owner Sanngriðr has mellowed remarkably over the time the two have spent apart. She can still be just as obstinate and stubborn as ever, but she is also much more willing to listen to reason. And not just with Bobbi or Sanngriðr, she also has learned to enjoy the company of other humans, and despite repeatably being told otherwise by Bobbi often tries to strike up a conversation with the local population.

 

 

Abilities: 4 + 6 + 8 - 6 + 2 - 4 = 10PP
Strength: 22 (+6)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 6 (-2)
Wisdom: 12 (+1)
Charisma: 6 (-2)


Combat: 12 + 16 = 28PP
Initiative: +3
Attack: +9 Hoof (+6 Base, +4 Attack Focus, -1 Size)
Defense: +7 (+5 Base, +3 Dodge Focus, -1 Size), +2 Flat-Footed

Grapple: +0
Knockback: -7


Saving Throws: 2 + 2 + 4 = 7PP
Toughness: +7 (+5 Con, +2 Protection)
Fortitude: +7 (+5 Con, +2)
Reflex: +5 (+3 Dex, +2)
Will: +4 (+2 Wis, +2)


Skills: 19R = 5PP

Intimidate 5 (+5)

Language 2 (Horse [Native], Old Norse, English)

Notice 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

 


Feats: 7PP

Attack Focus (Melee) 4

Environmental Adaptation (Aerial)

Fast Overrun

Fly-by Action


Powers: 11 + 4 + 13 + 4 + 2 + 3 = 37PP

 

Bifröst Travel 5 (10PP Array; Feats: Alternative Power 1) [11PP]

Base Power: Super-Movement 5 (Dimensional travel 3 (Any Dimension), Sure Footed 2) [10PP]

Alternative Power: Teleport 10 (200,000 miles Flaw: Long-Range) [10PP]

 

Flight 4 (speed 100 mph (Flaw: Power Loss (Wings bound)) [4PP]

 

Growth 4 (Large Size (Feat: Innate, Flaw: Permanent) [13PP]

 

Immunity 4 (Aging, Disease, Environmental Condition (Cold), Poison) [4PP]

 

Protection 2 [2PP]

 

Speed 3 (50 mph) [3PP]


Drawbacks: -4  = -4PP

No Hands [-4PP]



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Hoofs               Touch      DC 22 Toughness                Damage

 

Totals: Abilities (10) + Combat (28) + Saving Throws (7) + Skills (5) + Feats (7) + Powers (37) - Drawbacks (4) = 90/90 Power Points

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  • 4 weeks later...

62128386_2314082042017087_627359858614192136_n.thumb.jpg.672e5c6a7ceb47c229c52513eccb879a.jpgThe Immutable Betsy Brook
Power Level: 10/12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Slumming noble daughter of a magical family hunts monsters in the bayou.

Catchphrase: "I wouldn't do that sweetie!"

Theme: Power by RoxXxan

 

Alternate Identity: Elizabeth Brooks

Identity: Public
Birthplace: London, England, United Kingdom

Residence: Vibora Bay
Base of Operations: Vibora Bay
Occupation: Supernatural Bondwoman
Affiliations: Mostly Independent
Family: Lady Jacqueline Brooks (Mother) Eric Warrens (Father)

 

Description:
Age: 35 (DoB: 31th October 1984)
Apparent Age: early 20's
Gender: Female
Ethnicity: Black, dual British / American citizen
Height: 5'9"
Weight: 120 lbs
Eyes: Brown
Hair: Black

 

Despite being quite beautiful she's never really been concerned with following fashions and fade, dressing simply for comfort and utility. In her earlier day she dressed in a more punkish style, but she's toned this down to maybe her hair and the occasional band t-shirt. Whilst she needs to wear sunglasses in bright sunlight, a problem in her where she chooses to live right, it does give her a certain air of effortless coolness. She doesn't have a costume per se, but she does have her kick-ass coat, a long black coat that she brings out when she's going to deal with real problems. One of the only things she has from her father it holds a special place for her.

 

Her powers don't seem to have any obvious effects, which is a shock when she shrugs off a hail of gunfire or a were-gators crawls. It take real skill to notice that she has anything betraying but it is there, her canines are a little larger and more pointed than most.

 

History:

In her younger day a wild and carefree days Jacqueline met and fell for a dashing young African-American man. There torrid romance was brief but it resulted in a the little surprise of Elizabeth. Because she was born out of wedlock, and from a very traditionally white family, Elizabeth was made very aware that she wasn't ever going to inherit the family title, though her mother loved her dearly and made sure she was given the best education money can buy.

The real inheritance was from her father who was the descendant from a rare and unusual breed of African Vampire. As she grew she developed beyond human abilities and due to a unique combination of genetics she was immune to all supernaturally based abilities. This didn't help her rebellious nature, and quite a few times her family connections were used to keep her from being expelled from the school.

 

Leaving school she was at a bit of loss as to what to do, she didn't need to work due to a small stipend from her mother, but she wanted to do something productive. She tried the armed forces and a very brief stint on a UK hero team, but her rebellious nature quickly meant she was gentle encouraged to move on. For a while she drifted from job to job not lasting long due to her willful nature and general inability to take people crap.

After that she decided she should do something about finding out about th American side of her family, and find out quite why she had these bundle of abilities. Using her duel nationality she moved over to the states and track down her father in Vibora Bay and he introduced to the wild and wonderful world of the supernatural creatures that lived in the area. They never got close, and he quickly moved on with some kind of beef with vampires, but she found kinship with the supernatural local.

Choosing to stay in the City for a while, she set herself up as a sort of sherif for them all, being immune to most of methods of coercion. Acting as part detective part bondswoman she offers her services to them, and sometimes others, whenever the needs arises.

 

Personality & Motivation:

Betsy has always been stubborn and willful, something that's only gotten more prevalent as she's gotten older. She doesn't suffer fools gladly and will happily let you know if she thinks your out of line. This is tempered somewhat by her manners and way of speech, some of her schooling stuck despite her best efforts over the years.

 

Despite her brusque manner she actual care about people and tries when she can to help them, especially those that she feel aren't given the attention they deserved by everyone else. One thing she really helps is bullies, and woe betide if you act that way when she's around. Really she's a bit of a soft touch, though she normally manages to hide it very well.

 

Finally she had a bit of an anarchic bent to her, often thumbing her noise at any authority figures, her family history not really helping in thus manner.

 

Powers & Tactics:

Trained in the toughest place in the world, a public Girls School, Betsy knows how to look after herself in a fight. She often gives the opponent a chance to fight fair, but if they don't she will fight down and dirty. Truth be told she's not a fan of fighting, though she knows she's modestly shes good at it, and will try her best to get her opponent to stand down. In fact she often manages to talk her opponent down before the fight even begins.

 

Power Descriptions:

Betsy's body has inherited her powers from her, distant, vampire heritage. Whilst she is still alive her flesh is stronger and more resilient than normal people and she doesn't seem to he effected by any poisons of pathogens, she also seems to be aging much more slowly than normal people.

 

She's also apparently immune to all abilities possessed by supernatural creatures, for instance she can't be mesmerized by vampire or infected by lycanthropy, it's a totally passive ability and she's not always aware that her power is protecting her. On the counter it's also impossible for her to benefit from helpful supernatural abilities, however hard she tries. It also counters any effects they have to disguise supernatural creatures, in fact she can detect the presence of some purely on sight though she may not know quite what they are just that the person there looking at is supernatural in some way.

 

Complications:

Sunglasses after Dark: Betsy hasn't inherited many weaknesses from her vampire heritage, but she does have photosensitivity when in sunlight. Not a massive deal back home, but in the bright Florida skies it can cause her problems. Normally she wears sunglasses to counter this,but if by any chance she looses them she can suffer from mere irritation to almost blind depending on the GM's choice.

The Red Urge: Betsy doesn't normally have any urges to consume blood, she loves her food thank you very much! But in certain circumstances large amount of blood the smell bring on well buried instincts. Which the GM can decide is enough to distract her from noticing things.

Blood Stubborn: Willful to a fault Betsy is very reluctant to give up on any problem until there no other options, and sometimes even beyond that. The GM can choose to say that Besty will continue on a course of action regardless of the circumstances.
Credit to her kind: Betsy is well know as a defender of supernatural creatures living in and surrounding Vibora Bay, which is a double edged swords. Some "normal" people will flat out refuse to deal with her, despite how charming she can be (and she can be very charming). On the other sides supernaturals will often come to her to ask for help from trouble, and despite her sometime brusk nature she will try to help out if she can.



Abilities: 10 + 4 + 10 + 2 + 6 + 8 = 40PP
Strength: 20/30 (+5/+10)
Dexterity: 14 (+2)
Constitution: 20/30 (+5/+10)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Base, +10 Melee
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Grapple: +15/+23
Knockback: -2/-10


Saving Throws: 0 + 4 + 4 = 8PP
Toughness: +5/+10 (+5/10 Con [Impervious 10])
Fortitude: +5 (+5/+10 Con, +0)
Reflex: +6 (+2 Dex, +4)
Will: +7 (+3 Wis, +4)


Skills: 104R = 26PP
Bluff 1 (+5)
Diplomacy 1 (+5)
Gather Info 11 (+15)
Intimidate 11 (+15) Skill Mastery
Investigate 9 (+10) Skill Mastery

Knowledge (Arcane Lore) 9 (+10)

Knowledge (Current Events) 9 (+10)

Knowledge (Popular Culture) 9 (+10)

Knowledge (Streetwise) 9 (+10)
Languages 3 (French, Romanian, Spanish) (Base: English)
Notice 12 (+15) Skill Mastery
Sense Motive 12 (+15) Skill Mastery
Stealth 8 (+10)



Feats: 17PP
All-Out Attack
Attack Focus (Melee) 4
Benefit (Bondsman)

Benefit (Wealth)
Dodge Focus 4

Luck
Power Attack
Skill Mastery (Intimidate, Investigate, Notice, Sense Motive) 
Takedown Attack
Uncanny Dodge (Auditory)
Well-Informed


Powers: 10 + 10 + 1 + 22 + 10 + 6 +2 +  3 + 1 = 65 PP

 

Enhanced Constitution 10 (to Constitution 30 [+10]) [10PP] Preternatural Nature

 

Enhanced Strength 10 (to Strength 30 [+10]) [10PP] Preternatural Nature

 

Immunity 1 (Aging, Sleep Flaw: Half Effect) [1PP] Preternatural Nature

 

Immunity 22 (Disease, Poison, Supernatural Effects) [22PP] Preternatural Nature

 

Impervious Toughness 10 [10PP] Preternatural Nature

 

Super-Sense 2 (Darkvision) [2PP] Preternatural Nature

 

Super-Strength 3 (Effective Strength 45; Heavy Load: 6 tons) [6PP] Preternatural Nature

 

Supernatural Awareness 3 (Sight based Awareness) [3PP] Preternatural Nature

 

True Sight 2 (Counters Illusion, Sight based Flaw: From Supernaturals only) [1PP] Preternatural Nature

Drawbacks: (-0) + (-0) = -0PP

 


DC Block

ATTACK                RANGE   SAVE              EFFECT

Unarmed w/no Powers   Touch   DC 20 Toughness   Damage [Physical]

Unarmed               Touch   DC 25 Toughness   Damage [Physical]

 

Totals: Abilities (40) + Combat (24) + Saving Throws (8) + Skills (26) + Feats (17) + Powers (65) - Drawbacks (0) = 180/180 Power Points

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  • 1 month later...

