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3e to 2e conversion

 

Character Index

Archer II

Forever Boy

- Forever Boy 250PP

Ghost

Holger Danske

- Ratatoskr

Justice

- HERO Mode

Little Mermaid II

Nevermore II

- Nevermore 250PP

Rebellion

Spaceman

- Spaceman 250PP

 

In progress

Owain the Lion Knight

Grandmaster NPC

Cosmic Camelot Guidebook

Mage

 

Ideas

Updated EC guidebook page

Updated Chamber guidebook page

Edited by RocketLord
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Character

Power Level: X

Effective Power Level: X

Power Points: X/XPP
Unspent Power Points: 0
Trade-Offs: X

 

In Brief: X

Catchphrase: X

Theme: X

 

Alternate Identity: X
Birthplace: X

Residence: X

Base of Operations: X
Occupation: X

Affiliations: X

Family: X

 

DESCRIPTION

Age: X

Apparant age: X
Gender: X
Ethnicity: X

Height: X’X’’
Weight: X lbs.
Eyes: X
Hair: X

 

Physical description

 

 

HISTORY

X

 

 

PERSONALITY & MOTIVATION

X

 

 

POWERS & TACTICS

X

 

 

POWER DESCRIPTIONS

X

 

 

COMPLICATIONS

Complication: X.

 

 

ABILITIES

X + X + X + X + X + X = XPP

 

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

 

 

COMBAT

X + X  = XPP


Initiative: +X (+X Dex,)
Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block
Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed
Grapple: +X  (+X Base Attack, +X Other)
Knockback: -X (TOU/2)

 

 

SAVING THROWS

X + X + X = XPP

 

Toughness: +X (+X Con, +X Other)

Fortitude: +X (+X Con, +X)

Reflex: +X (+X Dex, +X)

Will: +X (+X Wis, +X)

 

 

SKILLS

XR = X/4PP

 

Skill X (+X)

 

 

FEATS

XPP

 

X

 

 

POWERS

X + X + X = X

 

Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X)

 

Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: )

BPPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

APPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

 

 

DRAWBACKS 
-0PP
 

Effect (Description) [-0PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

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3e to 2e conversion, taken from old Atomic Think Tank thread

---

Hello all.

I have purchased the new DC Adventures in both PDF and Book format, but I have decided not to change over to the new edition. However, I have decided it would be nice to have unofficial official 2e conversions of the characters contained in the DCA. I have posted a question in the General Forum about this, but I will reiterate it here. Is this Kosher? Please let me know if this is in any way unacceptable and I will cease and desist.

I am going to wait a little while before I post anything just to be sure it is OK.

Rules for Converting 3e/DCA characters to 2e Mutants and Masterminds

The Characters in this thread were converted from the D.C. Adventures system (DCA)to the Second Edition Mutants and Mastermind system (2e) using a method I developed for the process.

However, this has involved adopting some features from DCA. These are entirely optional and you do not need to adopt them to use these conversions.

Therefore this thread will, first, deal with the concepts that I used for my conversion method and, second, list and explain the additional rules I adopted from DCA.

Table of Contents:

Conversion:


Abilities.
Saves.
Combat.
Skills.
Powers.
Feats.

2.5 ed. Rules:

Affliction.
Athletics.
Dazzle.
Extraordinary Effort.
Fatigue.
Fearsome Presence.
Mind Control.
New Conditions.
Precise Strike.
Speed Feint.

Abilities:

This is pretty understandable to anyone who has played both systems. The bonus is changed to the corresponding D20 score that would produce that value.

For Example: An ability score of 0 is now 10 (+0) and a 20 is now 50 (+20).

Of course most Abilities are direct ports. Some abilities are more complicated.

Agility and Dexterity are one of the problems, since agility is overall physical coordination and Dexterity is manual dexterity. I use the average of the two (rounded up) as the "new" dexterity ability. My justification is that of the original characters in the DCAHHB only one has greater than a +2 difference between the two and half have the same ability.

For example Cheetah has a 7 Agility and a 4 Dexterity, so her 2e Dexterity is 22 (+6).

3e >>>>>> 2e
Strength >>> Strength
Stamina >>> Constitution
Dexterity >>> SEE ABOVE & COMBAT BELOW
Agility >>> SEE ABOVE
Fighting >>> SEE COMBAT BELOW
Intellect >>> Intelligence
Awareness >>> Wisdom
Presence >>> Charisma

Saves:

Will and Fortitude Saves are the same. Toughness is the same as well. Reflex equals the Dodge save.

Combat:

Defense is the average of the dodge and parry traits. In some cases where needed, just use some judgment as to what portion should be from Dodge Focus and what should be from purchased Defense Bonus.

Attack is the tricky part. Begin by looking at Fighting and Dexterity. The lower of these two is what the character should have in “straight” Attack Bonus. Next, look to the Advantages section of the character entry for Close Attack and Ranged Attack. If the character has these, it may be appropriate for them to have an equal number of ranks in Attack Focus (melee) and Attack Focus (ranged) respectively. Then look to the skills section for Close Combat and Ranged Combat. These should be replaced by Attack Specialization of the same type. However this does not always work out perfectly. Sometimes, for accuracy you must abandon buying any “straight” Attack Bonus at all to make the numbers work.

For example: In DCA Superman’s attacks are: Heat Vision +10, Unarmed +11, Any (other) Melee Attack +8, Any (other) Ranged Attack + 2. The conversion I did matches this.

However, in order to get the +11 Unarmed, I had to give him, +0 Attack Bonus, +7 Attack Focus (melee), and Attack Specialization (unarmed) 2.

Because the number 11 is odd and attack specialization gives bonuses in 2’s I had to use all Attack Focus and abandon “straight” Attack Bonus to get to 11. Otherwise one of the other numbers would have been inaccurate.

Skills:

To deal with either the close combat skill or the ranged combat skill see the combat section above. Any expertise skill becomes either knowledge or profession, or perhaps both. (See below for skills substitution.) The thing to remember is that you are going to have twice as many skill points to allocate to skills, so your 2e build may end up spending less points than the DCA version.

Acrobatics >> Same
Athletics >> Athletics*
Close Combat >> None
Deception >> Bluff, Disguise**
Expertise >> Knowledge or Profession, or Probably Both.
Insight >> Sense Motive
Intimidation >> Same
Investigation >> Investigation, Search, Gather Information
Perception >> Notice
Persuasion >> Diplomacy
Ranged Combat >> None
Sleight of Hand >> Sleight of Hand, Escape Artist
Stealth >> Same
Technology >> Knowledge: Technology, Craft: Electronics, Craft Mechanical, Disable Device, or Computers
Treatment >> Medicine
Vehicles >> Drive or Pilot, or Both

Note: It may be appropriate to give some characters Concentration as well as there is no corollary in 3e/DCA. a good number to use is the Will save. However, do not apply it to the chart below, merely give a bonus equal to the save.

*I have adopted the Athletics skill in my aforementioned 2.5ed version game. If you wish you can give the character ranks in all three skills: Climb, Ride and Swim.
** Give Disguise if appropriate, but keep in mind most of these people dress up as someone else for kicks.

How many Ranks?

When deciding how many ranks one should assign, keep in mind that there is a large difference in the number of skill points given per power point in both games. There is also a pretty decent disparity between the allowable maximum skill bonuses in both games. With this in mind I created a system for conversion that I think represents the capability of the DCA characters in the 2e system well.

For every PL there is a Max Bonus. These bonuses and therefore the difference between them changes based on PL:

PL >>> 2.5 ed. >>> DCA >>> Percentage Difference
1 >>>>> 11 >>>>> 12 >>>>> .91
2 >>>>> 12 >>>>> 14 >>>>> .85
3 >>>>> 13 >>>>> 16 >>>>> .81
4 >>>>> 14 >>>>> 18 >>>>> .77
5 >>>>> 15 >>>>> 20 >>>>> .75
6 >>>>> 16 >>>>> 22 >>>>> .72
7 >>>>> 17 >>>>> 24 >>>>> .71
8 >>>>> 18 >>>>> 26 >>>>> .69
9 >>>>> 19 >>>>> 28 >>>>> .68
10 >>>>> 20 >>>>> 30 >>>>> .66
11 >>>>> 21 >>>>> 32 >>>>> .66
12 >>>>> 22 >>>>> 34 >>>>> .65
13 >>>>> 23 >>>>> 36 >>>>> .64
14 >>>>> 24 >>>>> 38 >>>>> .63
15 >>>>> 25 >>>>> 40 >>>>> .63
16 >>>>> 26 >>>>> 42 >>>>> .62
17 >>>>> 27 >>>>> 44 >>>>> .61
18 >>>>> 28 >>>>> 46 >>>>> .61
19 >>>>> 29 >>>>> 48 >>>>> .60
20 >>>>> 30 >>>>> 50 >>>>> .60

The average difference of these is .69. So what I originally proposed that one multiply the bonus by 1.69, bu that seemed a bit much. Instead, use 1.5 as the multiple. This has two advantages. It less often results in max skills and the math is easier so it can be done on the fly. Here is the chart:

3rd ed. >>> 2.5 ed.
1 >>>>>>> 1
2 >>>>>>> 3
3 >>>>>>> 4
4 >>>>>>> 6
5 >>>>>>> 7
6 >>>>>>> 9
7 >>>>>>> 10
8 >>>>>>> 12
9 >>>>>>> 13
10 >>>>>>> 15
11 >>>>>>> 16
12 >>>>>>> 18
13 >>>>>>> 19
14 >>>>>>> 21
15 >>>>>>> 22
16 >>>>>>> 24
17 >>>>>>> 25
18 >>>>>>> 27
19 >>>>>>> 28
20 >>>>>>> 30
21 >>>>>>> 31
22 >>>>>>> 33
23 >>>>>>> 34
24 >>>>>>> 36
25 >>>>>>> 37

Not all increases will be possible, as the maximum ranks in 2e are a combination of independent skills and attribute caps, while DCA has one cap.

Example: Aquaman has an Athletics of 4 (14) in DCA. I look to the chart and 14 becomes a 21. Aquaman is going to have a +10 strength modifier in 2e as well, so he needs 11 ranks in 2e. This is well under a PL 12 character’s max ranks of 17. As for the cost, the ranks cost 3 power points, with 1 rank left over. DCA Aquaman’s lowly 4 ranks cost two points. In the end, He spends 27 points on them, whereas his DCA version spends 25. However, I must note that the entire build is “cheaper.”
(DCA: 216 vs. 2e: 197)

Powers

NOTE: The Powers section is incomplete. I am sure there are other powers that do not directly port over. As I come across them, I will amend this section.

Strangely Powers are not as difficult to convert as one might think. Most powers have wholesale analogs in 2e, while the same is not true of DCA to 2e conversions.

Two major differences are Speed and Flight. On this chart, I simply looked at the mph of the power and made the equivalent the closest number (whether more or less).

3rd ed. >>> 2.5 ed.
1 >>>>> 1
2 >>>>> 1
3 >>>>> 2
4 >>>>> 2
5 >>>>> 3
6 >>>>> 4
7 >>>>> 5
8 >>>>> 6
9 >>>>> 7
10 >>>>> 8
11 >>>>> 9
12 >>>>> 10
13 >>>>> 10
14 >>>>> 11
15 >>>>> 12
16 >>>>> 13
17 >>>>> 14
18 >>>>> 15
19 >>>>> 16
20 >>>>> 17
21 >>>>> 18
22 >>>>> 18
23 >>>>> 19
24 >>>>> 20
25 >>>>> 21



For Quickness it is more difficult. Let’s use an example: Flash has Quickness 20. When one looks at the Measurements Table, one sees that the equivalent length of time is two months. An ordinary person takes 6 seconds to perform a full round action. In 2 months they go through about 864,000 full round actions.

6 seconds x 10 rounds = 1 minute (60 seconds)
60 seconds x 60 minutes = 3600 seconds,
3600 x 24 hours = 86,400 seconds
86,400 x 60 days = 5,184,000 seconds
5,184,000 % 6 = 864,000

That means that the Flash can perform the equivalent of 864,000 full rounds actions in one round. So he is 864,000 times faster than a normal person.

This is closest to rank 18 Quickness in 2e (About 1,000,000 times faster than normal)

Here is the chart:

3rd ed. >>> 2.5 ed.
1 >>>>> 1
2 >>>>> 2
3 >>>>> 3
4 >>>>> 4
5 >>>>> 5
6 >>>>> 6
7 >>>>> 6
8 >>>>> 8
9 >>>>> 8
10 >>>>> 9
11 >>>>> 10
12 >>>>> 11
13 >>>>> 12
14 >>>>> 12
15 >>>>> 13
16 >>>>> 14
17 >>>>> 15
18 >>>>> 16
19 >>>>> 17
20 >>>>> 18

I also adopt Affliction for my rules. Most of my adoptions are easily ignored, but this one I HIGHLY recommend. It is a great mechanic. My version is slightly less balanced, but it is more balanced than the powers it replaces and allows more flexibility. Besides flexibility was my favorite feature of affliction. I also have a version for 2e Hero Lab if anyone is interested.

Feats

Most Advantages are the same as their 2e feat equivalent. Sometimes, the feat has a different function while having the same or similar name. Do not worry about this. The reason the character has been given the feat should be the concept behind the feat/advantage, no the mechanics. Here is a chart for converting the feats:

Accurate Attack >>>>> Same
Agile Feint >>>>> Acrobatic Bluff or Speed Feint*
All-Out Attack >>>>> Same
Animal Empathy >>>>> Same
Artificer >>>>> Ritualist
Assessment >>>>> Same
Attractive >>>>> Same
Beginner’s Luck >>>>> Same
Benefit >>>>> Same
Chokehold >>>>> Same
Close Attack >>>>> Attack Focus (melee)
Connected >>>>> Same
Contacts >>>>> Same
Daze >>>>> Distract (Intimidate) or (Bluff)
Defensive Attack >>>>> Same
Defensive Roll >>>>> Same
Diehard >>>>> Same
Eidetic Memory >>>>> Same
Equipment >>>>> Same
Evasion >>>>> Same
Extraordinary Effort >>>>> Extraordinary Effort*
Fascinate >>>>> Same
Fast Grab >>>>> Improved Grab
Favored Environment >>>>> Same
Favored Foe >>>>> Favored Opponent
Fearless >>>>> Same
Grabbing Finesse >>>>> Grappling Finesse
Great Endurance >>>>> Endurance
Hide in Plain Sight >>>>> Same
Improved Grab >>>>> Improved Grapple
Improved Initiative >>>>> Same
Improved Hold >>>>> Improved Pin
Improved Smash >>>>> Improved Sunder
Improved Trip >>>>> Same
Improvised Tools >>>>> Same
Improvised Weapon >>>>> Same
Inspire >>>>> Same
Instant Up >>>>> Same
Interpose >>>>> Same
Inventor >>>>> Same
Jack of All Trades >>>>> Same
Languages >>>>> Same
Leadership >>>>> Same
Luck >>>>> Same
Minion >>>>> Same
Move-By Action >>>>> Same
Power Attack >>>>> Same
Precise Attack >>>>> Precise Attack*
Prone Fighting >>>>> Same
Quick Draw >>>>> Same
Ranged Attack >>>>> Attack Focus (range)
Redirect >>>>> Same
Ritualist >>>>> Same
Second Chance >>>>> Same
Seize Initiative >>>>> Same
Set-Up >>>>> Same
Sidekick >>>>> Same
Skill Mastery >>>>> Same
Startle >>>>> Same
Takedown >>>>> Takedown Attack
Taunt >>>>> Same
Teamwork >>>>> Same
Throwing Mastery >>>>> Same
Tracking >>>>> Same
Trance >>>>> Same
Ultimate Effort >>>>> Same
Uncanny Dodge >>>>> Same
Weapon Bind >>>>> Same
Weapon Break >>>>> Same
Well-Informed >>>>> Same

*New 2.5 ed.
Feat

AFFLICTION

Type: Alteration, Attack
Action: Standard
Range: Touch
Duration: Instant
Saving Throw: Fort or Will (staged)
Cost: 1 point per rank

Note: This power supersedes/removes the powers Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, and Stun, and the feat Fearsome Presence.

You can impose some debilitating condition or conditions on a target by making a melee attack. You set the conditions that your Affliction causes at each stagewhen you acquire it and they may not be changed.

See the possible conditions below for each stage under the Affliction Resistance Check table. The target resists with Fortitude or Will save (chosen when you take the effect):

AFFLICTION RESISTANCE CHECK

FORTITUDE OR WILL VS. DC [AFFLICTION RANK + 10]

Success: No effect.

Failure: The target is dazed, fascinated, fatigued, impaired*, hampered*, shaken, sickened (choose one).

Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness.

Failure of five or more: The target is compelled*, disabled*, exhausted, frightened, flat-footed, nauseated, prone, slowed, stunned (choose one).

Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting.

Failure of ten or more: The target is controlled*, helpless, panicked, paralyzed, transformed*, unaware*, unconscious, (choose one).

*New Condition

The target of an Affliction makes a resistance check at the end of each turn to remove first and second stage conditions. Third stage conditions require a minute of recovery time or outside aid, such as the Medicine skill or Healing effect (DC 10 + rank).

The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval; some examples are provided in this section, but feel free to make up your own.

EXTRAS:

Alternate Save: Some Afflictions may be initially resisted by Reflex, representing the need for quick reaction time to avoid the effect. In this case, the later resistance checks to remove the Affliction’s conditions are typically still based on Fortitude or Will. For example, a target might make a Reflex to avoid a blinding light or spray of liquid, but a Fortitude check to eliminate the effect if the initial Reflex fails. +0 cost per rank

Duration: Once you have hit with an Affliction with duration concentration, so long as you continue to take a standard action each turn to maintain the effect, the target must make a new resistance check against it on your turn, with no attack check required. +1 cost per rank

Cumulative: Normally, an Affliction does not have a cumulative effect on the same target, so getting two results of one stage, one after the other, has no more or less effect than that stage's result; you have to get a higher stage with a later attack, which replaces the initial result. A Cumulative Affliction adds any further stages to the existing stages on the target. For example, your Affliction might have the three stages of dazed, stunned, and unconscious. A hit with a first stage of failure imposes a dazed condition. An additional attack that results in another dazed condition instead imposes the Affliction’s second stage condition, in this case, stunned. +1 cost per rank

Extra Condition: Your Affliction imposes an additional condition per stage. So with one application of this extra, your Affliction imposes two conditions—such as dazed and hampered, or impaired and shaken—rather than just one. With two applications, it imposes three conditions, and so forth. Since mutually incompatible conditions are largely wasted, Afflictions with this extra often have the Limited Stage flaw as well. +1 cost per rank

Progressive: This modifier causes an Affliction to increase incrementally without any effort from you. If the target fails a resistance check to end the Affliction, it not only persists, but increases in effect by one stage! So a target affected by the first stage of a Progressive Affliction who fails to resist, progresses to the second stage of the effect at the start of his next round. A successful resistance check still ends the Affliction, as usual. +2 cost per rank


FLAWS:

Instant Recovery: Similar to the Reversible extra (see page 132), the target of an Affliction effect with this modifier recovers automatically, no check required, at the end of the round in which the duration ends. So, for example, an instant duration Affliction only lasts one round, while a sustained duration Affliction lasts until no longer sustained. –1 cost per rank

Limited Stage: Your Affliction is limited to no more than two stages of effect. With two applications of this modifier, it is limited to no more than one stage of effect. –1 cost per rank

ATHLETICS (STRENGTH)

This skill includes the Climb, Ride and Swim skills. It can also aid on jump checks in the same way Acrobatics can.

 

DAZZLE [Affliction (Limited [single sense, -2], Range, Cumulative)]

Type: Alteration, Attack, Sensory
Action: Standard
Range: Ranged
Duration: Instant (lasting)
Saving Throw: Fortitude or Will
Cost: 2 points per rank

You can overwhelm one of the target’s senses, chosen when you take this effect. The target makes a Fortitude or Will save against your effect DC (choose one when you acquire the effect).

One stage of failure (fail) leaves the sense impaired (–2 penalty). Two stages (failure by five to nine) leave it disabled (–4 penalty) while three stages (failure by ten or more) leave the sense unaware, plus the target automatically fails Perception checks involving the sense, and everything effectively has total concealment from that sense.

The target makes another save at the end of each turn to recover. Success removes the condition imposed by the Dazzle effect. Failure means it persists. Multiple Dazzle effects against the same sense are cumulative. If a target is already visually disabled, for example, another Visual Dazzle with one stage of failure leaves the target blind, as if subjected to a Dazzle with two stages of the effect.

Your Dazzle effect can work on more than one sense at once; apply the Extra Condition modifier for each additional sense affected.

EXTRAORDINARY EFFORT (GENERAL)

When using extra effort, you can gain two of the listed benefits, even stacking two of the same type of benefit. However, you also double the cost of the effort; you’re exhausted starting the turn after your extraordinary effort. If you are already fatigued, you are incapacitated. If you are already exhausted, you cannot use extraordinary effort. Spending a hero point at the start of your next turn reduces the cost of your extraordinary effort to merely fatigued, the same as a regular extra effort.

FATIGUE [Affliction (Cumulative)]

Type: Attack, Alteration
Action: Standard
Range: Touch
Duration: Instant
Saving Throw: Fortitude or Will
Cost: 2 points per rank

You can inflict fatigue on a target. Make a melee attack roll. The target makes a Fortitude save (DC 10 + Fatigue rank). A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target is unconscious.
Targets immune to fatigue are unaffected.

FEARSOME PRESENCE [Affliction (Range [perception], Limited [range = 5 x PL], Limited [interaction required])]

Type: Alteration
Action: Standard
Range: Perception (limited)
Duration: Instant (lasting)
Saving Throw: Will
Cost: 1 points per rank

You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (Power Level × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible.

MIND CONTROL [Affliction (Range +2)]

Type: Alteration, Sensory (mental)
Action: Standard (active)
Range: Perception
Duration: Instant (lasting)
Saving Throw: Will (staged)
Cost: 3 points per rank

You can control another character’s mind, and therefore actions. One stage of failure (failure by one to four) leaves the subject fascinated (takes no actions other than to pay attention to you and suffers a –4 penalty on checks made as reactions, such as Notice checks). Two stages (failure by five to nine) leave the subject compelled (limited to a single standard action each turn, chosen by you), while three stages (failure by ten or more) leave the target controlled (all actions controlled by you, losses free will).