Madame Raven

Power Level: 8/12 (180/180PP)
Unspent Power Points: 0

Trade-Offs: +2 Attack / -2 Damage

 

In Brief: A time displaced Callie Summer enjoys the 21st Centuy.

Catchphrase: Don’t forget to like and subscribe.


Alternate Identity: Calliope “Callie” Sen (Public) or Calliope “Callie” Summers (Secret)
Birthplace: Hong Kong

Residence: Apartment in New York and the dorms in Claremont
Base of Operations: Claremont Academy, Bayview, Freedom City, New Jersey
Occupation: Student and Influencer
Affiliations: Students of Claremont
Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self)

 

Description:
Age: 16 (DoB: 23rd Februrary1973)
Apparent Age: 16
Gender: Female
Ethnicity: Asian / European mix
Height: 5’7”
Weight: 110 lbs
Eyes: Green
Hair: Black

 

http://images4.fanpop.com/image/photos/16000000/Batgirl-Cassandra-Cain-gotham-girls-16036713-648-968.jpg

Whilst still having a little baby fat around the face Callie still shows the beauty that she inherited from her mother, though often marred by the scowl she got from her father. At the right angle, she also looks similar to her older duplicate, but not quite the same, like how on movies and television they hire a younger actor they hire to play the child version of the main character but they don't quite look the same.

Not that Callie really minds as since her arrival she's made an effort to stand apart from her older self, cutting her hair short rather than the long hair that she's almost always used to wear it. Her clothes and makeup are all of the most fashionable available, but everything is either ethically sourced or from thrift stores.

 

Her costume is a variant on the classic Raven costume, but made up of common available materials, the costume is mostly heavily modified motorcycle leathers with a pair of long lace-up boots. When needed she wears a domino mask, the only think she kept from the original Raven costume. Finally the cloak is a home made traditional cloth cloak with the scalloped feather like design at the bottom. Even her utility belt is a makeshift affair, a little less graceful than the original Raven design. Many of the gadgets insides are from those borrowed from the Raven suit, though she is very capable of making her own.

 

History:

Knowing nothing about her past as the granddaughter of the criminal mastermind Doctor Sin Callie grew up a fairly normal life, if one of incredible comfort as her father was one of the richest men in America. She also didn’t know that he was the masked Vigilante Raven, Duncan making sure that she was isolated from this world but also socially aware taking part in many of his many charities. She lived in New York, and experienced all the city had to offer, as well as going to the very exclusive Claremont School in Freedom City.

 

On the eve of her sixteenth birthday, where at her party she’d learn that she was the daughter of Raven and granddaughter of Dr Sin, she was suddenly awoken by a strange woman in her apartment who was dressed in strange clothes that no one in ‘89 would dress. Her nanny / bodyguard Winnie Napier tried to stop the woman but in the struggle there was a flash of light and the pair found themselves in 2020, with the strange time traveller being nowhere to be found.

 

The two quickly determined that they had somehow been transported thirty years into the future. As her older self wasn’t around Callie and her guardian took up residence whilst they decided what to do, as was the habit of her father the place was well enough stocked to keep then supplied for weeks. Whilst learning about the world through television and, eventually, computers and the internet. Staying inside for now Callie began to notice something odd about the dimensions of the apartment.

 

Whilst her father hadn’t told her his secret, he had made sure to teach her the skills to be able to analyse the world around her, as well as self defence, along side the regular education. These skills allowed her to find where her future self had kept a spare version of the costume, even though she had given up the mantle a few years ago, and it didn’t take much to figure out that someone who lived here was the hero Raven (though she hadn’t figured out it was the future her).

 

She couldn’t help but try on the costume and going a little stir crazy going out and about in New York city, and one thing led to another and she ended up stopping a mugging. That was it and she was hooked going out most nights to fight crime whilst she spend day, mostly afternoons, getting up to speed with modern culture. Becoming fascinated with social media she began to post blogs and video’s in character as Madame Raven.

 

Her senior version had already began to suspect something was going on before Callie began posting on the internet and she quickly worked out where Callie and Winnie had been staying. And then with a quick trip from Freedom City to New York the Callie’s finally met each other. Both being as strong willed as each other the meeting didn’t go well but the younger Callie saw the wisdom in enlisting the aid of the adult herself.

 

All travelling back to Freedom City the older Callie with the assistance of her father and the League determined that this was a younger version of herself and that it appeared to be her from the past, though the timeline didn’t appear to have changed. This was perplexing and they decided it was best to keep the younger Callie here whilst they figured out what as the truth, meanwhile they’d need to do something with the younger Callie whilst they investigated further.

 

So it was decided, not that the younger Callie had a choice in the matter, that she would again attend Claremont and learn alongside other teen heroes. But she was strictly forbidden from going out heroing, though Callie had other ideas on this matter...

 

Personality & Motivation:

Whilst Callie tries to play it cool she genuinely enjoys being a hero, and being in the future, leading to her sometimes getting a little over enthusiastic. A cheerful upbeat eternal optimist she all tries to see the bright side of any situation and to encourage others to carry on despite the bleakness of the situation.


 

A people person Callie enjoys the company of others, though she respects others boundaries, more than happy to keep up both sides of the conversation. With the natural charm of her mother she finds it easy to get on with most people, with only her own future self being hard to reach for many reasons.

 

Powers & Tactics:

Having now powers Madame Raven has to work hard to gain any advantage in a situation. Often that means improvising by using whatever is at hand to achieve that goal.

 

She has a few gadgets which she uses often in a crisis, having studied other raven using these weapons in many situation. Whilst she has no formal training she has inherited a quite tactical mind that she can use to her advantage, though she often suffers from either her inexperience or overconfidence.

 

Power Descriptions:

Callie is a peak human with no powers, mostly through hours of exercise and education that her father had encouraged her to do. Her brief time as a hero as well as her further education at Claremont has increased her abilities to among the best a human can achieve at her age.

 

Complications:

A congress of Ravens: her future self is the Headmistress of the school and as such tries to interfere in Callie’s life, even if she tries to be subtle. This often places Callie in situations she really doesn’t want to be in.

A conspiracy of Ravens: Someone bought her into the future, potentially breaking the timeline, who and why are unknown. She may occasional suffer weird temporal effects at the most inopportune of moments.

An aerie of Ravens: Whilst she more or less accumulated to the 21st century this isn’t her home time and sometime she feels lost in a world isn’t her own. She hides it mostly but someone in the know could trigger her homesickness.

A murder of Ravens: Over the years the Raven has gained a number of enemies overs the years, both her father and (future) self.

A storytelling of Ravens: Being a fervent blogger and you-tuber much of Madame Ravens superhero life is well documented, something that a villain can use to counter an attack or gain an advantage on her.

Unkindness of Ravens: Though she hides it well Callie has a certain amount of uncertainty, having been a hero for less than a years. Someone playing on those insecurities could effect her efficiency in a conflict.

 

 

Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP
Strength: 18 (+4)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 22 (+6)



Combat: 16 + 8 = 28PP
Initiative: +10
Attack: +8 Base +12 Unarmed, +10 Ravenrangs

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Grapple: +12
Knockback: -4



Saving Throws: 4 + 4 + 3 = 11PP
Toughness: +4/+8 (+4 Con, +4 Body Armour)
Fortitude: +8 (+4 Con, +4)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+5 Wis, +3)



Skills: 164R = 41PP

Acrobatics 9 (+15) Skill Mastery

Bluff 9 (+15)

Climb 11 (+15)

Computers 3 (+10)

Craft (Chemical) 3 (+10)

Craft (Mechanical) 3 (+10)

Diplomacy 4 (+10)

Disable Device 8 (+15)
Drive 4 (+10)

Escape Artist 9 (+15)

Gather Information 9 (+15)

Intimidate 9 (+15) Skill Mastery

Investigate 8 (+15)

Knowledge (Streetwise) 8 (+15)

Knowledge (Tactics) 8 (+15)

Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish)

Notice 10 (+15) Skill Mastery

Pilot 4 (+10)

Search 8 (+15)

Sense Motive 10 (+15)

Sleight of Hand 9 (+15)

Stealth 9 (+15) Skill Mastery

Survival 1 (+6)

Swim 2 (+6)


 

Feats: 36PP

Attack Specialization (Ravenrangs) 1

Attack Specialization (Unarmed) 2

Benefit (Wealth) 2

Challenge (Fast Startle) 1

Dodge Focus 2

Equipment 13

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Jack-of-All-Trades

Luck 2

Quick Draw 1

Skill Mastery (Acrobatics, Notice, Intimidate, Stealth) 1

Startle

Takedown Attack 2

Ultimate Skill (Escape Artist) 1

Uncanny Dodge (Auditory) 1

Well-Informed


 

Equipment: 13PP = 65EP

  • Costume (Protection 4 [Feats: Subtle]) [5EP]

  • Reinforced Gloves (Strike 2 [Feat: Mighty]) [3EP]

  • Grapple Gun (Super-Movement [Slow Fall, Swinging, Wall-Crawling 1], Speed 1) [7EP]

  • Flash Bangs (Dazzle 4, Visual and Auditory 40ft Range, 20ft Area [Extra: Area (Cloud)]) [16PP]

  • Ravenrangs (Damage 4 50ft Range [Feats: Mighty 4, Improved Range 1 Extra: Range 1]) [13EP]

  • Rebreather [1EP]

  • Smokebombs (Obscure 4, Visual, 40ft Range, 50ft Radius [Extra: Independent]) [8EP]

  • Stun Grenade (Stun 4, 0ft radius [Feats: Area (Burst)]) [12EP]

 


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage

Flash Bangs         Range      DC 14 Fort/Ref                 Dazzle
Ravenrangs          Range      DC 21 Toughness                Damage

Reinforced Gloves   Touch      DC 21 Toughness                Damage

Stun Grenade        Range      DC 14 Fort                     Stun

 

Totals: Abilities (64) + Combat (28) + Saving Throws (11) + Skills (41) + Feats (36) + Powers (0) - Drawbacks (0) = 180/180 Power Points

 

 

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  • 1 month later...

Madame Raven
Power Level:
10/14 (213/213PP)
Unspent Power Points: 0
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

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

Catchphrase:

Theme: You're Dead by Norma Tanega

 

Alternate Identity:  Calliope "Callie" Sen (Public) Calliope "Callie" Summers (Secret)
Birthplace:  Hong Kong

Residence: Summers Building, New York
Base of Operations: Worldwide
Occupation: Businesswoman
Affiliations: Raven Family
Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self)
 

Description:
Age: 20 (DoB: 24th August 1973 [Time Displaced])
Gender: Female 
Ethnicity: Asian / European mix
Height: 1.702m (5'7")
Weight: 50kg (110 lbs)

Eyes:  Green
Hair:  Black

Callie has inherited her beauty from her mother, though often marred by the scowl of her father. Even with a few more years under her belt, she looks more like her duplicate, though there are still enough differences that they get away as relatives. She keeps her hair relatively short, both to differentiate herself from her duplicate and so that it can't become disadvantageous in a fight.