PRECISE STRIKE (COMBAT, RANKED)

When you make melee attacks you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Strike 2, your melee attacks ignore penalties for both cover and concealment.

SPEED FEINT (COMBAT, SKILL)

You can use your Speed instead of your Bluff skill to feint and trick in combat.

NEW CONDITIONS

This section describes new adverse conditions that can affect characters. It is meant to amend pages 170-171 of the Core Rulebook. If multiple conditions apply to a character, apply all of their effects. If effects conflict, apply the most severe. If one condition supersedes another apply the superseding condition.

• Compelled: A compelled character is directed by an outside force, but struggling against it; the character is limited to a single standard action each turn, chosen by another, controlling, character. As usual, this standard action can be traded for a move or even free action. Controlled supersedes compelled.

• Controlled: A controlled character has no free will; the character’s actions each turn are dictated by another, controlling, character.

• Disabled: A disabled character is at a –4 circumstance penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Will Disabled, Notice Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.

• Impaired: An impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Notice Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.

• Hampered: A hampered character moves at half normal speed. This condition’s effect is similar to moving through heavy obstruction or over a bad surface.

• Transformed: Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful super hero is turned into an otherwise powerless mouse or frog (obviously based on considerably fewer power points).

• Unaware: The character is completely unaware of his surroundings, unable to make interaction or Notice checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.

 

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Archer II
Power Level: 12 (built as PL 10; 186/186PP)
Unspent Power Points: 0PP
Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

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

Theme: Bleed - Divide Music

 

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

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

 

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

 

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

 

As Archer II, Connor  wears a form fitting dark red and white uniform, loosely based on the original Archer's. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. The jacket's shoulder and a loose triangular pattern on his chest is dark red, ending just below his solar plexues. A light grey zipper runs from the neck and across the left side of his chest. He wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. He completes the uniform with a dark red bandana with long clothes pieces hanging from the back of his head. Connor will usually wear a dark red quiver on his back, and uses a metallic bow.

6Pk2vnz.png

 

 

History:

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

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

 

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

 

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

 

Powers & Tactics:

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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



Abilities: 6 + 10 + 12 + 2 + 6 + 4 = 40PP
Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 22 (+6)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 20 + 18 = 38PP
Initiative: +13 (+5 Dex, +8 Improved Initiative)
Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged])
Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed

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


Saving Throws: 4 + 6 + 7 = 17PP
Toughness: +6 (+6 Con)
Fortitude: +10 (+6 Con, +4)
Reflex: +10 (+5 Dex, +6)
Will: +10 (+3 Wis, +7)


Skills: 88R = 22PP 

Acrobatics 10 (+15)

Bluff 8 (+10)

Concentration 7 (+10)

Craft [Mechanical] 9 (+10)

Knowledge [Streetwise] 7 (+8)

Knowledge [Tactics] 9 (+10)

Notice 12 (+15)

Search 9 (+10)

Sense Motive 7 (+10)

Stealth 10 (+15) 



Feats: 40PP

Accurate Attack

Acrobatic Bluff

Attack Focus 4 [Ranged]

Challenge 3 [Fast Acrobatic Bluff, Fast Taunt, Notice-Lip Reading]

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

Defensive Attack

Dodge Focus 5

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

Equipment 1

Evasion 2

Improved Aim

Improved Critical 2 [Bow]

Improved Initiative 2

Improved Ranged Disarm

Luck 3

Move-By Action

Power Attack

Precise Shot 2

Quick Draw 2

Ranged Pin

Takedown Attack

Taunt

Ultimate Effort [Ultimate Aim]

Uncanny Dodge [Visual]

 

Equipment: 1PP = 5EP 

  • Commlink [1EP]
  • Flash Goggles [1EP]
  • Mini-Tracer [1EP]
  • Night Vision Goggles [1EP]
  • Signal Flare [1EP]



Powers: 4 + 21 + 4 = 29 PP

 

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

 

Device 7 (35DP Container; Flaws: Easy-To-Lose) [21PP] (Descriptors: Bow and Arrows, Technology)

Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (Descriptors: All Arrow and Technology unless otherwise noted, with additional descriptors)

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

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

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

APDamage 7 (Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Descriptors: Bowsmack, Bow, Bludgeoning Damage Type, No Arrow descriptor)

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

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

AP: Nauseate 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Vertigo Arrow, Sonic, Vertigo)

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

AP: Paralyze 6 (Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (DescriptorsStrobe Light Arrow, Light, Hypnotic Pattern)

APSnare 6 (Feats: Improved Range 2) {14/14DP} (Descriptors: Riot Foam Arrow, Rapidly hardening foam)

AP: Stun 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Stun ArrowElectricity, Taser)

APSuper-Movement 2 (Options: Slow Fall, Swinging) [4DP] Speed 2 (Flaws: Limited [Only Swinging]) [1DP] Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Descriptors: Grappling Line Arrow, Grappling Hook, Swing Line)
AP: Trip 6 (Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Descriptors: Bolas Arrow, Bolas)

 

Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (Descriptors: All Technology with additional descriptors)

BP: Autofire Arrows 6 Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Descriptors: Rapid Fire Arrows, Multiple Arrows)

AP: Triggered Arrows 6 Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Descriptors: Setup Add-Ons, Timer, Proximity sensor, Remote trigger)

AP: Penetrating Arrows 6 Adds (Extras: Penetrating) to Arrows array {6/6DP} (Descriptors: Shredder Arrowhead)

AP: Area Arrows 6 Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Descriptors: Increased Payload)

 

Healing 4 (Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Descriptors: Walk it Off, Training, Will Power)

 


Drawbacks: (-0) + (-0) = -0PP
 

 

DC Block

Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC18 TOU (staged)

Damage

+10

Standard Arrow

300 ft.

DC21 TOU (staged)

Damage

+14, Crit 18-20

Vertigo Arrow

300 ft.

DC16 FORT (staged)

Fail: Sickened
>5: Nauseated
>10: Helpless

+14, Crit 18-20

Hail of Arrows

60-300 ft. cone

DC21 TOU (staged)

Damage

+14, Crit 18-20

Bowsmack

5 ft.

DC25 TOU (staged)

Damage

+10, Crit 18-20

Riot Foam Arrow

300 ft.

DC16 REF (staged)

Fail: Entangled
>5: Bound/Helpless

+14, Crit 18-20

Flashbang Arrow

300 ft.

DC16 REF to avoid / DC16 FORT to remove

Blinded

+14, Crit 18-20

Stun Arrow

300 ft.

DC16 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+14, Crit 18-20

Bolas Arrow

150 ft.

DC16 worse of STR or DEX

Tripped, Knockback

+14, Crit 18-20

Strobe Light Arrow

300 ft.

DC16 WILL (staged)

Fail: Slowed
>5: Paralyzed

+14, Crit 18-20

Thermite Arrow

300 ft., 30 ft. radius area

DC16 REF

Reduce damage effect to DC18

Area

 

 

DC21 TOU (staged)

Damage

 

Hypodermic Arrow

300 ft.

DC16 FORT (staged)

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

+14, Crit 18-20

 

Totals:

Abilities (40) + Combat (38) + Saving Throws (17) + Skills (22) + Feats (40) + Powers (29) - Drawbacks (0) = 186/186 Power Points

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FOREVER BOY

Power Level: 15

Effective Power Level: 10

Power Points: 239/250PP
Unspent Power Points: 11PP
Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC

 

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

Catchphrase: "Just trust me!"

Theme: Storytime - Nightwish / Fly - Blind Guardian

 

Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)
Birthplace: Neverworld.

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

Affiliations: Claremont Academy, Blue Squad.

Family: None known.

 

DESCRIPTION

Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth)

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

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

 

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

 

In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask.

 

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HISTORY

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

 

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

 

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

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

 

 

PERSONALITY & MOTIVATION

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

 

 

POWERS & TACTICS

Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike.

 

 

POWER DESCRIPTIONS

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

 

Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime.

 

Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. 

 

Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan.

 

For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target.

 

 

COMPLICATIONS

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

ABILITIES

4 + 16 + 6 + 4 + 2 + 10 = 42PP

 

Strength: 14 (+2)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5) / 40 (+15)Forever Charisma

 

 

COMBAT

12 + 12 = 24PP


Initiative: +12 (+8 Dex, +4 Improved Initiative)
Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block
Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed
Grapple: +8 (+6 Base Attack, +2 Strength)
Knockback: -1 / -3 (with Defensive Roll)

 

 

SAVING THROWS

7 + 6 + 9 = 22PP

 

Toughness: +5 (+3 Con, +2 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+8 Dex, +6)

Will: +10 (+1 Wis, +9)

 

 

SKILLS

68R = 17PP

 

Bluff 15 (+20) / (+30)Forever Charisma

Languages 1 (Native: Neverspeak; Learned: English)

Notice 14 (+15)Skill Mastery

Sense Motive 14 (+15)Skill Mastery

Sleight of Hand 12 (+20)Skill Mastery

Stealth 12 (+20)Skill Mastery

 

 

FEATS

37PP

 

Beginner's Luck

Challenge [Fast Feint]

Challenge [Fast Taunt]

Defensive Roll 1

Distract [Bluff]

Dodge Focus 9

Evasion 2

Fearless

Improved Initiative 1

Inspire 5

Jack-of-All-Trades

Leadership

Luck 3

Move-by Action

Setup

Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth)

Taunt

Teamwork 3

Uncanny Dodge 2 [Auditory, Visual]

 

Enhanced Feats

Luck 3 -> Luck 5Forever Lucky

Quick Change

Takedown Attack 2The Forever Weapon

 

 

POWERS

8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99

 

Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic)

APMind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training)

 

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

 

Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust)

 

Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust)

 

Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust)

 

Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck)

 

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

 

Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers)

BP{27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons)

Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP]

Feature 1 (Light Source) [1PP]

APEmotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) 

APIllusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APSnare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows)

 

Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers)

BPEnhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma)

APFlight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight)

Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) 

APIllusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP}  (Descriptors: Endless Forms, Illusion)

Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APObscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)

 

Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training)

 

 

DRAWBACKS -2PP

 

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

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

The Forever Weapon

Touch (Up to 10 ft.)

DC27 Tou (staged)

Damage

+8, Crit 18-20, Incurable, Precise

The Forever Weapon - Paralyzing Attack

Touch (Up to 10 ft.)

DC22 Fort (Staged)

Fail: Slowed 1 round
>5: Paralyzed 1 round

+8, Crit 18-20, Incurable, Precise

Powerful Emotions

Perception

DC20 Will (staged)

Fail: Emotion Changed
>10: Target takes no hostile action

Mind Blank, Reversible, Subtle 2

Binding Shadow

100 ft.