 

When in public as a wealthy businesswoman, woman she dresses in the most stylish clothes that always perfectly suit the occasion, still ethically sourced and environmentally sustainable, in private though she prefers loose fitting comfortable t-shirts and sweats.

 

Though still in its early stages, her Raven costume is far from the homemade costume she wore at Claremont. Made of tough yet light high-tech polymers the black suits offer maximum protection, the cloak is particularly impressive appearing like a simple cloth cloak it can harden at will allowing Callie to use it as a weapon in a fight. It's also covered in scalloped cloth feathers that can be plucked and thrown becoming the family's signature Raven-like boomerangs. They even regenerate meaning they will rarely run out, and the cloak always looks good, though with extended use the cloak will appear shorter than it was originally.

 

To make herself stand out from the other Ravens, and despite the potential risk she doesn't wear a cowl, just covering her mouth and wearing a domino mask to avoid giving away her identity.

 

History:
Plucked from time by unknown methods, just before the fateful day she was meant to find out about her superhero legacy, Callie never had time to worry about her future. She had been busy with school and learning, and enjoying, what it was like to be a superhero. And despite the unusual circumstances, the extended Raven Family accepted her as one of her own, especially warmly considering their reputation as being cool brooding loners.

 

She finally took official control of Summer's Advanced Dynamics, finally cleaning up the worst of its dubious activities, and turning it into a profitable company dealing in environmentally conscious products.

 

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

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP
Strength: 18 (+4)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 22 (+6)


Combat: 20 + 16 = 36PP
Initiative: +10
Attack: +14 Unarmed, +12 Raven Claws/Feathered Cape, +10 Base
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed

Grapple: +14
Knockback: -4


Saving Throws: 6 + 6 + 5 = 17PP
Toughness: +4/9 (+4 Con, +5 Raven Costume)
Fortitude: +10 (+4 Con, +6)
Reflex: +12 (+6 Dex, +6)
Will: +10 (+5 Wis, +5)


Skills: 212R = 53PP
Acrobatics 9 (+15)Skill Mastery

Bluff 9 (+15)

Climb 11 (+15)

Computers 3 (+10)

Craft (Chemical) 3 (+10)

Craft (Mechanical) 3 (+10)

Diplomacy 4 (+10)

Disable Device 8 (+15)Skill Mastery

Drive 4 (+10)

Escape Artist 9 (+15)

Gather Information 9 (+15)Skill Mastery

Intimidate 9 (+15)Skill Mastery

Investigate 8 (+15)

Knowledge (Behavioural Science) 8 (+15)

Knowledge (Business) 8 (+15)

Knowledge (Current Affairs) 3 (+10)

Knowledge (Streetwise) 8 (+15)

Knowledge (Tactics) 8 (+15)

Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish)

Medicine 10 (+15)

Navigate 3 (+10)

Notice 10 (+15)Skill Mastery

Perform (Dance) 4 (+10)

Pilot 4 (+10)

Ride 4 (+10)

Search 8 (+15)

Sense Motive 10 (+15)Skill Mastery

Sleight of Hand 9 (+15)Skill Mastery

Stealth 9 (+15)Skill Mastery

Survival 5 (+10)

Swim 6 (+10)

 


Feats: 27PP
Attack Specialization (Raven Claws) 1

Attack Specialization (Unarmed) 2

Benefit (Raven Legacy) 1

Benefit (Wealthy) 2

Challenge (Fast Startle) 1

Dodge Focus 2

Evasion 2

Hide in Plain Sight

Improved Initiative 1

Jack-of-All-Trades

Luck 3

Quick Draw

Skill Mastery (Acrobatics, Disable Device, Gather Information, Intimidate, Notice, Sense Motive, Sleight of Hand, Stealth)

Startle

Takedown Attack 2

Ultimate Effort (Escape Artist) 1

Uncanny Dodge (Auditory) 1

Well-Informed

 

Equipment: 1PP = 5EP

Raven Cycle (Vehicle; Motorcycle) [1EP]

 

  Hide contents

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: +6 [1EP]
Features: [0EP]
Powers: [3EP]
Speed 3 (50mph / 440ft) [3EP]

 

 

Powers: 8 + 8 = 16PP

Device 2 (Raven Costume, 10PP Container; Hard-to-Lose) [8PP]

  • Protection 5 [5PP]
  • Grapple Gun: Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1 (10mph, 88ft/rnd) [5PP]

 

Device 2 (Utility Belt, 10PP Container; Hard-to-Lose) [8PP]

Utility Belt (20PP Array; Feat: Alternative Power 1) [9PP]

  • Base Power: Damage 2 (Raven Claws, Extra: Range 1, Feats: Mighty 4, Improved Range 1) [9PP]
  • Alternate Power: Strike 2 (Feathered Cloak, Feats: Mighty 1, Accurate 1, Extended Reach 1, Subtle 1) + Flight 3 (50mph/ 440 ft/rnd, Flaw: Gliding) [9PP]

 

 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 19 Toughness                Damage
Raven Claws         Ranged     DC 21 Toughness                Damage
Feathered Cape      Ranged     DC 21 Fortitude                Damage

 

Totals: Abilities (64) + Combat (36) + Saving Throws (17) + Skills (53) + Feats (27) + Powers (16) = 213/213 Power Points

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  • 4 weeks later...

Ms Grue

Power Level: 12/15 (250/250PP)
Unspent Power Points: 0 
Trade-Offs: None 

 

In Brief: A free Grue who is enjoying everything that Earth has to offer, whilst trying to help humanity.

Catchphrase: “Oh wow!”

Theme: Save the World - Daphne & Celesete

 

Alternate Identity: Daphe Celeste (Secret)
Birthplace:  Deep Space,16 ly from Earth

Residence: DuTemps Building, Downtown, Freedom City
Base of Operations: DuTemps Castle
Occupation:  Television Production Assistant
Affiliations: CrimeBusters, DuTemps Sirens, Freedom League Auxiliary
Family: Meta-Mind (Gene father, very distant), Mother Unit

 

5owtRU2.jpgDescription:

Age: 21 (DoB: 1999)
Apparent Age: early-20’s
Gender:  Female Presenting
Ethnicity: Grue
Height:  5’8” (1.73m) as Daphne
Weight:  130lbs (60kg) as Daphne
Eyes:  Naturally White, Brown as Daphne
Hair:  Black

 

In her natural form, Daphne looks fairly typical of her species with her red skin, brow ridges and pointed ears and a mouth, as opposed to Drones that do without. On a second glance however her appearance is subtly different, with her brow greatly reduced and her mouth having natural lips. But the most obvious change is her long flowing hair, from a species that naturally has no hair. Through exposure to cosmic rays her metamorphic fields have been altered meaning that this is her natural form, though as a shapeshifter she can choose to adopt the more standard forms of her species. And even though her species has no concept of gender, Grue being either cloned or produced by binary fission, Daphne chooses to express herself as female.

 

As Daphne her human identity has subtly shifted and changed as she’s has grown more use to humanity and become more comfortable in her own skin. Originally based heavily on a television celebrity she watched during her journey towards Earth her featured have been subtly blended and merged with those of her natural Grue features to produce an identity more in line with her own personality. When necessary she has subtly influenced old memories so those that already knew her remember her always looking this was, rather than be confused at her different current form.

 

As Ms Grue her costume is the silvery-white jumpsuit that was provided by the Grue for her to wear, being a morphic fabric that can adjust size, shape, colors and textures as needed to whatever she need it to with but a thought. On the chest is the three-pronged star that is the symbol of the Grue Union, Daphne thinking that she’s reclaiming the symbol and using it as a force of good. And whilst she’s a little less fashion conscious than when she was younger, she still dresses stylishly her costume abilities allowing her to appear perfectly tailored for whatever frame she is wearing.

 

 

History:
At the turn of the twenty-first century envious eye turned towards a certain area of the Orion-Cygnus arm, a Grue infiltrator ship was dispatch but never arrived at its destination. Instead it came into conflict with a Lor Cruiser and after the Grue attacked, according to Lor Naval records, the Grue vessel was destroyed apparently with all hands. In the battle however one of the infiltration/birthing units, Baby, was ejected from the craft with it precious cargo.

 

Damaged from the combat the pod activated it Grue podling occupant, with the onboard portable AI, later calling itself Mother Unit, began to scan for a signal to signify a location for there infiltration mission. However the signals were scrambled and the AI mistook the signals from Earth as the locking signal. So this little party began the sixteen light year journey towards the Sol System under sublight powers. The data from these signals was used to help rebuild the damages databanks, whilst the pod slowly repaired its battle damaged systems. Though with damaged radiation shields it podling occupant was bathed in cosmic rays, along with those Earth signals that Mother Unit was using to construct a personality to determine how best to raise this young podling.

 

Little Daphne grew up in this environment of the ship limping towards Earth at light-speed, learning about this world from the carefully picked entertainment. Apart from instinctively knowing Grue the isolated podling had no connect to the telepathic influence of the Meta-Mind, instead she learned to read and write the languages English of the shows. With the aid of the only parent she knew Daphne formed her own identity and gained a sense of right and wrong from the heroes she saw on these human shows.

 

With the cosmic rays causing alteration to her cells Daphne developed differently than the Drone she was originally designed to be, instead she took on more human features (much like a Grue Metamorph). Her altered cells also allowed her to phase through matter, something of a shock when she accidentally phased through the ships hull. Alongside this new ability she practiced her shapeshifting and telepathic abilities, as well as learning as much as she could about Earth culture from its broadcasts. From this information she choose a name for herself, Daphne Celeste, feeling that she was ready to experience her new home.

 

During her time on Earth Daphne has done a lot to embrace her new home planet, making many friends with the heroes of Freedom City. Whilst she never went to Claremont she did help out there for a little while, and occasionally helps mentor students when needed. She has also ended up living among the women living in the DuTemps castle, being a gregarious person who enjoys the company of those around her. From her superhero activities adopting the title of Miss, now Ms, Grue making efforts to be accepted by the common folk of her adopted home. This effort finally lead to her being offered a position of Freedom League Auxiliary.

 

With the destruction of the previous Meta-Grue during the attack by the Communion, led to many free Grue Daphne feels no strong connection to them and hasn’t spent any time with them, being happier to spend time among humans. Not that she harbors any dislike of her people in general, she just has a greater affinity for humanity after living among them for so long.

 

 

Personality & Motivation:

Whilst time and experience has tempered her enthusiasm, its not been by a lot still enjoying Earth and everything it has to offer. Still amazed at things, but not as wide-eye as she was, and her optimism at everything working out has suited her well through the darkest of times.

 

As a telepath she know the best and worst of what humanity can and does think, though she knows not to pry into people thoughts unless its an emergency. But despite this she still gives people a chance to prove there better nature, trusting I the inherit goodness she believes are in (most) people. Though never to the point that she would endanger another, she is still a hero after all.

 

Whilst she can, and has experience the full range of emotions the one that she has never felt the need to seek out is physical love. Partly this is from her alien nature, a clone species has no need for sex after all, but neither has it a need for love and family which she has experienced many times. It’s mostly however that she feels no need for sexual encounters, instead she happy to experience romantic love in all it’s shapes and forms.

 

 

 

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

 

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

 

Complications:
Name: Description

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

 

Abilities: 6 + 6 + 6 + 8 + 6 + 6 = 38PP
Strength: 16/32
1,2 (+3/+11)
Dexterity: 16 (+3)
Constitution: 16/24
2 (+3/+7)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)



Combat: 16 + 16 = 32PP
Initiative: +7

Attack: +8/+62/+104 Normal +12/+102/+144 Unarmed 
Defense: +12/+10
2/+144 (+8 Base, +4 Dodge Focus, -2 Growth, +2 Shrinking), +4 Flat-Footed

Grapple: +11 / +191,2 / +253 / +134
Knockback: -4 / -101 / -142 / -14


Saving Throws: 7 + 8 + 7 = 22PP
Toughness: +8/+12
1,2 (+3 / +72 Con, +5, +41)
Fortitude: +10 / +14 (+3 / +7
Con, +7)
Reflex: +11 (+3 Dex, +8)
Will: +10/+16
5 (+3 Wis, +7, +6 [Impervious]5)

 

1 Density, 2 Growth, 3Elongation, 4Shrinking, 5Mind Shield



Skills: 104R = 26PP 
Bluff 12 (+ 15)

Concentration 12 (+ 15)

Diplomacy 12 (+ 15)

Gather Information 12 (+ 15)

Knowledge (Current Events) 6 (+ 10)

Knowledge (Popular Culture) 11 (+ 15)

Knowledge (Technology) 6 (+ 10)

Language 3 (Grue [Native], English, Spanish, Galactic)

Notice 12 (+ 15)

Search 6 (+ 10)

Sense Motive 12 (+ 15)

 

 

Feats: 31PP
Attack Specialization (Unarmed Attack) 2

Dodge Focus 4

Equipment (Baby) 11

Fearless

Improved Initiative 1

Interpose

Luck 4

Minions (Mother Unit) 6
Second Chance (Concentration) 1

 

 

Powers: 8 + 5 + 8 + 30 + 11 + 33 + 5 = 100PP

Comprehend 4 (Read, Speak, Understand and be understood in all Languages) [8PP] (Psionics)

 

Detect Emotions 5 (Mental Sense, Acute, Radius, Ranged) [5PP] (Psionics)

 

Detect Minds 8 (Mental Sense, Accurate, Acute, Radius, Ranged) [8PP] (Psionics)

 

Grue Nature 12 (24 PP Array;  Feats: Alternate Power 6) [30PP] (Grue Anatomy)

  • Base Power: Morph 8 (Any Form +40 Disguise) [24PP]

  • Alternate Power: Additinal Limbs 4 (10 extra limbs +4 Grapple; Feats: Improved Grapple) + Elongation 10 (Elongation 5,000fts +10 Escape & Grapple; Extra: Duration 1 [Continuous]) [24PP]

  • Alternate Power: Concealment 10 (All senses; Feat: Close Range) [21PP]

  • Alternate Power: Density 8 (+16 Str, +4 Toughness, Weight 650lbs (295kg), Immovable 2, Super-Strength 2 [Heavy Load 4.2 tns]) [24PP]

  • Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size Categories 15 ft (4.6m)) [24PP]

  • Alternate Power: Insubstantial 4 (Incorporeal) [20PP]

  • Alternate Power: Shrinking 11 (-2 Size 1ft (0.3m); Extra: Normal Strength, Feats: Normal Movement, Normal Toughness) [24PP]

 

Immunity 11 (Life Support, Sleep, Starvation & Thirst) [8PP] (Grue Anatomy)

 

Power of the Mind 15 (30 PP Array;  Feats: Dynamic Alternate Power 1) [33PP] (Psionics)

  • Base Power: Communication 10 (Mental, 200,000 miles, Extra: Linked Power) [10PP]

    •  Mind Reading 12 (Extra: Linked Power, Feat: Subtle 2) [14PP]

       Mind Shield 6 (Extra: Linked Power) [6PP]

  • Dynamic Alternate Power: Telekinesis 10 (Range 100ft, Strength 50 [Heavy Load 25.6tns], Extra: Damaging) [30PP]
     

Protection 5 [5PP] (Grue Anatomy)

 
 

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 18 Toughness                Damage
Unarmed (Growth)    Touch      DC 26 Toughness                Damage
Unarmed (Density)   Touch      DC 26 Toughness                Damage
Unarmed (Shrunk)    Touch      DC 18 Toughness                Damage

Telekinesis         Ranged     DC 25 Toughness                Damage
Mind Reading        Ranged     DC 22 Willpower                Mind Read
 

Totals: Abilities (38) + Combat (32) + Saving Throws (22) + Skills (26) + Feats (31) + Powers (101) - Drawbacks (0) = 250/250 Power Points

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Mother Unit

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

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

Theme(Optional) A theme song for the character.

 

Alternate Identity: Mother Unit (Public)
Birthplace: Grue Prime

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

 

Description:
Age: 21+
Gender: Presents as Female
Ethnicity: Synthetic Intelligence
Height: 1ft (0.3 m)
Weight: 1lb (0.5 kg)
 

Mother Unit is a cube of matt black almost indestructable material produced by 

 

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

 

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

 

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

 

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

 

Complications:
Name: Description

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

Mother Unit (Grue Computer, Minion)

 

Abilities: -10 + -10 + -10 + 30 + 4 + 6 = 10PP

Strength: -

Dexterity: -

Constitution: -

Intelligence: 40 (+15)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

Combat: 0 + 0 = 0PP

Initiative: +0

Attack: +0 Base

Grapple: -8

Defense: 2

Knockback: +4

 

Saving Throws: 0 + 0 + 0 = 0PP

Toughness: -2 (-2 Size)

Fortitude: Immune

Reflex: -

Will: +2 (+2 Wis)

 

Skills: 48R = 12PP

Computers 10 (+25)

Gather Information 12 (+15)

Notice 13 (+15)

Pilot 13 (+13)

 

Feats: 3PP

Eidetic Memory

Skill Mastery (Compter, Gather Information, Notice, Pilot)       

Well Informed

 

Powers: 5 + 12 + 7 + 30 + 8 = 62PP

Communication 5 (Telepathy, 5 miles) [5PP]
Comprehend 6 (Languages [Read, Speak and Understand All], Machines [Speak and Understand]) [12PP]

Datalink 7 (Mental, 200 mile range) [7PP]

Immunity 30 (Fortitude Saves) [30PP]

Shrinking 8 (-8 Str, -2 Tou, -2 Size [Tiny], Flaw: Permanent) [8PP]

 

Totals: Abilities (10) + Combat (0) + Saving Throws (0) + Skills (15) + Feats (3) + Powers (62) - Drawbacks (0) = 90/90 Power Points

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Baby

Birthing Unit, Grue Spacecraft, Vehicle87zowe2.jpg

 

Baby, officially Infiltration craft TT3-37, is a Grue design used by Grue Metamorph to aid infiltration.

 

Traits: 1+6+2=9 EP

Strength: 35 (+12) [1EP]

Toughness: +15 (5 base, 6 Toughness 4 Size) [6EP]

Defense Bonus -2

Size: Huge [2EP]

Features 1+2+1 = 4EP

Communications

Navigation Systems 2

Remote Control

Powers 10 + 20 + 6 + 4 + 2 = 42EP

Concealment 5 (all visual senses, normal hearing) [10EP]

Flight 10 (10,000 mph, 88,000 ft/rnd) [20EP]

Healing 5 (Feat: Regrowth, Flaw: Limited to Others) [6EP]

Regeneration 4 (Recovery Bonus +2, Disabled 1 (5 hours), Injured 1 (20 mins)) [4EP]

Space Travel 1 (Interplanetary) [2EP]

 

Total: Traits (9) + Features (4) + Powers (42) = 55EP

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GalateaSha5CJx.jpg
Power Level: 10/12 (180/180PP)
Unspent Power Points:
Trade-Offs: -1 Defense / +1 Toughness

 

In Brief: Postmodern Golem.

Catchphrase: Does not compute!

Theme: I am not a Robot - Marina and the Diamonds

 

Alternate Identity: Jī Qì Rén , Jen Hope (Secret)
Birthplace: Foundry Laboratory, Freedom City, reborn Talos Laboratories, Rurland

Residence: West End, Freedom City
Base of Operations: Rurland "Embassy"
Occupation: Unoffical Ambassador
Affiliations: Rurland
Family: Talos (creator), Medea (Memory Template) 

 

Description:
Age: 52 (DoB: 17th May 1974)
Apparent Age: early 30s.
Gender: Sculpted Female
Ethnicity: Synthetic American
Height: 1.78m (5’10”) 
Weight: 60kg (132lbs)  
Eyes: White, Green as Jen
Hair: Silver, Black as Jen

 

E0aggLX.jpg

One of the most advanced material produced on Earth Prime Galatea's bio-synthetic skin almost perfectly resembles human skin, including touch texture and even body heat. The whole surface was designed using fractal algorithms that even produces small flaws and marks making her look as unique as any other human. She even has subroutines that mimic breathing and blinking actions along with emitter that spoofs internal organs, only the most through of scans would be able to detect that she is in fact synthetic in nature. Whilst in theory she could alter her features to take on any form she has, for reason know only to Talos, been locked into a singular form of a young Asian woman.

The awakening of her memories have created a flaw in this programming and she can now transform herself back into a form resembling her original form of a gynoid made of silvery material. Even her facial features shift to those more resembling her "mother" Medea, though this form doesn't blink or breath she can still display a full range of human emotions.

Whilst it would be possible to port her human disguise over to her Galatea form, or vice versa, she has yet to attempt such a feat to hide her activities as the reborn hero.

 

 

History:

The original tragic tale of Galatea is well known to many, made by Talos as a robot bride Galatea rebelled against his control and for a while became a hero. Through the 1970s, she fought alongside the Freedom League until she sacrificed her life to save the world from another threat from Talos. Believing her digital consciousness gone with a heavy heart Daedalus put her body in storage.

Through the decades she was forgotten by most except for her creator Talos, who still had what passed as feeling for Galatea. Flushed with sucess at the foundation of Rurland, a robot nation in the Ukraine, he managee to procure the body of Galatea with the aim of rebuilding a new version of his robotic bride free of the influences that caused her to turn on her creator. Using a mix of modern robotic technologies he built her a bio-synthetic body, styling her after designs procured from Doctor Otaku, he then placed the original memorycore of Galatea into the new body wipe of all but her basic personality matrix. He then activated the new Galatea gaining what appeared to be an innocent who he could mold to his liking.

However unbeknownst to even Talos, Galatea's brain had been designed around a Recursive Fractal Quantum Memory core, even a single unalterd positron would allow her memories to be recoverd, tucked away like a irritant pearl by her newly rebooted systems. As she grew and adapted to this (to her) new existance this pearl of her memory began to grow, her recharging periods filled with dreams of her former life. But with no reason to think otherwise she stayed loyal to Talos and whilst her neural net hadn't formed any connection of love she still felt a sense of obligation toward her "father".