DC20 Ref (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10, Indirect 3, Subtle

Endless Forms

Perception

DC14 Will (staged)

Tricked if disbelieving illusion

N/A, 100 ft. radius

Forms Most Beautiful

Perception

DC16 Will (staged)

Tricked if disbelieving illusion

N/A, 25 ft. radius

Endless Forms Most Beautiful

Perception

DC20 Will (staged)

Tricked if disbelieving illusion

N/A, 500 ft. radius

 

 

Totals:

Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points

Edited by RocketLord
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FOREVER BOY

Power Level: 15

Effective Power Level: 12

Power Points: 250/250PP
Unspent Power Points: 0
Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC

 

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

Catchphrase: "Just trust me!"

Theme: Storytime - Nightwish / Fly - Blind Guardian

 

Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity)
Birthplace: Neverworld.

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

Affiliations: Claremont Academy, Blue Squad.

Family: None known.

 

DESCRIPTION

Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth)

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

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

 

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

 

In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask.

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HISTORY

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

 

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

 

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

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

 

 

PERSONALITY & MOTIVATION

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

 

 

POWERS & TACTICS

Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike.

 

 

POWER DESCRIPTIONS

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

 

Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime.

 

Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. 

 

Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan.

 

For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target.

 

 

COMPLICATIONS

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

ABILITIES

4 + 16 + 6 + 4 + 2 + 10 = 42PP

 

Strength: 14 (+2)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5) / 44 (+17)Forever Charisma

 

 

COMBAT

16 + 12 = 28PP


Initiative: +12 (+8 Dex, +4 Improved Initiative)
Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block
Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed
Grapple: +10 (+8 Base Attack, +2 Strength)
Knockback: -1 / -3 (with Defensive Roll)

 

 

SAVING THROWS

7 + 6 + 9 = 22PP

 

Toughness: +7 (+3 Con, +4 Defensive Roll)

Fortitude: +10 (+3 Con, +7)

Reflex: +14 (+8 Dex, +6)

Will: +10 (+1 Wis, +9)

 

 

SKILLS

72R = 18PP

 

Bluff 17 (+22) / (+34)Forever Charisma

Languages 1 (Native: Neverspeak; Learned: English)

Notice 14 (+15)Skill Mastery

Search 2 (+4) 

Sense Motive 14 (+15)Skill Mastery

Sleight of Hand 12 (+20)Skill Mastery

Stealth 12 (+20)Skill Mastery

 

 

FEATS

41PP

 

Beginner's Luck

Challenge [Fast Feint]

Challenge [Fast Taunt]

Defensive Roll 2

Distract [Bluff]

Dodge Focus 11

Evasion 2

Fearless

Improved Initiative 1

Inspire 5

Jack-of-All-Trades

Leadership

Luck 4

Move-by Action

Setup

Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth)

Taunt

Teamwork 3

Uncanny Dodge 2 [Auditory, Visual]

 

Enhanced Feats

Luck 4 -> Luck 6Forever Lucky

Quick Change

Takedown Attack 2The Forever Weapon

 

 

POWERS

8 + 1 + 10 + 1 + 5 + 11 + 2 + 33 + 27 + 3 = 101

 

Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic)

APMind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training)

 

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

 

Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust)

 

Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust)

 

Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust)

 

Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck)

 

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

 

Tricks Array 15 (30PP Array; Feats: Alternate Power 3) [33PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers)

BP{29 + 1 = 30/30PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons)

Damage 12 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [29PP]

Feature 1 (Light Source) [1PP]

APEmotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/30PP} (Descriptors: Powerful Emotions, Emotion) 

APIllusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {30/30PP} (Descriptors: Forms Most Beautiful, Illusion)

Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APSnare 12 (Feats: Accurate 2, Indirect 3, Subtle) {28/30PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows)

 

Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers)

BPEnhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma)

APFlight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight)

Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) 

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

Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion)

APObscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists)

 

Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Genetic, Training)

 

 

DRAWBACKS 
-2PP

 

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

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

The Forever Weapon

Touch (Up to 10 ft.)

DC29 Tou (staged)

Damage

+10, Crit 18-20, Incurable, Precise, Takedown Attack 2

The Forever Weapon - Paralyzing Attack

Touch (Up to 10 ft.)

DC24 Fort (Staged)

Fail: Slowed 1 round
>5: Paralyzed 1 round

+10, Crit 18-20, Incurable, Precise, Takedown Attack 2

Powerful Emotions

Perception

DC22 Will (staged)

Fail: Emotion Changed
>10: Target takes no hostile action

Mind Blank, Reversible, Subtle 2

Binding Shadow

100 ft.

DC22 Ref (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+12, Indirect 3, Subtle

Endless Forms

Perception

DC15 Will (staged)

Tricked if disbelieving illusion

N/A, 100 ft. radius

Forms Most Beautiful

Perception

DC17 Will (staged)

Tricked if disbelieving illusion

N/A, 25 ft. radius

Endless Forms Most Beautiful

Perception

DC22 Will (staged)

Tricked if disbelieving illusion

N/A, 500 ft. radius

 

 

Totals:

Abilities (42) + Combat (28) + Saving Throws (22) + Skills (18) + Feats (41) + Powers (101) - Drawbacks (2) = 250/250 Power Points

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Holger Danske

Power Level: 12

Effective Power Level: 10

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: No offensive, Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Defensive Stance Array power

 

In Brief: Mythic Danish hero reawakens in the modern day to protect the Denmark and the rest of the world.

Theme: Hero's Return - Hammerfall / The Champion - Hammerfall

 

Alternate Identity: Holger, Son of Gudfred (Public), Ogier the Dane, Ogier le Danois, Ogier de Danemarche (Public)
Birthplace: Kronborg, Denmark

Residence: Kronborg, Denmark
Occupation: Adventurer, Hero, Knight of Charlemagne

Affiliations: Denmark

Family: Gudfred (Father, King of Denmark from at least 804 to 810, died 810), Horik I (Brother, Joint King of Denmark 813 to 827, King of Denmark 827 to 854, died 854), 4 Brothers (Died 814, 819, 819, 827)

 

DESCRIPTION

Age: Born late 8th century

Apparant age: Late twenties
Gender: Male
Ethnicity: Scandinavian

Height: 6’8’’
Weight: 220 lbs.
Eyes: Blue
Hair: Blonde

 

Holger is a tall man, with clearly defined Scandinavian features. He has cold blue eyes and loose blonde hair and beard. While he might appear intimidating and imposing at first, his chivalric and friendly nature tends to shine through. Holger tends to in a mixture of modern and ancient clothing. He will usually wear modern pants, shirts and boots, prefering them in darker colors, wearing his armor and armaments on top of them. His armor appears to be made from steel, with gold detailing in the segments, covering his upper body while leaving his arms bare. A light grey cape connects to the armor. He wears bracers in the same color scheme on his arms, and a red belt with golden clasps around his waist, a dark red sword sheathe with gold detailing and trim hanging from the belt. He wields a metallic, almost silver colored, shield, known as Bouclier de Danemarche, or Shield of Denmark, either on his arm or secured to his back. Curtana, the Sword of Mercy, is a short sword with silver hilt and golden crossguard. He wears a golden snake armlet around his upper right arm, wrapping around his arm several times.

 

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HISTORY

In the dungeons beneath Castle Kronborg in Helsingør in Denmark sits a solitary figure, the statue of Holger Danske. A mighty warrior and hero, he was the son of King Gudfred, the Danish king from around 804 to 810. In an act of peace, Holger was given to the great king Charlemagne of France to ensure the peace between the two rulers. When Gudfred broke the peace treaties, Charlemagne decides to spare Holger, leading to Holger becoming one of Charlemagne's knights for a time, and a contemporary of Roland. During the years of battles and wars, Holger had many great adventures, growing into a heroic figure and defender of the weak, before he led the French to victory against the Saracen, slaying the giant Brehus in the battles.

With his battles at an end, Holger Danske marched home to Denmark, to Castle Kronborg, where he sat down, his beard growing long. He eventually became a statue, that bears the inscription:

 

Når Danmark stander i våde, så vågner Holger Danske

 

Since then, Holger Danske has rested. In secret, he has awakened to fight the good fight and protect Denmark from threats, most recently in the early 1940'es during the Nazi occupation. With every victory, he has once again marched to Castle Kronborg and returned to his solitary vigil, his legend growing in the telling.

 

And now, with the ever growing threats of super humans and the coming of greater mythological beings, Denmark is in greater peril than ever before. In this time of need, Denmark's future might be in the hands of its past. Because when Denmark is in peril, then Holger Danske will awaken!

 

 

PERSONALITY & MOTIVATION

Holger is a contradiction. A man out of time, he has nonetheless followed the turn of the world through the ages, and is well at home in the modern day. An honorable knight, and yet a fierce viking warrior. He is a man of excess, and yet disciplined. 

 

Holger is a passionate man, who loves the thrill of battle and adventure. He is a jovial and boastful sort, who nonetheless believes in his strong sense of honor, who will stand up and protect the weak when called. While deeply enjoying the modern day and all its amenities, he finds himself at odds with the differing morals. In his day, you would slay your foe, rather than let them rot, but he tries to follow the rules of the time. He loves a challenge, rarely backing down from an argument or a fight, whether it is a true battle or just for fun. 

 

He is deeply loyal to his friends, even Ratatoskr, despite repeteadly claiming how much the divine rodent annoys him.

 

 

POWERS & TACTICS

Holger is an experienced warrior, having fought ever greater threats through the ages, his skills and power growing as his legend has grown. He is primarily a melee combatant, using prefering to use his sword Curtana for offense and his shield Bouclier de Danemarche for defense, using his speed and moving rapidly around the battle field to where he can do the most good. He tends to work closely together with his partner Ratatoskr, using any opportunities that the Asgardian Squirrel might create for him.

 

 

POWER DESCRIPTIONS

Holger is essentially powered by his own legend, a magic that has let him sleep through the ages as a statue and rise when Denmark has been in need. Holger seems to have stopped aging at some point in his late 20'es, and is completely immune to all disease. He is able to run and leap far faster and longer than any normal man, as befitting of a legendary hero that has fought beasts and invading armies. Holger is physically powerful, being far stronger, agile and tough than the average man.

 

Holger wields two artifacts: The short sword Curtana and the shield Bouclier de Danemarche. Bouclier de Danemarche is essential to Holger's defense. It can withstand or deflect great blows, allowing Holger to evade or block incoming damage, while absorbing enough force to help him stay steady when struck. It is large enough that he can use it to protect others or himself. While the shield has some magic, it has been named by Holger himself, and seems to be a minor artifact, at least compared to Curtana.

 

Curtana was crafted by Wayland the Smith and bears the inscription "My name is Curtana, of the same steel and temper as Joyeuse and Durandal". It is also known as the Sword of Mercy, and was for a time wielded by Tristan of the Round Table. Curtana is an incredibly potent blade, virtually unbreakable and able to cut through virtually anything, if enough force is applied. Using a combination of the sword's magic and his own skills, Holger is able to use it for far more than just hacking away at his opponents. He is able to swing the blade at blinding speed and precision, even cutting insubstantial targets. He can cut an enemy to destroy their toughness and defenses, sweep their leg to make them fall, the cuts making it difficult to rise or even making them fall again, or simply bash them with the blunt side of the blade to momentarily stun them. The sword's most powerful magic is its ability to instill hope and healing in those that surround Holger. As he raises the Sword of Mercy to the sky, the blade shines brightly as it restores both the spirit and body of those around Holger.

 

 

COMPLICATIONS

Heeding the Call: If Denmark is in great peril, Holger will feel a pull to return to his home, to protect his homeland from all danger. If this happens in the middle of a battle, Holger might end up distracted, which can make him miss a crucial strike or take the wrong action. If this happens, the GM can award Holger a Hero Point.

 

Unforgiving Blade: Holger is not quite used to these softer times, where you try to employ non-lethal force unless absolutely necessary. While he does his best to conform to the modern standards, he is quicker to suggest or try to kill particularly dangerous foes that cannot otherwise be contained than others, which can lead to conflicts with other heroes and law enforcement. If such a conflict arises, the GM can award Holger a Hero Point.

 

Stronger Than All: Holger has sworn to protect those weaker than him. Threatening the weak or innocent will provoke Holger into taking action or rush to the aid, even if it allows the villain to escape. If a villain threatens someone weaker than Holger to complicate a situation, the GM can award him a Hero Point.

 

Hearts on Fire: Holger is a passionate man. He will rarely back down from an argument or fight once it has begun, even if it could make the situation better. The GM can award Holger a Hero Point if his headstrong refusal to back down complicates a situation.

 

Steel Meets Steel: Holger will usually engage the biggest, most powerful foe in combat, taking attention away from others and on to himself, even if it would be smarter to take out weaker foes one by one first. The GM can award Holger a Hero Point if his attempts to engage the most powerful foe on the battlefield complicates a situation.

 

Annoying Rodent: Ratatoskr's antics can some times be annoying, distracting or outright dangerous. He might be a divine creature, but he is still a squirrel. He might block the view, antagonize enemies, annoy friends, reach for the shiny thing or push the big red button, just to see what it does. The GM can award Holger a Hero Point if Ratatoskr's antics complications a situation.

 

 

ABILITIES

10 + 10 + 10 + 4 + 8 + 4 = 46PP

 

Strength: 20 (+5) 
Dexterity: 20 (+5) 
Constitution: 20 (+5) 
Intelligence: 14 (+2) 
Wisdom: 18 (+4) 
Charisma: 14 (+2) 

 

 

COMBAT

8 + 10  = 18PP


Initiative: +5 (+5 Dex)
Attack: +4 Base, +10 Melee, +4 Ranged
Defense: +5 Base, +10 (w. Defensive Stance Array set to Balance), +5 (w. Defensive Stance Array set to Block), +15 (w. Defensive Stance Array set to Deflect), +3 Flat-Footed
Grapple: +15  (+4 Base Attack, +6 Attack Focus [Melee], +5 Strength)
Knockback: -7 (w. Defensive Stance Array set to Balance) / -9 (w. Defensive Stance Array set to Block) / -4 (w. Defensive Stance Array set to Deflect) / -2 (w/o Bouclier de Danemarche)

 

 

SAVING THROWS

3 + 3 + 4 = 10PP

 

Toughness: +5 (+5 Con), +10 (w. Defensive Stance Array set to Balance), +15 (w. Defensive Stance Array set to Block), +5 (w. Defensive Stance Array set to Deflect)

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

Reflex: +8 (+5 Dex, +3)

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

 

 

SKILLS

60R = 15PP

 

Diplomacy 8 (+10)

Intimidate 8 (+10)

Knowledge [History] 8 (+10)

Knowledge [Theology/Philosophy] 3 (+5)

Languages 4 [Native: Danish; Learned: English, French, German, Old English]

Medicine 6 (+10)

Notice 6 (+10)

Search 5 (+3)

Sense Motive 6 (+10)

Survival 6 (+10)

 

 

FEATS

48PP

 

Accurate Attack

All-Out Attack

Attack Focus [Melee] 6

Benefit 1 [Wealth]

Fearless

Jack-of-All-Trades

Luck 3

Power Attack

Sidekick 30 [Ratatoskr]

Takedown Attack 2

Ultimate Effort [Ultimate Save: Toughness]

 

Enhanced Feats

Interpose

 

 

POWERS

4 + 25 + 12 + 2 = 43

 

Agile Warrior Array 1.5 (3PP Array; Feats: Alternate Power 1) [4PP] (Descriptors: Magic, Training)

BPSpeed 3 (50 MPH, 500 ft./rnd.) {3/3}

APLeaping 3 (Distance x10; Running jump distance: 150 ft.) {3/3}

 

Device 6 (30DP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [25PP] (Descriptors: Curtana, the Sword of Mercy, Sword, Magic)

Sword Strike Array 13 (26DP Array; Feats: Alternate Power 4) [30DP] (Descriptors: Training)

BPDamage 5 (Extras: Autofire 1 [10 ranks], Penetrating 5; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Mighty) {26/26} (Descriptors: Slash, Slashing Damage Type)

APDrain Toughness 10 (Extras: Affects Objects; Feats: Affects Insubstantial 2, Improved Critical 2, Incurable, Slow Fade [1pt/min]) {26/26} (Descriptors: Wound, Slashing Damage Type)

AP: {4 + 22 = 26/26} (Descriptors: Sword of Mercy)

Emotion Control 10 (Extras: Area [General Visual Perception], Linked [Healing], Selective; Flaws: Duration 2 [Instant], Limited [Hope], Range 2 [Touch]) [4PP]
Healing 4 (Extras: Action [Standard], Area [General Visual Perception], Linked [Emotion Control], Selective, Total; Flaws: Limited [Others]; Feats: Persistent, Stabilize) [22PP]

APStun 10 (Feats: Affects Insubstantial 2, Improved Critical 2) {24/26} (Descriptors: Bash, Bludgeoning Damage Type)

APTrip 10 (Extras: Knockback, Secondary Effect; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Improved Critical 2, Improved Trip) {25/26} (Descriptors: Sweep, Slashing Damage Type)

 

Device 3 (15DP Container; Flaws: Hard-To-Lose) [12PP] (Descriptors: Bouclier de DanemarcheShield, Magic)

Defensive Stance Array 5 (10DP Array; Feats: Alternate Power 2) [12DP] (Descriptors: Training)

BP: {5 + 5 = 10/10} (DescriptorsBalance)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Protection 5 (Total Toughness +10) {5DP} 

AP: Protection 10 (Total Toughness +15) {10/10} (DescriptorsBlock)

AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (DescriptorsDeflect)

 

Enhanced Feat 1 (Interpose) [1DP] (Descriptors: Protect Others)

 

Immovable 2 (+8 vs. Push, Rush, Trip, Throw; +2 vs. Knockback) [2DP] (Descriptors: Stand Fast)

 

Immunity 2 (Aging, Disease) [2PP] (Descriptors: Eternal Vigil, Magic)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus, Extras, Feats

Unarmed

Touch

DC20 TOU (staged)

Damage

+10

Slash

Touch

DC25 TOU (staged)

Damage

+10, Autofire 1, Affects Insubstantial 2, Crit [18-20], Incurable, Penetrating 5

Wound

Touch

DC20 FORT (staged)

Drain Toughness

+10,  Affects Insubstantial 2, Crit [18-20], Incurable, Slow Fade [1pt/min]

Bash

Touch

DC20 FORT (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+10,  Affects Insubstantial 2, Crit [18-20]

Sweep

Touch

Trip Resist (Worse) vs. Rank 10 Power Check

Tripped, Knocback, Secondary Effect

+10, Affects Insubstantial 2, Crit [18-20], Improved Trip

 

 

Totals: Abilities (46) + Combat (18) + Saving Throws (10) + Skills (15) + Feats (48) + Powers (43) - Drawbacks (0) = 180/180 Power Points

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Ratatoskr

Power Level: 10

Effective Power Level: 10

Power Points: 150/150PP
Unspent Power Points: 0
Trade-Offs: TOU-4/DEF+4

 

In Brief: Yggdrasil's messenger squirrel, sent to aid Holger Danske in his quest.

Catchphrase: "Here I am!"


Birthplace: Yggdrasil

Residence: Yggdrasil

Base of Operations: Yggdrasil
Occupation: Messenger

Affiliations: Asgard, Holger Danske

Family: Numerous siblings.

 

DESCRIPTION

Age: As old as Yggdrasil
Gender: Male
Ethnicity: Squirrel

Height: 0’7’’
Weight: 0.6 lbs.
Eyes: Brown
Hair: Red

 

Ratatoskr is a red squirrel with a bushy tail.

 

ELPhOih.jpg

 

 

HISTORY

Ratatoskr is a squirrel that runs up and down the world tree Yggdrasil, delivering messages between the serpent Nidhogg that eats the roots of the world tree, and the eagle perced at the top of the tree. They are not quite friendly with each other, and some times the divine messenger squirrel takes on other assignments, like helping out the Aesir, where Odin's ravens are busy or would be too obvious.

 

Few myths mention Ratatoskr. Fewer still have him as an important figure. He is, at best, a minor figure in the Nordic myths, if not a mere footnote. In recent years, the gods have realized that this makes him a perfect spy on the Earth. He is divine, intelligent and able to communicate, and yet, he is such a minor figure, not even really a god, so he is either not bound or simply unnoticed by the pact. Through the years, he has guided a number of heroes on Odin's orders, most recently being sent to guide and help the reawakened Holger Danske.

 

 

PERSONALITY & MOTIVATION

Ratatoskr might be divine and intelligent, but he is still a squirrel. He is hyper-active, infinitely curious and some times very annoying. He will talk and chatter on and on, but then go silent at the drop of a hat and simply disappear.He is loyal to his charges and his mission, standing up for and helping his charges as well as he can. If he has been given a mission, he will carry it out to the best of his ability. Ratatoskr is brave, but not fearless, and he is well aware that there are thing that a squirrel just can't do, but on the other hand, there are many things that he can do that others just can't.

 

 

POWERS & TACTICS

Ratatoskr might be a divine squirrel, but he is still a squirrel, and his abilities in combat are rather limited. Rather than directly fighting enemies, he will attempt to distract and slow them down, making combat easier for his allies, rather than attempt to attack them directly. 

 

 

POWER DESCRIPTIONS

All of Ratatoskr's powers are either due to him being a divine messenger, or a squirrel. He is diminutive sized, fitting easily on Holger Danske's shoulder, and he is able to rapidly climb up trees and other structures, and his hearing is incredible accurate.

 

His physiology is enhanced by his divine origins, allowing him to move far faster and leap farther than he should be able to. He can move fast enough to appear instantly in another location, even being able to bypass obstacles along the way. He can even transfer this ability to others, as long as he touches them.

 

As a divine messenger, Ratatoskr is able to understand any language, even other animals, allowing him to communicate with most living beings. His name means Drill-Tooth, which applies to his teeth as well. Given enough time, he is able to chew through just about anything, an ability he some times finds use for in combat. He tends to scream and yell at people to distract and slow them down, while he can move with enough speed to trip and knock back foes in a collision. For his part, Ratatoskr survives the collision due to his own divine protection: He is protected by the blessings of the gods, and a certain degree of hurt will simply not reach him.

 

 

COMPLICATIONS

See Holger Danske's Annoying Squirrel complication.