Talos downfall in this manner was his own prideful need to show off his "conquests" to the heroes he had been twarted many time in the past. Even though few would even recognize Galaeta in her original form when he travel to Freedom City to discuss the status of his country with American offical (choosing Freedom City over Washinton, DC to get one over on the heroes there), he choose to bring along Galatea to be his assistant. Unknown to Talos the sight and sounds of the city she'd spent much of her existance proecting finally broke through the blocks in her memory allowing her to remember who she had always been.

Even with her memories restored she didn't immediately abandon there reason for visiting the city even though it wasn't for her every robot deserved the right to a place they called there own, something she had struggled with prior to her original shutdown. More worldly wise, and knowing Talos of old, she worries that this robot utopia might be used for less than noble causes. So when the meeting were done she volunteered to stay in Freedom City as an unoffical ambassador helping robot that wished to find a new home in Rurland.

At the same time she has begun to resume her activities as Galatea, carefully making sure that Talos cannot connect her to this reborn hero, trying to build evidence of any potetnail wrong doing done Talos and his new robot nation.

 

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

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 22 + 6 - 10 + 12 + 6 + 6 = 42PP
Strength: 32 (+11)
Dexterity: 16 (+3)
Constitution: -
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 16 (+3)


Combat: 16 + 10 = 26PP
Initiative: +7
Attack: +10 Electroblast,+8 Base
Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 0 + 4 + 6 = 10PP
Toughness: +11 (+0 Con, +11)
Fortitude: Immune
Reflex: +7 (+3 Dex, +4)
Will: +9 (+3 Wis, +6)


Skills: 36R = 9PP

Computers 9 (+15)

Disguise 15 (+18)*

Disable Device (+10)

Knowledge (Technology) 9 (+15)

Language 3 (Greek, Mandarin, Ukrainian, English [Native])

Notice 7 (+10)

Search 4 (+10)

* From Morph

Feats: 13PP

Ambidexterity

Attack Specialization (Electroblast)

Benefit (Rurland Representive)

Dodge Focus 4

Eidetic Memory

Fearless

Improved Initiative 1

Luck 2

Online Research 



Powers: 1 + 20 + 30 + 3 + 11 + 7 + 8 = 80PP

Galatea is a robot and all her powers are technological in nature

 

Datalink 1 (10 feet, radio) [1PP]

 

Electroblast 10 (100ft range, Extra: Range) [20PP]

 

Immunity 30 (Fortitude Saves) [30PP]

 

Morph 3 (single appearance, +15 Disguise) [3PP]

 

Protection 11 [11PP]

 

Super-Senses 7 (Extended Vision, Infravision, Low-Light Vision, Radio, Time Sense, Ultra-Hearing) [7PP]

 

Super Strength 4 (+20 Str, heavy load 16.6 tns) [8PP]



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 26 Toughness                Damage

Electroblast        Ranged     DC 25 Toughness                Damage

 

Totals: Abilities (42) + Combat (26) + Saving Throws (10) + Skills (9) + Feats (13) + Powers (80) = 180/180

 

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  • 1 month later...

The Traveller

Alternate Identity: Public
Birthplace:  Shashikala village, Harappa, Indus Valley

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Occupation:  Soldier, Scholar, Engineer and Explorer
Affiliations: Praetorians
Family: They live on in her memory



Description:
Age: 5,000+ years
Apparent Age: 30
Gender:  Female
Ethnicity: South Asian
Height: 1.73m (5ft 8in)
hxTTImk.jpg
Weight: 54kg (119lbs)
Eyes: Brown
Hair: Black

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  • 1 month later...

Nicki Dee

 

Power Level: 12/14 (219/219PP)

Trade-Offs: None

Unspent PP: 0

 

In Brief: To help her brother she became a criminal, now she trying to make up for that time.

 

Alternate Identity: Merge Trois

Identity: Secret

Birthplace: Lincoln, Freedom City

Occupation: Student

Affiliations: Camera Obscura

Family: Cheryl Dee (Mother), Tony Dee (Father), Dwayne Dee (Brother)

 

Desspacer.pngcription:

Age: 31 (DoB: December 9, 1992)

Gender: Female

Ethnicity: African-American

Height: 5'4"

Weight: 112 lbs.

Eyes: Brown

Hair: Black

Nicki is an unremarkable-looking woman, an image she works hard to maintain. Her clothes are fashionable, but off the peg, her haircut helps hide her features and she has taken to wearing glasses, though she doesn't need them.

 

 

 

Power Descriptions:

With a few moments of concentration, Nicki can call up her alter ego, Merge Trois, who can create copies of herself. Despite her name, Merge Trois can produce an almost unlimited number of copies, though she often limits herself to three initially to confuse her foes. Whilst Nicki and Merge are mentally linked, and Merge is driven by Nicki's desires, Merge can carry on independently of Nicki for an almost indefinite period.

 

History:

Growing up was often hard for the Dee family with her parents struggling to make ends meet, this tension often led to heated arguments between Nicki parents. To escape this she created imaginary friends who she would spend hours happily playing with, her brother however escaped into the alluring world of gangster rap and gang culture in general. Whilst Nicki studied hard to try and make a better life for herself and her family Dwayne fell into a life of petty crime and violence. Despite this Nicki cared deeply for her brother who in his own way was always trying to look after and protect his little sister.

 

For a while, however, things were okay the gang Dwayne ran with was pretty minor, happy to commit relatively low-key crimes staying out of the way of the more powerful and violent gang and the notice of Lincoln resident supers. Then one day this all changed when a strange man offered the gang a chance for one big score. Nicki has never been sure exactly what happened as Dwayne came back changed. All of the gang were granted powers of some sort but Dwayne, who had volunteered to be lookout, came off the worst. As well as gaining the power to conceal him from all senses, he also gained the power to monitor and control all electronic devices as well as receive and transmit all broadcast frequencies. The problem was he couldn't turn the signals off and was constantly bombarded with the chatter of the electronic devices that fill our world. Whilst he can look after himself and follow simple instructions, apart from the occasional flash of his old self, Dwayne has been lost in the constant electronic noise.

 

Her parents couldn't cope with what happened to their little boy and it fell on Nicki to take care of her big brother. Whilst doing that, and trying to complete her studies, she also started to make subtle inquiries about a cure for her brother's condition. Eventually, she found somebody who was willing to help, but he warned her it would take massive amounts of money to achieve a cure. Luckily for her he could offer her powers, safe ones at that, which would allow her to gather this necessary money, for only a tiny addition to the total. Having exhausted all other options for a cure she reluctantly agreed asking for the type of power that would allow her to be in several places at the same time. Then she carefully began planning ways to earn the money necessary for his cure.

 

Her short criminal career was successful and she managed to put by quite a bit of money for herself, her brother and her family. But it was with the help of the city's heroes that she managed to find the help that her brother needed. Whilst her brother was recovering she retired from her brief criminal career, she even stopped being Merge for a while. But she missed the thrill of being Merge Trois and when the Freedom City was in crisis she decided to come out of her brief retirement and help her community. She hadn't consciously made the decision but now Merge is going to try to help Freedom City.

 

Personality & Motivation:

Whilst Nicki can come over as introverted she anything but shy and has, over the hard years of high school, learned to stay in the background and subtly manipulate people to get what she wants. Though Nicki is still inclined to use her abilities to just be left in peace she does now try to use them to help other people.

 

Nicki has always had a strong moral code, she could never harm or kill anyone, and her career as a criminal hasn't changed her attitude. She does however have a dim view of large corporations and banks, something her criminal career has only helped but reinforced (though there are rare exceptions), she'll make sure that people are not harmed but wouldn't attempt to reduce property damage or the loss of earnings.

 

Powers & Tactics:

Whilst Merge prefers to use guile and cunning to avoid conflict if trouble starts she tends to rely on the sheer strength of numbers to defeat her foes flooding the area with as many duplicates as she can. She also tends to avoid bringing Nicki into direct contact with the plan in hand, if possible she will remain a safe distance away and allow Merge to handle the situation herself.

 


Complications:

Freedom: No one knows that Nicki is Merge Trois, something that she works very hard to maintain. As far as possible they've tried to maintain that they don't know each other, or at least only vaguely aware of each other.

Pound the Alarm: As far as law enforcement is concerned Merge Trois is still a wanted criminal, as well as a few of the Superhero community. Here choice of targets means she has little hassle for most beat cops and detectives, but there are always a few.

Beez in the Trap: Merge's method of using other villains for her own gain, as well as her habit of getting revenge on those who tried to burn her, means that she has made quite a few enemies. The foundry in particular wishes to get revenge on her for ruining one of their operations.

 

 

Abilities: 0 + 6 + 6 + 10 + 8 + 10 = 40PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 20 (+5)

Wisdom: 18 (+4)

Charisma: 20 (+5)

 

 

Combat: 16 + 12 = 28PP

Initiative: +3

Attack: +8 Base, +12 Unarmed

Grapple: +12 (base 12, Str +0)

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -1

 

 

Saving Throws: 8 + 8 + 8 = 24PP

Toughness: +2 (+2 Con)

Fortitude: +11 (+3 Con, +8)

Reflex: +11 (+3 Dex, +8)

Will: +12 (+4 Wis, +8)

 

 

Skills: 160RP = 40PP

Acrobatics 12 (+15)

Bluff 15 (+20)

Concentration 10 (+10)

Diplomacy 10 (+20)

Disable Device 10 (+15)

Drive 2 (+5)

Gather Information 10 (+15)

Intimidation 10 (+15)

Knowledge (Behavioral Science) 10 (+15)

Knowledge (Current Affairs) 5 (+10)

Knowledge (Popular Culture) 5 (+15)

Knowledge (Streetwise) 10 (+15)

Language 1 [Native: English, Spanish)

Notice 11 (+15)

Perform (Dance) 5 (+10)

Sense Motive 11 (+20)

Stealth 12 (+15)

 

Feats: 14PP

Attack Specialization (Unarmed) 2

Benefit (Wealth) 2

Contacts

Dodge Focus 6

Luck 2

Well-Informed

 

 

Powers: 19 + 54 = 73PP

 

ESP 6 (all senses, 20 miles, Flaw: Medium [Merge Trois, Camera Obscura], Rapid (x10)) [19 PP]

 

Summon 13 (Merge Trois, Camera Obscura Extra: Fanatical, Heroic, Duration [Continuous]; Feat: Mental Link, Progression 1 (2 Minions); Flaw: Feedback) [54 PP]

 

 

Totals:

Abilities (40) + Combat (28) + Saving Throws (24) + Skills (40) + Feats (14) + Powers (73) - Drawbacks (0) = 219/219 Power Points

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Merge Trois

 

Power Level: 12 (180/180PP)
Trade-Offs:  +2 Attack, -2 Damage


Description:
Age: 20 (DoB: December 9, 1992)
Gender: Female
Ethnicity: African-American
Height: 5'4"
Weight: 112 lbs.
Eyes: Grey
Hair: Blonde with highlightsmerge.jpg.d40b988f7f0f6fb7d0b490b0f42a0c38.jpg

Merge is the exact opposite she dresses outrageously in bleeding edge, and often slightly bizarre, clothes that show off every inch of her curvaceous figure. She often dresses in joke costume appropriate to the situation. Her hair is "naturally" blonde is also long but falls to the side to extenuate her heavily made up face. The tips of her hair are often dyed in a different color with each copy having a different shade. Tacky yet stylish may be a way to describe her look.