 

 

ABILITIES

0 + 10 + 12 + 0 + 4 + 6 = 32PP

 

Strength: 1 (-5) / 10 (+0) 
Dexterity: 20 (+5) 
Constitution: 22 (+6) 
Intelligence: 10 (+0) 
Wisdom: 14 (+2) 
Charisma: 16 (+3) 

 

 

COMBAT

8 + 8 = 16PP


Initiative: +9 (+5 Dex, +4 Improved Initiative)
Attack: +4 Base, +8 Melee (+4 Base, +4 Diminutive Size), +8 Ranged (+4 Base, +4 Diminutive Size), see Power attack bonuses in DC Block
Defense: +14 (+5 Base, +4 Diminutive Size, +5 Dodge Focus), +5 Flat-Footed
Grapple: -13  (+4 Base Attack, -5 Strength, -12 Diminutive Size)
Knockback: -6 (Impervious Toughness 6)

 

 

SAVING THROWS

0 + 5 + 4 = 9PP

 

Toughness: +6 (+6 Con)Impervious Toughness 6

Fortitude: +6 (+6 Con, +0)

Reflex: +10 (+5 Dex, +5)

Will: +6 (+2 Wis, +4)

 

 

SKILLS

40R = 10PP

 

Bluff 12 (+15)Skill Mastery

Diplomacy 7 (+10)Skill Mastery

Gather Information 7 (+10)Skill Mastery

Intimidation 0 (-3)Diminutive Size

Notice 8 (+10)

Sense Motive 3 (+5)

Stealth 3 (+20)Diminutive Size, Skill Mastery

 

 

FEATS

16PP

 

Dodge Focus 5

Evasion 2

Hide In Plain Sight

Improved Initiative 1

Setup

Skill Mastery (Bluff, Diplomacy, Gather Information, Stealth)

Teamwork 3

Uncanny Dodge [Auditory]

Well-Informed

 

 

POWERS

14 + 12 + 11 + 6 + 15 + 6 + 3 = 67

 

All have the Divine descriptor, unless otherwise noted

 

Annoying Squirrel Array 6 (12PP Array; Feats: Alternate Power 2) [14PP]

BPDrain Toughness 10 (Extras: Affects Objects; Flaws: Limited [Objects Only]; Feats: Accurate, Precise) {12/12} (Descriptors: Drill-Tooth, Teeth, Biting, Piercing Damage Type)

APParalyze 10 (Extras: Range 2 [Perception]; Flaws: Saving Throw [Reflex], Sense-Dependent [Auditory], Slow) {10/12} (Descriptors: Screaming Squirrel, Sonic) 

APTrip 10 (Extras: Knockback; Flaws: Range [Touch]; Feats: Accurate, Improved Throw) {12/12} (DescriptorsSquirrel Collision

 

Comprehend 6 (Speak to and Understand Animals, Speak, Understand and Read All Languages at Once) [12PP] (Descriptors: Messenger Squirrel)

 

Divine Messenger Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] 

BP{4 + 2 + 4 = 10/10} (Descriptors: Fast and Nimble, Enhanced Physiology)

Leaping 4 (Leap distance x25; Running leap X ft.) [4PP]

Quickness 2 (Routine Tasks at x10 Speed) [2PP]

Speed 4 (100 MPH / 1000 ft./rnd) [4PP]

APTeleport 3 (Extras: Affects Others; Feats: Change Direction) (100 ft. / 1000 ft.) {10/10} (Descriptors: Instant Messenger, Speed)

 

Impervious Toughness 6 [6PP] (Descriptors: Divine Protection)

 

Shrinking 12 (Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate, Normal Movement, Normal Toughness) (Size modifiers: Size [Diminutive], ATK/DEF +4, Strength -12, Grapple -12, Stealth +12, Intimidation -6)  [15PP] (Descriptors: Fun Size, Physiology, No Divine) 

 

Super-Movement 3 (Trackless, Wall-Crawling 2) [6PP] (Descriptors: Squirrel Climb, Physiology)

 

Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Squirrel Senses, Physiology)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC10 TOU (staged)

Damage

 

Drill-Tooth

Touch

DC20 FORT (staged)

TOU Drain

+10, Objects Only, Precise

Screaming Squirrel

Perception

DC20 Reflex

Avoid Slowed effect

Sense-Dependent [Auditory]

 

 

DC20 Will

Slowed

 

Squirrel Collision

Touch

Opposed Trip

Trip + Knockback

Improved Throw

 

 

Totals: Abilities (32) + Combat (16) + Saving Throws (9) + Skills (10) + Feats (16) + Powers (67) - Drawbacks (0) = 150/150 Power Points

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Justice

Power Level: 13

Effective Power Level: 10

Power Points: 198/199PP
Unspent Power Points: 1

Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

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

Catchphrase: Time for justice!

Theme: Hell No! - Mel Senese

 

Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

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

 

DESCRIPTION

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

 

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

 

As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume.

 

Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor.

 

7vDiIc9.png 

 

HISTORY

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

 

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

 

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

 

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

 

Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in.

 

 

PERSONALITY & MOTIVATION

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

 

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

 

 

POWERS & TACTICS

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

 

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

 

 

POWER DESCRIPTIONS

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

 

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

 

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

 

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

 

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

 

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

 

Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force.

 

To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power.

 

COMPLICATIONS

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


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

 

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

 

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

 

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

 

Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point.

 

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

 

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

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2) / [Justice Armor] 18 (+4)
Dexterity: 14 (+2) / [Justice Armor] 16 (+3)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block

Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength)
Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied)

 

 

SAVING THROWS

 + 5 + 8 = 19PP

Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor)

Fortitude: +10 (+4 Con, +6)

Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor)

Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [Justice Armor] (+15)

Bluff 2 (+5) 

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [Justice Armor] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

Evasion 2

Power Attack

Quick Change

Takedown Attack 2Justice Strikes

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

  The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

82 = 82PP

 

Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology)

I.D.E.A. System 5.4 (27DP Container) [27DP]

Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking)

Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology)

Sample powers 

Spoiler

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

Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space)

APTeleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (DescriptorsCombat Teleport)

Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines)

 

M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] 

BP: {5 + 4 + 5 = 14/14} (DescriptorsBase Armor)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

Protection 5 (Total Toughness +10) {5DP} 

AP: {10 + 4 = 14/14} (DescriptorsExtra Armor)

Impervious Toughness 4 {4DP}

Protection 10 (Total Toughness +15) {10DP} 

AP: {10 + 4 = 14/14} (DescriptorsLess Armor)

Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} 

Enhanced Trait 4 (Reflex Save +4) {4DP}

 

M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP]

BP: {4 + 4 = 8/8DP}

Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (DescriptorsJump Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {4 + 4 = 8/8DP}

Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (DescriptorsBoost Jets, Rocket Boots)

Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature)

AP: {6 + 2 = 8/8DP}

Impervious Toughness 6 {6DP} (Descriptors: Armor Plating)

Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (DescriptorsJump Jets, Rocket Boots)

 

R.I.D.E.R. System 3.6 (18DP Container) [18DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines)

Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines)

Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System)

Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change)

Protection 1 [1DP] (Descriptors: Armor)

 

Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space)

BP: {21 + 4 = 25/25DP}

Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type

Enhanced Strength 4 [4DP] (Enhanced Musculature)

APBlast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals)

APObscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3(2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals)

APSnare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals)

APStun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker)

 

 

DRAWBACKS 
-3PP
 

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

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – Justice Armor 

Touch

DC19 TOU (staged)

Damage

+6

Justice Strike

Touch

DC25 TOU (staged)

Damage

+10, Crit 18-20, Knockback 3, Penetrating 5

Justice Buster

60 ft.

DC21 TOU (staged)

Damage

+14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological]

Snare Grenade

100 ft.

DC20 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10, Indirect 3

Stun Sticker

Touch

DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10, Crit 19-20, Reversible, Sedation

 

 

Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/199 Power Points

Edited by RocketLord
Link to post

Justice - H.E.R.O. Mode Armor

Power Level: 13

Effective Power Level: 12

Power Points: 198/199PP
Unspent Power Points: 1

Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power

 

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

Catchphrase: "Power up! Activate H.E.R.O. mode! Henshin!"

Theme: Hell Yeah - Rev Theory

 

 

DESCRIPTION

Justice's H.E.R.O. mode armor is a dark red undersuit with circuitry woven through it. She still wears the grey metal belt with the Justice Driver and her grandmother's amulet. Over the undersuit, the armor is golden with pulsing purple-pink energy lines running through it. She wears heavy golden armored boots that reach and cover her knees, a golden chest plate with a purple-pink energy core just above her abs. The chest plate connects to two-part golden shoulders with purple-pink energy lines. Heavy gold gauntlets channel Z-Space energy into her blows. Her helmet is dark red, with a purple-pink visor over her eyes, running down the sides of her face. A golden face plate covers her mouth, while she sports small golden antenna from her forehead, mirroring the ones from her normal armor.

EAwZ4ga.png

 

POWERS & TACTICS

Putting on the H.E.R.O. mode armor means that Justice is done talking. It is time for action. Robin favors pure power over much subtlety, overpowering her foes through pure speed and power. She stays mobile using a combination of pure speed and teleportation, moves in close to break down her enemies' defenses, stun them with rapid fire punches or blow them away with powerful waves of Z-Space energy.

 

 

POWER DESCRIPTIONS

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

 

The Heuristic Emergency Response Operator (H.E.R.O.) mode armor is a designed solely for combat, using both designs based on Robin's standard Justice armor, as well as brand new weapons that utilizes stored Z-Space energy in addition to the power inherent in her grandmother's amulet. The armor posses multiple combat subroutines that enhance Robin's abilities and reflexes while in combat.

 

The H.E.R.O. mode armor's Modular Output Defense system (M.O.D.) is designed from the same principles as the standard Justice armor's M.O.D. system. Rather than using armor plating, the H.E.R.O. mode armor switches between dividing energy between rapid movement and powerful Z-Space energy powered force fields.

 

The Multivariable Outrageous Virtous Extension system (M.O.V.E.) switches between charging the suit itself, allowing Robin to move at super speed, or to pour Z-Space energy directly into Robin's grandmother's amulet, allowing her to teleport across short distances while in combat.

 

The Advanced Total Tactical Attack Control Kit system (A.T.T.A.C.K.) channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her.

 

The H.E.R.O. mode armor has one major drawback, compared to the normal Justice armor: It requires massive amounts of power to operate. Between use, it is secured in the AnneX, where it is hooked up to generators drawing energy from Z-Space. At any given time, Justice might need to use the armor before it is ready to use, limiting how effective she can be.

 

 

COMPLICATIONS

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


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

 

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

 

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

 

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

 

Power Drain: The H.E.R.O. mode armor uses a massive amount of power to function and use its attacks. The GM can, at any point, make any of the armor's powers malfunction, effectively costing Justice the action she would otherwise have used and giving her a Hero Point instead. Alternatively, the GM can come up with other ways that the massive power drain negatively affects Robin in return for a Hero Point.

 

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

 

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

 

 

ABILITIES

4 + 4 + 8 + 14 + 6 + 6 = 42PP


Strength: 14 (+2)
Dexterity: 14 (+2) / [H.E.R.O. Mode Armor] 16 (+3)

Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 16 (+3)
Charisma: 16 (+3)

 

 

COMBAT

8 + 8 = 16PP


Initiative: +7 (+7 Int [Speed of Thought])
Attack: +4 Base, [H.E.R.O. Mode Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block

Defense: +4 Base, +2 Flat-footed, [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Full Power to Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Drop Shields), +4 Flat-Footed

Grapple: +6 (+4 Base Attack, +2 Strength), [H.E.R.O. Mode Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength)
Knockback: -2 (TOU 4/2), [H.E.R.O. Mode Armor] -4 to -9 (TOU 7-17, based on M.O.D. System)

 

 

SAVING THROWS

 + 5 + 8 = 19PP

 

Toughness: +4 (+4 Con), [H.E.R.O. Mode Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from M.O.D. System set to Balanced Shields), +7 (+4 Base, +3 Enhanced Defense, +0 from M.O.D. System set to Drop Shields),+17 (+4 Base, +3 Enhanced Defense, +10 from M.O.D. System set to Full Power to Shields), +4 Flat-Footed

Fortitude: +10 (+4 Con, +6)
Reflex: +7 (+2 Dex, +5) / [H.E.R.O. Mode Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save)
Will: +11 (+3 Wis, +8)

 

 

SKILLS

124R = 31PP

 

Acrobatics 12 (+14) / [H.E.R.O. Mode Armor] (+15)

Bluff 2 (+5) 

Computers 8 (+15)

Concentration 7 (+10) 

Craft [Electronics] 8 (+15)

Craft [Mechanical] 8 (+15)

Diplomacy 12 (+15) 

Disable Device 8 (+15)

Drive 7 (+9) / [H.E.R.O. Mode Armor] (+10) 

Gather Information 7 (+10)

Investigate 3 (+10)

Knowledge [Arcane Lore] 3 (+10)

Knowledge [Physical Sciences] 8 (+15)

Knowledge [Popular Culture] 3 (+10)

Knowledge [Technology] 8 (+15)

Medicine 3 (+10)

Notice 7 (+10)

Search 3 (+10)

Sense Motive 7 (+10)

 

 

FEATS

11PP

 

Acrobatic Bluff

Artificer

Challenge [Fast Acrobatic Bluff]

Equipment 7 [Veteran Reward]

Improvised Tools

Inventor

Jack-of-All-Trades

Luck 3

Speed of Thought

Uncanny Dodge [Auditory]

 

Enhanced Feats

Accurate Attack

All-Out Attack

Defensive Attack

Power Attack

Quick Change

Uncanny Dodge [Visual]

 

Equipment: 7PP = 35EP

The Law Rider (Vehicle; Motorcycle) [15EP]

Spoiler

Size: Medium [0EP]
Strength: 15 [1EP]
Defense: 10 [0EP]
Toughness: 8 [3EP]
Features: [5EP]

- Alarm

- Caltrops

- Oil Slick

- Navigation System

- Remote Control

Powers: [6EP]
- Speed 5 (250 mph / 2500 ft/rnd) [5EP]
- Super-Movement 2 (Options: Wall-Crawling 2, Flaws: Limited [only while moving]) [1EP]

 

The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP]

Spoiler

Size: Large [1EP]
Defense: 10 [0EP]
Toughness: 5 [0EP]
Features: [14EP]
Communications
Computer

Defense System
Fire Prevention System
Garage

Gym

Infirmary
Isolated [In Z-Space]
Laboratory
Library
Living Space
Power System

Security System
Workshop

Powers: [5EP]

- Teleport 8 (Flaws: Limited [Return to Previous Location on Earth-Prime], Long-Range; Feats: Dimensional) (2000 mile range from Emerald City) [5EP] (Descriptors: Earth Teleport, Technology)

 

NOTE: Characters approved by Justice can add the following 1PP power to be able to reach the AnneX without needing Justice to bring them:

Super Movement 1 (Dimensional Movement [To Justice's Z-Space HQ]; Flaws: Hard-to-lose) [1PP] (Descriptors: Z-Space HQ Teleport Beacon, Technology)

 

 

POWERS

82 = 82PP

 

Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: H.E.R.O. System Justice Armor, Invention, Technology)

 

A.T.T.A.C.K. System 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) 

BPDamage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (DescriptorsHero Strikes, Bludgeoning Damage Type, Super Speed)

APCreate Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP}  (Up to 10x10 ft. cube objects) (DescriptorsEndless Possibilities)

APDamage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space)

APDrain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (DescriptorsArmor Breaker Blow,  Bludgeoning Damage Type, Powerful Strikes)

APStun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes,  Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space)

APTrip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave)

 

H.E.R.O. Mode 7 (35DP Container) [35DP]

Enhanced Dexterity 2 (Dexterity +2) [2DP] (DescriptorsCombat Subroutines, A.I. Assisted Coordination)

Enhanced Feat 7 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Power Attack, Uncanny Dodge [Visual]) [7DP] (DescriptorsCombat Subroutines)

Enhanced Feat 1 (Quick Change) [1DP] (DescriptorsCollapsible Armor)

Enhanced Trait 4 (Attack Bonus+2) [4DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Defense Bonus+3) [6DP] (DescriptorsCombat Subroutines)

Enhanced Trait 6 (Reflex Save +6) [6DP] (DescriptorsCombat Subroutines)

Features 2 (Built-in Subtle Computer) [2DP] (DescriptorsComputer, A.I. System)

Immunity 2 (Critical Hits) [2DP] (DescriptorsPerfect Defense)

Morph 1 (One Form [Justice Armor]; Feats: Metamorph 1) [2DP] (DescriptorsArmor Change)

Protection 3 (Extras: Force Field (+0)) [3DP] (DescriptorsForce Field, Magic, Z-Space Energy)

 

M.O.D. System 5 (10DP Array; Feats: Alternate Power 2) [13DP] 

BP: {5 + 5 = 10/10} (DescriptorsBalanced Shields)

Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} 

Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} (Descriptors: Magic)

AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (DescriptorsFull Power to Shields, Magic)

AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (DescriptorsDrop Shields)

 

M.O.V.E. System 7 (14DP Array; Feats: Alternate Power 1) [15DP] (DescriptorsDimensional, Magic, Z-Space)

BP: {10 + 4 = 14/14DP} (DescriptorsZ-Space Powered Speed)

Speed 9 (Feats: Moving Feint) (5000 MPH, 50.000 ft./rnd.) [10DP] 

Quickness 4 (Perform Routine Tasks at x25 Speed) [4DP]

APTeleport 10 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Moving Feint, Turnabout) (1000 ft. distance) {14/14DP} (DescriptorsCombat Teleport)

 

 

DRAWBACKS 
-3PP
 

Normal Identity (Major, Uncommon;  Free action to activate, Normal ID has no access to Justice H.E.R.O. Mode Armor; Requires Justice Driver Belt to activate) [-3PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack Bonus

Unarmed

Touch

DC17 TOU (staged)

Damage

+4

Unarmed – H.E.R.O. Mode

Touch

DC17 TOU (staged)

Damage

+6

Hero Strikes

Touch

DC27 TOU (staged)

Damage

+12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2

Tactical Teleport Strikes

Touch
Targeted Burst Area 50-100 ft. radius

DC27 TOU (staged)

Damage

+12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2

Armor Breaker Blow

Touch 

DC22 FORT (staged) 

Toughness Drain 

+12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2

Lightning Speed Stun Strikes

Touch, 10 ft.

DC22 FORT (staged)

Fail: Dazed

>5: Stunned

>10: Unconscious 

+12, Indirect 3, Affects Insubstantial 2

Rainbow Spiral Shockwave

Touch
Targeted Burst Area 60-300 ft. radius

Worse of Str/Dex vs. Power Check

Trip + Knockback

+12, Selective Attack, Affects Insubstantial 2, Knockback +1

 

TotalsAbilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/199 Power Points

Edited by RocketLord
Link to post

Spending:

Skills: +11

Feats: +5

Powers: +7

To spend: 23

 

Update

Please add this line under the Power Level line:

 

Effective Power Level: 12

 

Skills

Buying 44 ranks of skills for 11PP.

Diplomacy +5 to rank 10, for a total +15

Intimidate +10 to rank 10, for a total +15

Knowledge [History] +3 to rank 3, for a total +5

Notice +5 to rank 10, for a total +15

Perform [Singing] +5 to rank 10, for a total +15

Sense Motive +5 to rank 10, for a total +15

Survival +5 to rank 5, for a total +10

Swimming +6 to rank 10, for a total +10/+26

 

Feats

Remove the Defensive Roll feat. I'll get those 2 ranks of Toughness back in the Powers update below.

Increase the Luck rank to 4.

Increase Evasion to rank 2.

Add Move-By Action, Skill Mastery [Diplomacy, Perform [Singing], Sense Motive, Swimming] and Takedown Attack 2.

That should be 4PP spent on Feats.

 

Powers

 

Fairytaler Array

Change Area [Line] extra on the Blast power in the Fairytaler array to Area [General Line]

 

Change the Move Object power in the Fairytaler Array by removing the Limited [Water Only] flaw and reducing the rank to 16.

 

Spoiler

Move Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

 

Please add this to the Grapple Block: +32 (+32 Bring the Sea)

 

Replace the Siren's Song slot in the Fairytaler array with this Stun power:

 

Spoiler

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song, Sonic)

 

Rename Siren's Call to Siren's Song, and increase the Drain Effect to rank 12.

 

Other powers

Please change the Swimming power to this array. I spend 3PP to increase the rank:

 

Spoiler

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

Increase the rank of Enhanced Constitution to 16, spending 4PP. This should update the Toughness and Fortitude saves to

 

Spoiler

Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con)

Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0)

 

That should be 7PP spent on powers.

 

Here's an updated power block, with everything from above and a slight formatting update, please update the power block to use this:

 

Spoiler

POWERS

2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92

All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted.

 

Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement)

 

Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement)

 

Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement)

 

Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform)

 

Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid)

BP{32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment)

Enhanced Strength 32 [32PP]

Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] 

APBlast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) 

APCreate Object 11 (Extras: Duration [Continuous], Movable; FeatsProgression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping)

APMove Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

AP{24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song)

Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)[24PP]

Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP]

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song)

 

Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement)

 

Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement)

 

Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement)

 

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

And the new DC block should look like this:

Spoiler

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+8

Unarmed - Mighty Mermaid

Touch

DC31 Tou (staged)

Damage

+8

High Pressure Water Burst

120 ft., Line Area

DC22 Ref

Reduce Damage effect to DC21 if passed

Area

   

DC27 Tou (staged)

Damage

Penetrating 6, Knockback+6

Siren's Song

Area, Auditory Perception

DC22 Ref

Ignore Drain Will and Mind Control effects if passed

 
   

DC22 Will (staged)

Drain Will

Linked to Mind Control Effect

 

 

DC22 Will 

Mind Control

Linked to Drain Will effect

Siren Scream

120 ft., Cone Area

DC22 Ref

Reduce Stun effect to DC16 if passed

 

   

DC22 Fort 

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

Knockback

 

That should be all 23PP spent.

 

Full updated sheet in the spoiler below.