Power Descriptions:
Through practice Merge Trois has learned to use her duplication powers in a number of creative way's. Many of them just involve using a large number of duplicates working in tandem to achieve her tasks. Other work by projecting herself out at a distance, in a series of rapid projects to move at distance, or at extreme distance to collect information.

Personality & Motivation:
Merge Trois acts loud, brash and eccentric and comes across as a little bit dumb, but this is just an act to throw people off what really going on. Her personality is used to distract from what she is really trying to do. She tends to try and surprise people, either by distractions or by dropping knowledge of what going on into the conversation.



Abilities: 16 + 14 + 18 + 0 + 4 + 8 = 60PP
Strength: 26 (+8)
Dexterity: 24 (+7)
Constitution: 28 (+9)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 18 (+4)


Combat: 24 + 14 = 38PP
Initiative: +7
Attack: +12 Base, +14 Unarmed
Grapple: +20/28 (base 12, Str +8, w/S-Str +8)
Defense: +12 (+7 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -5


Saving Throws: 2 + 3 + 7 = 12PP
Toughness: +10 (+9 Con, +1 Protection)
Fortitude: +11 (+9 Con, +2)
Reflex: +10 (+7 Dex, +3)
Will: +9 (+2 Wis, +7)


Skills: 76RP = 19PP
Acrobatics 13 (+20)
Bluff 16 (+20)
Diplomacy 11 (+15)
Drive 2 (+9)
Gather Information 6 (+10)
Intimidation 6 (+10)

Language 1 [Spanish, Native: English]
Notice 8 (+10)
Sense Motive 13 (+15)


Feats: 15PP
Acrobatic Bluff
Attack Specialization (Unarmed) 2
Dodge Focus 5
Evasion
Interpose 1
Move-by Attack
Power Attack
Takedown Attack
Taunt
Uncanny Dodge (Auditory)


Powers: 10 + 25 + 1 = 36PP

Concealment 10 (all senses) (Flaw: Miss Chance Only) [10 PP]

Duplication 10 (20PP Array, Feats: Alternate Power 5) [25 PP]

 

Base Power: Add (Extras: Selective Attack, Targeted Area [burst]) to Unarmed {16/20 PP}

Alternate Power: Communication 3 (auditory, 1,000 ft) [3 PP] and ESP 4 (all senses, 1 mile, Feat Rapid (x10)) [13 PP] [17/20 PP]

Alternate Power: Add (Extras: Autofire, Secondary Effect) to Unarmed [16/20 PP]

Alternate Power: Quickness 12 (x10,500) [12 PP] and Speed 6 (500 mph Feats: Wall Run, Water Run) [68 PP] [20 PP]

Alternative Power: Snare 8 (Any Point, any direction Extra: Engulf; Feats: Tether, Indirect 3) [20 PP]

Alternative Power: Super-Strength 10 (Lifting Strength +50 [Heavy Load : 482 tns] [20 PP]

 


Protection 1 [1 PP]


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


DC Block

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC23 Toughness (Staged) Damage (Physical)
Unarmed Area (40ft) DC23 Toughness (Staged) Damage (Physical)

Totals: Abilities (60) + Combat (38) + Saving Throws (12) + Skills (19) + Feats (15) + Powers (36) - Drawbacks (0) = 180/180 Power Points

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Camera Obscura II


 

Power Level: 12 (180/180PP)
Trade-Offs:  +2 Attack, -2 Damage


Description:
Age: 28 (D oB: December 9, 1992)
Gender: Female
Ethnicity: African-American
Height: 5'4"
Weight: 112 lbs.
Eyes: Grey
Hair: Blonde with highlights
hm1.png.43ffd867159dbfa9ce7c8cd4693c623c.png
Merge is the exact opposite she dresses outrageously in bleeding edge, and often slightly bizarre, clothes that show off every inch of her curvaceous figure. She often dresses in joke costume appropriate to the situation. Her hair is "naturally" blonde is also long but falls to the side to extenuate her heavily made up face. The tips of her hair are often dyed in a different color with each copy having a different shade. Tacky yet stylish may be a way to describe her look.

Power Descriptions:
Through practice Merge Trois has learned to use her duplication powers in a number of creative way's. Many of them just involve using a large number of duplicates working in tandem to achieve her tasks. Other work by projecting herself out at a distance, in a series of rapid projects to move at distance, or at extreme distance to collect information.

Personality & Motivation:
Merge Trois acts loud, brash and eccentric and comes across as a little bit dumb, but this is just an act to throw people off what really going on. Her personality is used to distract from what she is really trying to do. She tends to try and surprise people, either by distractions or by dropping knowledge of what going on into the conversation.



Abilities:  0 + 6 + 20 + 22 + 10 + 0 = 58PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 30 (+10)
Intelligence: 32 (+11)
Wisdom: 20 (+10)
Charisma: 10 (+0)



Combat: 12 + 12 = 24PP
Initiative: +7
Attack: +6 Base, +10 Unarmed
Grapple: +6 (base 6, Str +0)
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -5



Saving Throws: 0 + 6 + 7 = 13PP
Toughness: +10 (+10 Con)
Fortitude: +10 (+10 Con, +0)
Reflex: +9 (+3 Dex, +6)
Will: +12 (+5 Wis, +7)



Skills: 104RP = 26PP
Computers 9 (+20)

Concentration 10 (+15)
Drive 2 (+5)

Gather Information 15 (+15)

Investigate 4 (+15)

Knowledge (Arcane Lore) 4 (+15)

Knowledge (Art) 4 (+15)

Knowledge (Behavioral Science) 4 (+15)

Knowledge (Business) 4 (+15)

Knowledge (Current Affairs) 4 (+15)

Knowledge (Earth Sciences) 4 (+15)

Knowledge (History) 4 (+15)

Knowledge (Life Sciences) 4 (+15)

Knowledge (Physical Sciences) 4 (+15)

Knowledge (Popular Culture) 4 (+15)

Knowledge (Technology) 4 (+15)

Knowledge (Technology) 4 (+15)

Knowledge (Theology) 4 (+15)

Notice 10 (+15)

Search 4 (+15)



Feats: 8PP
Attack Specialization (Unarmed) 2
Dodge Focus 4
Eidetic Memory

Well-Informed



Powers: 7 + 10 + 20 + 14 = 51PP

Communication 6 (Radiowaves, 20 miles Feat: Rapid Flaw: Permanent) [7 PP]

 

Comprehend 5 (Read, Speak and Understand all Languages, Speak and Understand Machines) [10 PP]

 

Concealment 10 (All Senses) [20 PP]


 

Datalink 6 (Mental, 20 miles Extra: Area (Omni-Directional) Feat: Rapid, Machine Control Flaw: Permanent)[14 PP]




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


DC Block


 


 

Totals: Abilities (58) + Combat (24) + Saving Throws (13) + Skills (26) + Feats (8) + Powers (51) - Drawbacks (0) = 180/180 Power Points

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  • 2 weeks later...

Magpie II

Alternate Identity: Maggie Què (Secret)
Birthplace:  Queens, New York

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

 

Description:
Age: 16 (DoB: 7th August 2004)
Gender: Female 
Ethnicity: Asian
Height: 5'7" 
Weight: 120 lbs b0WhZen.jpg
Eyes: Green 
Hair: White 

 

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

History:
One night in a fateful encounter a young woman called Felicity Què meet the master thief Magpie, whilst he was robbing the casino that she was working at the time. There affair was brief but it resulted in the little bundle of joy, and

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  • 4 weeks later...

Revenant

Power Level: 10/15 (250/250PP)
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the "other side".

ThemeWelcome to the Black Parade

 

Alternate Identity: Lucy Harker (Public)
Birthplace: West End, Freedom City

Residence: West End, Freedom City
Base of Operations: Mobile, most often in West End
Occupation: Lawyer
Affiliations: Bloodhound Detective Agency.
Family:  Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased), Blood Mary and Vera Stoneheart (Sisters in Darkness)

 

Description:
Age: 120 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity: Anglo-American
Height: 5'3"
Weight: 125 lbs
Eyes: Black

Hair: Black

 

In the poTlvDycY.jpgsition she'd chosen Lucy had always chosen to downplay her natural beauty, though she was no English Rose, Lucy had also chosen to dress rather frumpy as to not suggest that she had gotten there by her looks. Luckily she'd chosen to dress in a rather more fitting suit for the trial, especially because only it seems to survive her rigorous actions.

 

To a certain crowd her almost flawless skin, apart from a mark on her forehead where the bullet entered, which make her more alluring to certain peoples. Many are however spooked by her eyes that are a solid black that seems to reflect back on the viewer, which whilst she sometimes uses for her advantages she often hides them beneath a pair of sunglasses.

 

History:
In 1896 a number of vampires came to London along with the Lord of Vampires, they caused general havoc among the population until they were defeated by a number of vampires hunters. One of these, no one knows quite for sure, bit Florence Harker who was pregnant with her daughter. Unbeknown to her either deliberately or accidentally the vampire had infected her with there own blood, that whilst didn't affect her subtly affected her unborn child. Scandalized by the press just for being violated by this foreign devil the Harker's decided to flee to the Americas. So little Lucy Harker was born in Freedom City.

 

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

 

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

 

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

 

Complications:
Name: Description

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

 


Abilities: 20 + 8 - 10 + 10 + 12 + 10 = 50PP
Strength: 30 (+10)
Dexterity: 18 (+4)
Constitution: -- (-10)
Intelligence: 20 (+5)
Wisdom: 22 (+6)
Charisma: 20 (+5)

Combat: 20 + 20 = 40PP
Initiative: +8
Attack: +10 base
Defense: +10 (+10 Base), +5 Flat-Footed

Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2)
Knockback: -10

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

Skills: 136R = 34PP

Bluff 15 (+20)

Diplomacy 15 (+20)

Gather Information 10 (+15)

Intimdate 15 (+20) Enhanced Ability

Investigate 5 (+10)

Knowledge (Arcane) 10 (+15)

Knowledge (Business) 10 (+15)

Knowledge (Civics) 15 (+20)

Knowledge (Popular Culture) 10 (+15)

Knowledge (Streetwise) 10 (+15)

Language 1 (English [Native], Latin)

Notice 14 (+20)

Search 10 (+15)

Sense Motive 9 (+15)


Feats: 11PP

Fascinate (Bluff)

Fearless

Improved Initiative 1

Interpose

Luck 1

Skill Mastery 2 (Bluff, Diplomacy, Gather Information, Intimidate, Investigate, Notice, Search, Sense Motive)

Takedown Attack  2

Taunt

Well-Informed

Powers: 2 + 30 + 10 + 10 + 32 + 4 + 4 + 8 + 9 = 109PP

Enhanced Trait 1 (Intimidate +8) [2PP] (Coal Back Eyes)

 

Immunity 30 (Fortitude Saves) [30PP] (Undead)

 

Impervious Toughness 10 [10PP] (Undead Flesh)

 

Protection 10 [10PP] (Undead Flesh)

 

Regeneration 30 (Recovery Bonus 14 [+9], Disabled 6 [1 round], Injured 6 [no action], Resurection 4 [1 hour], Feats: Persistent, Regrowth) [32PP] (Undead)

 

Speed 4 (100 mph / 880 ft. per move action) [4PP] (Undead Limbs)

 

Super-Sense 4 (Darkvision, Sense Undead [Extened]) [4PP] (Coal Black Eyes)

 

Super-Strength 2 (+20 Str [heavy load 3 tns] Feats: Bracing, Groundstrike, Shockwave, Thunderclap) [16PP] (Undead Limbs)

 

Undead Limbs 4 (8PP Array Feats: Alternative Power 1) [9PP]

Base Power: Super-Strength 4 (+51 Str [heavy load 51 tns]) [8PP]
Alternative Power: Leaping 8 (x 500 [Running 10,000 ft, Stand 5,000 ft, High 2,500 ft]) [8PP]


Drawbacks: (-4) = -4PP

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


DC Block

 

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness                Damage

Groundstrike        Area       DC 20 Reflex                   Trip
Shockwave           Cone       DC 20 Toughness                Damage
Thunderclap         Area       DC 20 Toughness                Dazzle

 

Totals: Abilities (50) + Combat (40) + Saving Throws (10) + Skills (34) + Feats (11) + Powers (109) - Drawbacks (4) = 250/250 Power Points

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  • 4 months later...

Andrea Atom
Power Level: 
10/12 (180/180PP)
Unspent Power Points: 
Trade-Offs: None

 

In Brief: Thought dead original Atom back from the Terminus.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.uhwy5OP.jpg

Theme: (Optional) A theme song for the character.

 

Alternate Identity: Public
Birthplace:  Freedom City

Residence: Atomic Tower, Goodman Plaza, Freedom City 

Base of Operations: The Multiverse

Occupation: Scientist / Explorer

Affiliations: Atom Academy

Family: Atom

 

Description:
Age: 61 (DoB: 8th August 1959)
Apparent Age: 25 
Gender:  Female
Ethnicity: Caucasian
Height: 5'6" 
Weight: 125 lbs 
Eyes: Brown 
Hair: Brown 

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

 

History:

After having been a hero for a few decades, along with a wife and mother to two wonderful children Andrea had been more than happy than retire from the superhero business content to focus on using her Science knowledge to help improve the quality of life of humanity.

 

As with many heroes she put that aside when Omega attacked, doing what she could to help fight of the invaders and send them back into there home dimension. Her hastily built Dimensional Nullifier had one flaw the user would need to be close to Omega before activating the device. After talking over with her husband the two decided that they would be the ones to do the deed and with other heroes formulated a plan to get close enough to the villain. The plan was near perfect and they activated the device, but Omega somehow became aware of them and at that very moment blasted them with his power apparently reducing them to (ironically) atoms.

 

That should have been the end of her but something happened and she reformed after an untold amount of time in Terminus, found and adopted by a group of Furions. Recognizing her from previous visits by the Atom Family they nursed Andrea back to health. At that point she could have returned to Earth Prime but she wanted to discover what had happened to her beloved husband so teamed up with the Furions to gather potential information. During these raid she began to realise that her body had been altered to allow her to phase through physical matter. With some experimentation she used this to improve there raid gathering data from stations used by Omega’s forces to monitor alternative Earth to choose targets to invade. Despite years spent gathering and analysing this data she could only find vague scraps of his potential survival and after all her efforts she had to admit to herself that he was probably dead.

 

With nothing else left she threw herself into the struggle of the Furions using her technical knowledge to build equipment to fight Omega’s forces. But also in gathering together various clans of the Furions and founding a hidden city where they could both rest and train together to become more efficient. Despite all her achievements she refused to take any kind of title or position instead staying in the background to spend her time in pursuit of science.

 

After decades of helping the Furions she began to feel home sick and after making sure they could continue there struggles she built a machine to return herself to Earth Prime. It was shock when she returned to the spot she left only to discover that just how much time had passed on Earth, more so that due both her altered biology and the passage of time in the Terminus she hadn’t appeared to have aged a day since she’d disappeared. After spending a few months rediscovering her grown children, and her grandchildren, she set to work creating a place where the Atoms and others could explore what science could do for Earth Prime.

 

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

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 0 + 4 + 0 + 30 + 8 + 6 = 48PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 40 (+15)
Wisdom: 18 (+4)
Charisma: 16 (+3)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +2
Attack: +10 Ranged (+9 Base)
Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed

Grapple: +0
Knockback: -0


Saving Throws: 7 + 6  + 4 = 0PP
Toughness: +10 (+0 Con, +10 Force Field)
Fortitude: +7 (+0 Con, +7)
Reflex: +8 (+0 Dex, +6)
Will: +8 (+4 Wis, +4)


Skills: 82R = 21PP 

Bluff 10 (+15)

Diplomacy 12 (+15)

Drive 8 (+10)

Gather Information 10 (+15)

Intimidte 5 (+10)

Language 3 (Russian, Latin, French, English [Native])

Medicine 11 (+15)

Notice 6 (+10)

Pilot 8 (+10)

Sense Motive 11 (+15)

 

 


Feats:  10PP

Attack Focus (Ranged)

Defensive Roll 2

Distract (Bluff)

Dodge Focus 2

Equipment 2

Jack-of-All-Trades

Online Research

 

Equipment: 2PP = 10EP (1 rank of the Equipment Feat = 5 'Equipment Points')

  • Name (Power breakdown, if applicable) [XEP]



Powers: 5 + 8 + 10 + 23 = 46PP

Flight 2 [5PP]

Force Field 8 [8PP]

Immunity 10 (Ageing, Life Support) [10PP]

Phasing Array 15 (30PP Array; Feats: ALternative Power 1) [31PP]

Insubstantial 4 (Incorperal Extra: Affects Corporeal Feats: Precise, Subtle 2) [30PP]

Blast 10 + Force Field 10 [30PP]


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

 

 

Totals: Abilities (52) + Combat (34) + Saving Throws (17) + Skills (21) + Feats (10) + Powers (46) = 180/180 

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  • 6 months later...

Starshine
Power Level: 
7 (105/105PP) 
Unspent Power Points: 0
Trade-Offs: None

 

In Brief: Everyday teen bonded to a powerful artifact.

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

Theme: (Optional) A theme song for the character.

 

Alternate Identity: Rosalind Sommaripa (Secret)
Birthplace:  Shamong, New Jersey

Residence: Claremont Academy, Freedom City
Base of Operations:  Claremont Academy
Occupation:  Student
Affiliations: None
Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran)

 

Description:2d8puwt.jpg.1cf5089c852fbf1fdd563bb83db0550a.jpg
Age: 16 (DoB: 20th Februrary 2005)
Gender: Female 
Ethnicity: Greek-American
Height: 5'5" 
Weight: 150 lbs 

Eyes:  Brown
Hair: Red 

 

Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool.

 

The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent.

 

Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. 

 

History:

Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery.

 

Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet.

 

Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before.

 

Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman.

 

All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy.

 

Personality & Motivation:

Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no.

 

Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks.

 

Powers & Tactics:

Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else.

 

Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts.

 

Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet.

 

Complications:
Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers.

Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively.



Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP
Strength: 12/24 (+1/+7)
Dexterity: 10 (+0)
Constitution: 12/24 (+1/+7)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 10  + 6 = 16PP
Initiative: +0
Attack: +7 Hard Light, +6 Melee, +5 Base Melee
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +7/+13
Knockback: -0


Saving Throws: 0 + 6 + 4 = 10PP
Toughness: +1/+7 (+1/7 Con, +0 [Impervious 4])
Fortitude: +1/+7 (+1/+7 Con, +0)
Reflex: +6 (+0 Dex, +6)
Will: +5 (+1 Wis, +4)


Skills: 36R = 9PP

Computers 3 (+5)

Diplomacy 8 (+10)

Knowledge (Current Affairs) 3 (+5)

Knowledge (Popular Culture) 3 (+5)

Language 1 (English [Native], Greek)

 Notice 9 (+10)

Sense Motive 9 (+10)



Feats: 2PP

Luck 1

Online Research
Attack Focus (Melee) 1

Attack Specialization (Hard Light) 1
Dodge Focus 4

 

Enhance Feats from The Bracelet



Powers: 54 = 54PP

The Bracelet 13 (65PP Device, Only Usable by You) Alien Artifact [54PP]

Body of Light 6 (12PP Array, Feats: Dynamic Alternative Power 3) [15PP]

Dynamic Alternative Power: Flight 6 (up to 1,000 mph / 8,888 ft/rnd) [12PP]

Dynamic Alternative Power: Super-Strength 6 (up to +30 STR) [12PP]

Enhanced Constitution 12 [12PP]

Enhanced Strength 12 [12PP]

Enhanced Feats 6 (Attack Focus [Melee], Attack Specialization [Hard Light], Dodge Focus 4) [6PP]

Flight 1 (10mph / 88ft/rnd) 1 [1PP]

Hard Light: Damage 7 (range: 70ft, Extra:  Range) [14PP]

Impervious Toughness 4 [4PP]




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 22 Toughness                Damage
Hard Light         Ranged     DC 22 Toughness                Damage

 

Totals: Abilities (14) + Combat (16) + Saving Throws (10) + Skills (9) + Feats (2) + Powers (54) - Drawbacks (0) = 105/105 Power Points

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La Fantasma
Power Level: 
7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

 

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

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

Theme: (Optional) A theme song for the character.9Ibza9Z.jpg

 

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

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

 

Description:6maiPVo.jpg
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Gender:  
Ethnicity: Caucasian, Asian, Atlantean, Etc.
Height: 5'9" 
Weight:  
Eyes:  
Hair:  

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

 

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

 

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

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)


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

Grapple: +0
Knockback: -0


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


Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

 

 

Examples:

  • Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.
  • Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.
  • Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.
  • Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



Feats: 0PP
Feat Name
Feat Name
Feat Name

 

Examples:

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

 

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

  • Name (Power breakdown, if applicable) [XEP]

 

Examples:

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

 

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


Powers: 0 + 0 + 0 = 0PP

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

 

Example: 

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

 

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

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

 

Example: 

  • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
    • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
    • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
    • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

 

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

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

 

Example:

  • Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]
    • Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]
    • Force Field 2 [2PP]
    • Shield 2 [2PP]

 

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


Drawbacks: (-0) + (-0) = -0PP

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

 

Example:

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

 

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


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage
Chain Lightning     Ranged     DC 25 Toughness (Autofire)     Damage
Taser Blast         Ranged     DC 16 Fortitude                Stun

 

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

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Mercy Jones
Power Level: 
7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

In Brief: Bronze Age Martial Artist back from retirement. 

Catchphrase: You better hope for sweet Mercy! 

Theme: Theme from Cleopatra Jones 

 

Alternate Identity: Samantha Grant (Secret)Samantha Jones (Secret), Nefertiti Jones (Public)
Birthplace:  Lincoln, Freedom City

Residence: Yong Investigations & Dojo, Lincoln, Freedom City 
Base of Operations: Yong Investigations & Dojo, Lincoln, Freedom City 
Occupation: Private Investigator and Martial Artist
Affiliations: Independent 
Family: Collen Knight (Grand-niece)

 

Description:f639989351c72548daa75d9efe94d663-3.jpg.c4046d3ab042e7d8de9673d63dfe5840.jpg
Age: 93 (DoB: 21st December 1928)
Apparent Age: mid 30s
Gender:  Female

Ethnicity: African-American
Height:  5'5"
Weight:  125 lbs
Eyes:  Black
Hair:  Black

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

 

History:

Wanting to help people Samantha choose to volunteer to serve as a nurse in the US Army, with her passing out happing after the start of the Korean War. Shipping out to Korea she was on her way to a forward hospital when the helicopter she was travelling in was shot down crashing in the wilds of the Taebaek mountains.


She awoke in an isolated temple of in the mountains full on Buddhists nuns. She was so injured that she couldn’t move, with broken bones and burns all over her body. One of the nuns spoke English and explained she was found in the burning wreckage the only survivor of the crash.

 

Over time as she began to heal enough to begin to wander the temple, apparently high in the mountains, interacting with the other nuns. As well as learning the language she also began to learn , first by watching, the trying out the martial arts they practised. She quickly showed a talent for the martial art, the ancient almost dance like Taekkyon, and as she healed she became able to defeat all of the other practitioners. Finally she face the Abbess of the temple, also the most skilled martial artist, a long gruelling battle that took what seemed like hours. Eventually Samantha got the upper hand and managed to defeat the woman. The elder woman told her that now she was fully healed and should now leave to return to the world, though she warned her that much had changed since she’d first entered the place.

 

Indeed it had as whilst almost no time had seemed to have passed in the monetary over ten years had passed in the rest of the world. After the initial shock she returned home to Freedom City, after reconnecting with her family Samantha decided to reinvent herself. Taking on the name of Nefertiti Jones she used her martial art skills to defend the local of Lincoln by from threats, including the occasional supervillains. Along with the other black heroes she became an almost mythic protector of her neighbourhood. As the eighties started moved on many of the black heroes began to retire, or worse, as the mood of the city begin to change. Nefertitit hadn’t however, having hardly aged through the decades. Her family were however and when her momma final died, along with Mayor Moore making superheroes illegal, Samantha had enough and again left the city to find herself.

 

She travel through the world tracking down rumours and folk-law until she was able to find an entrance to the hidden vale of Shangri-la. Once in that mythical place she once again focsed herself to the study of martial arts, adding to the other forms she’d picked up over the years. This time she spent two decades honing her art and learning about herself and accessing her gi powers. Once again she left to return home, to a Freedom City that had changed again.

 

Again she reinvented herself as Mercy Jones.

 

Personality & Motivation:

Whatever she does and whatever she call herself Mercy has always been about helping and protecting people. Whilst her focus has also been on her home neighbourhood of Lincoln it extends to Freedom as a whole, a city that despite all that happens to it doesn't seem to ever loose hope. That doens't stop her from trying to make things better, using the dojo to improve the locals by teaching them self reliance and give them something important to do in there life.

 

Whilst for many that would make them grim and hard Mercy has managed to keep a positive attitude, with a sharp whit and wicked sense of humour. Indded she belives that humour and laughter are better teachers than the harsh way of other seonsaeng. Indeed unlike other she belives that knowledge should be shared rather than hording knowledge for themselves, though some knowledge needs some degree of knowledge before sharing.

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 8 + 16 + 8 + 2 + 16 + 2 = 52PP
Strength: 18 (+4)
Dexterity: 26 (+8)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 26 (+8)
Charisma: 12 (+1)


Combat: 16  + 16  = 32P
Initiative: +12
Attack: +14 Melee, +8 Ranged, +8 Base
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Grapple: +22
Knockback: -3


Saving Throws: 2 + 4 + 0 = 6PP
Toughness: +6 (+4 Con, +2 Defensive Roll)
Fortitude: +6 (+4 Con, +2)
Reflex: +0 (+8 Dex, +4)
Will: +8 (+8 Wis, +0)


Skills: 141R = 38PP

Acrobatics 12 (+20)Skill Mastery

Climb 11 (+15)

Concentration 2 (+10)

Diplomacy 14 (+15)

Drive 2 (+10)

Escape Artist 7 (+15)

Gather Information 14 (+15)

Investigation 14 (+15)

Knowledge (Business) 4 (+5)

Knowledge (Street) 4 (+5)

Knowledge (Theology & Philosophy) 4 (+5)

Language 3 (Korean, Mandarin, Japanese, English [Native])

Medicine 7 (+15)

Notice 7 (+20)Skill Mastery

Sense Motive 12 (+20)Skill Mastery

Stealth 12 (+20)Skill Mastery

Survival 7 (+15)

 



Feats: 40PP

Acrobatic Bluff

Attack FOcus (Melee) 6

Benefit (PI Licence)

Blind-Fight

Challenge (Fast Acrobatic Bluff)

Connected

Defensive Roll 2

Dodge Focus 6

Equipment (Yong Investigations) 2

Evasion 2

Grappling Finesse

Hide in Plain Sight

Improved Initiative 1

Instant Up

Interpose

Luck 2

Move-by Action

Second Chance (Concentration)

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

Takedown Attack 2

Trance

Ultimate Effort (Sense Motive)

Uncanny Dodge (Mental)

Well-Informed

 

 

Equipment: 5PP = 10EP

Yong Investigations / Dojo (10 EP)

Size: Medium (1EP), Toughness: 5 (0EP)

Features: Communications, Garage, Gym, Library, Living Space, Parade Ground, Power System, Security System 1, Workshop (9EP)




Powers: 6 + 6 + 1 + 1 = 14PP

All power are from inner strength or Gi.

 

Gi 2 (4PP Array; Feat: Alternative Power 2) (6PP)

Base Power: Damage 2 (Feats: Mighty 1, Improve Critical [Unarmed]) (4PP)

Alternative Power: Healing 2 (Extra: Total, Flaw: Personal) (4PP)

Alternative Power: Super-Movement 2 (Wall-Crawling) (4PP) 

 

Immunity 11 (Aging, Life Support, Sleep, Starvation & Thirst Flaw: Half-Effect) (6PP)

 

Leaping 1 (Jump x2) (1PP)

 

Speed 1 (10 mph, 88 ft/rnd) (1PP)




DC Block

ATTACK                RANGE   SAVE                                   EFFECT

Unarmed              Touch     DC 19 Toughness              Damage [Physical]

Gi Strike               Touch     DC 21 Toughness              Damage [Physical]

 

Totals: Abilities (52) + Combat (32) + Saving Throws (6) + Skills (36) + Feats (40) + Powers (14) - Drawbacks (0) = 180/180 ) Power Points

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  • 1 year later...

Madelyn "Maddie" Madrigal
Power Level: 
8/12 (180/180PP)
Unspent Power Points: 
Trade-Offs: -1 Defense / +1 Toughness

 

In Brief: Terminus Princess learning about humanity.

 

Theme: (Optional) A theme song for the character.

 

Alternate Identity: Madrigal Madrigal 2 (Public)
Birthplace: Terminus 

Residence: Claremont Academy
Base of Operations: Claremont Academy, Freedom City, Earth-Prime
Occupation: Student  
Affiliations: None 
Family: Madrigal Martinet (Mother), Mascherata Martinet (Brother)

 

Description:
Age: 16 (DoB: 2006, 13th July)
Gender:  Female
Ethnicity: Kordion
Height: 5'8" 
Weight:  165 lbs
Eyes:  Raven Black
Hair: Green 

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

 

History:

When it finally seemed that Omega wouldn't be returning to Terminus for a while Madrigal finally decided to follow his instructions to have a child to potentially fulfil an unforeseen destiny. Not having the time to carry a child to term, she was busy training Omegadrone to conquer more dimensions, she had the Second Physician Friendly clone her a child. Despite her very specific instructions, he created a female clone, and though the Third Physician Friendly fixed this oversite she saw the value of having another warrior to fight for Terminus.

 


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

 

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

 

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

 

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

 

Complications:
Name: Description

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


Abilities: 16 + 8 + 18 + 6 + 6 + 10 = 64PP
Strength: 26 (+8)
Dexterity: 18 (+4)
Constitution: 28 (+9)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 12  + 8  = 20PP
Initiative: +8
Attack: +6 Base, +8 Cosmic Rod
Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Grapple: +0
Knockback: -7


Saving Throws: 0  + 3  + 4  = 7PP
Toughness: +9 (+9 Con, +0 [Impervious 5])
Fortitude: +9 (+9 Con, +0)
Reflex: +8 (+4 Dex, +4)
Will: +8 (+3 Wis, +5)


Skills: 78R = 20PP

Acrobatics 6 (+10)

Bluff 5 (+10)

Climb 2 (+10)

Diplomacy 5 (+10)

Handle Animal 5 (+10)

Intimidate 10 (+15)

Knowledge (Arcance Lore) 2 (+5)

Knowledge (Behavioral Science) 2 (+5)

Knowledge (Technology) +2 (+5)

Medicine 2 (+5)

Notice 7 (+10)

Ride 1 (+5)

Search 7 (+10)

Sense Motive 7 (+10)

Stealth 6 (+10)

Survival 7 (+10)

Swin 2 (+10)



Feats: 15PP

All-Out Attack

Dodge Focus 3

Fearless 

Improved Initiative 1

Luck 2

Move-by Action

Power Attack

Takedown Attack 1

Uncanny Dodge (Auditory) 1



Powers: 6 + 8 + 12 + 4 + 10 + 5 + 10 = 55PP

 

Comprehend 3 (Read All, Speak All, Understand All) [6PP] (Terminus nature)

 

Device 2 (Flight Harness, 10PP Device, Hard to Lose) [8PP]

Flight 5 (250 mph, 2,200 ft/rnd) [5PP]

 

Device 4 (Cosmic Rod, 20PP Device, Easy to Lose) [12PP]

Damage 8 (Cosmic Energy, range:80ft, Extra: Ranged Feats: Accurate 1, Affects Insubstantial 2, Homing 1) [20PP]

 

Device 1 (Kordian Helmet, 5PP Device, Hard to Lose) [4PP]

Communication 1 (Mental) [1PP]

Sensory Shield 2 (All senses, +4 save vs Dazzle) [4PP]

 

Immunity 10 (Ageing, Life Support) [10PP] (Terminus nature)

 

Impervious Toughness 5 [5PP] (Magical nature)

 

Super-Strength 5 (+25 Str, Heavy Load 14.7 tns) [10PP] (Magical nature)




DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed            Touch        DC 23 Toughness      Damage

Cosmic Rod        Ranged     DC 23 Toughness      Damage
 

 

Totals: Abilities (64) + Combat (16) + Saving Throws (9) + Skills (20) + Feats (15) + Powers (55) - Drawbacks (0) = 180/180 Power Points

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