 

Little Mermaid II

Power Level: 13

Effective Power Level: 12

Power Points: 203/203PP
Unspent Power Points: 0PP
Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive

 

In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale.

Catchphrase: "Let's make a splash!"

Theme: Under The Sea - Jonathan Young 

 

Alternate Identity: Mette Madsen (Secret)
Birthplace: Copenhagen, Denmark

Residence: Copenhagen, Denmark
Occupation: Adventurer, Swimming Coach

Affiliations: Vanguard

Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal)

 

DESCRIPTION

Age: DOB (2000, December 24th)
Gender: Female
Ethnicity: Scandinavian

Height: 5’6’’
Weight: 150 lbs.
Eyes: Green
Hair: Dark brown

 

Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots.

 

When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving her mouth and nose free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail

 AhKefOK.pngIQg5okd.png

 

HISTORY

Mette was born on Christmas Eve, 2000. The last Christmas of a millenium, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more.

 

As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities.

 

For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right?

 

Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers.

 

Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more.

 

 

PERSONALITY & MOTIVATION

At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong.

 

Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities,  as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched.

 

 

POWERS & TACTICS

Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it.

 

As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. 

 

 

POWER DESCRIPTIONS

The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen.

 

Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic.

 

Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. 

 

Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect.

 

 

COMPLICATIONS

Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point.

 

Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. 

 

H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water using her Create Object power, and the GM can award her a Hero Point.

 

I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point.

 

Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation.

 

 

ABILITIES

0 + 6 + 8 + 4 + 10 + 10 = 38PP

 

Strength: 10 (+0) / 42 (+16)
Dexterity: 16 (+3) / 20 (+5)
Constitution: 18 (+4) / 30 (+10)
Intelligence: 14 (+2) 
Wisdom: 20 (+5) 
Charisma: 20 (+5) 

 

 

COMBAT

8 + 8 = 16PP


Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex)
Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block
Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed
Grapple: +8  (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) / +32 (+32 Bring the Sea)
Knockback: -2 (TOU/2) / -3 w. Defensive Roll / - 5 w. Enh Con / - 6 w. Enh Con and Defensive Roll

 

 

SAVING THROWS

0 + 7 + 7 = 14PP

 

Toughness: +4 (+4 Con) / +12 (+4 Con, +8 Enh Con)

Fortitude: +4 (+4 Con, +0) / +12 (+4 Con, +8 Enh Con, +0)

Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex  +7)

Will: +12 (+5 Wis, +7)

 

 

SKILLS

76R = 19PP

 

Diplomacy 10 (+15)

Gather Information 5 (+10)

Intimidate 10 (+15)

Languages 3 (Native: Danish; Learned: Atlantean, English, French)

Notice 10 (+15)

Perform [Singing] 10 (+15)

Sense Motive 10 (+15)

Survival 5 (+10)

Swim 10(+10) / (+26 w. Enh Str)

 

 

FEATS

24PP

 

Attack Focus [Melee] 4

Benefit 1 [Famous in Scandinavia, known in Europe]

Dodge Focus 8

Evasion 2

Move-By Action

Luck 4

Skill Mastery [Diplomacy, Perform [Singing], Sense Motive, Swimming]

Takedown Attack 2

Uncanny Dodge [Auditory]

 

Enhanced Feats

Environmental Adaption [Aquatic]

Quick Change

 

POWERS

2 + 16 + 4 + 1 + 53 + 3 + 1 + 2 + 10 = 92

All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted.

 

Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: Talk to Fish, Physical Enhancement)

 

Enhanced Constitution 16 [16PP] (Descriptors: Physical Enhancement)

 

Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement)

 

Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Magical Uniform, Summon Uniform)

 

Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid)

BP{32 + 16 = 48/48} (Descriptors: Mighty Mermaid, Physical Enhancement, Underwater Adjustment)

Enhanced Strength 32 [32PP]

Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] 

APBlast 12 (Extras: Area [General Line], Penetrating 6; Feats: Knockback 6) {48/48} (Descriptors: High Pressure Water Burst, Water, Impact Damage Type) 

APCreate Object 11 (Extras: Duration [Continuous], Movable; FeatsProgression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: Shape of Water, Water, Water Expansion, Water Shaping)

APMove Object 16 (Extras: Range [Perception]) {48/48} (Descriptors: Bring the Sea, Water, Water Control)

AP{24 + 24 = 48/48} (Descriptors: Siren's Song, Mind Control, Psionic, Song)

Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)[24PP]

Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP]

AP: Stun 12 (Extras: Area [General Cone], Knockback) {48/48} (Descriptors: Siren Scream, Song)

 

Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: Underwater Adaption, Physical Enhancement)

 

Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: Tremorsense, Physical Enhancement)

 

Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: Darkvision, Physical Enhancement)

 

Tail & Legs Array 4.5 (9PP Array; Feats: Alternate Power 1) [10PP] (Descriptors: Mermaid, Physical Enhancement)

BPSwimming 8 (Environmental Adaption [Aquatic]) (Swim speed: 500 mph, 5000 ft./rnd.) {9/9} (Descriptors: Mermaid's Tail, Mermaid, Physical Change)

AP{5 + 4 = 9/9} (Descriptors: Powerful Legs)

Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) [5PP]

Speed 4 (Run speed: 100 mph, 1000 ft./rnd.) [4PP]

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+8

Unarmed - Mighty Mermaid

Touch

DC31 Tou (staged)

Damage

+8

High Pressure Water Burst

120 ft., Line Area

DC22 Ref

Reduce Damage effect to DC21 if passed

Area

   

DC27 Tou (staged)

Damage

Penetrating 6, Knockback+6

Siren's Song

Area, Auditory Perception

DC22 Ref

Ignore Drain Will and Mind Control effects if passed

 
   

DC22 Will (staged)

Drain Will

Linked to Mind Control Effect

 

 

DC22 Will 

Mind Control

Linked to Drain Will effect

Siren Scream

120 ft., Cone Area

DC22 Ref

Reduce Stun effect to DC16 if passed

 

   

DC22 Fort 

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

Knockback

 

 

Totals:

Abilities (38) + Combat (16) + Saving Throws (14) + Skills (19) + Feats (24) + Powers (92) - Drawbacks (0) = 203/203 Power Points

Edited by RocketLord
Link to post

Nevermore II

Power Level: 11

Effective Power Level: 8

Power Points: 168/168PP
Unspent Power Points: 0PP
Trade-Offs: -2 TOU/ +2 DEF

 

In Brief: The Robin to Raven's Batman.

Theme: Shine - Matt Beilis

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont)

Birthplace: Freedom City, United States of America

Residence: Claremont Academy

Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery
Occupation: Student, Sidekick

Affiliations: Claremont Academy, Raven III, Raven Family

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear.

 

In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs.

 

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

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HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive.

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation.

 

When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows.

 

In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front.

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES  8 + 10 + 8 + 10 + 4 + 6 = 46PP

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 20 (+5) 
Wisdom: 14 (+2) 
Charisma: 16 (+3) 

 

 

COMBAT 12 + 8  = 20PP

Initiative: +5 (+5 Dex)
Attack: +6 Base, +6 Melee, +8 Ranged, see Power attack bonuses in DC Block
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -3 (w. Costume)

 

 

SAVING THROWS 2 + 5 + 6 = 13PP

Toughness: +6 (+4 Con, +2 Protection)

Fortitude: +6 (+4 Con, +2)

Reflex: +10 (+5 Dex, +5)Evasion 2

Will: +8 (+2 Wis, +6)

 

 

SKILLS 96R = 24PP

Acrobatics 10 (+15)Acrobatic Bluff, Skill Mastery

Bluff 7 (+10)

Computers 10 (+15)Online Research, Skill Mastery

Diplomacy 2 (+5)

Drive 5 (+10)

Escape Artist 5 (+10)

Gather Information 7 (+10)Well-Informed

Investigate 9 (+14)

Knowledge [Tactics] 5 (+10)

Notice 8 (+10)

Search 5 (+10)

Sense Motive 8 (+10)

Sleight of Hand 5 (+10)Skill Mastery

Stealth 10 (+15)Hide in Plain Sight, Skill Mastery

 

 

FEATS 25PP

Acrobatic Bluff

Attack Focus [Ranged] 2

Benefit 2 (Alternate Identity [Charles Gordon Pym], Raven Family)

Challenge (Fast Acrobatic Bluff)

Dodge Focus 6

Eidetic Memory

Evasion 2

Hide In Plain Sight

Luck 2

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery (Acrobatics, Computers, Sleight Of Hand, Stealth)

Well-Informed

Uncanny Dodge [Auditory]

 

Veteran Awards

Equipment 4 (20 EP)

 

 The Feather (Vehicle; Motorcycle) [20EP]

Spoiler

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)
Caltrops
Computer
Navigation System
Remote Control
Smokescreen
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

 

POWERS 24 + 16 = 40

 

Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology)
City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 

Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Built-In Headset)
 
Enhanced Feats 2 (Second Chance 3 [Toughness Save vs. Ballistics and Conventional Blades) [2DP] (Descriptors: Nano-weaved Material)

Immunity 1 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

Protection 2 [2DP] (Descriptors: Armor Plating)

Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 4 (20DP Container, Flaws: Hard-To-Lose) [16PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 6.5 (13DP Array; Feats: Alternate Power 7) [20DP] (Descriptors: Gadgets)

BPDamage 4 (Extras: Ranged; Feats: Improved Range, Mighty 4) {13/13DP(Descriptors: Ravenrang, Piercing Damage Type Thrown Weapon)

APDamage 4 (Feats: Accurate, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Stunning Attack, Subtle, Takedown Attack 2) {13/13DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APESP 4 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle) (Range: 1 mile) {13/13DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 8 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (50 ft. area) {13/13DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated)

APObscure 5 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2) (Range: 50 ft., Area: 100-200 ft. radius) {13/13DP(Descriptors: Darkness Bomb, Darkness, Grenade)

APSnare 8 (Flaws: Action [Full]; Feats: Improved Range 1, Reversible, Tether, Triggered 2) {13/13DP(Descriptors: Snare Line, Special Flexible Alloy Line) 

APStun 8 (Extras: Ranged; Flaws: Action [Full], Unreliable [5 charges]; Feats: Improved Critical 2, Improved Range 1, Triggered 2) {13/13DP(Descriptors: Stun Ravenrang, Electric Shock, Piercing Damage Type, Thrown Weapon)

APTrip 8 (Feats: Improved Range 1, Improved Trip, Subtle 1, Triggered 2) {13/13DP(Descriptors: Tripwire, Setup, Thrown)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.
Thrown: 60 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

Collapsible Staff - Stunning Attack

Touch: 5 ft.
Thrown: 60 ft.

DC20 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+6, Crit 18-20

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Belive audio illusion 

Independent 

Snare Line

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle

Stun Ravenrang

200 ft.

DC18 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+8, Crit 18-20, Subtle

Tripwire

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Subtle

 

 

Totals: Abilities (46) + Combat (20) + Saving Throws (13) + Skills (24) + Feats (25) + Powers (40) - Drawbacks (0) = 168/168 Power Points

Edited by RocketLord
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REBELLION

Power Level: 15

Effective Power Level: 10

Power Points: 214/226PP
Unspent Power Points: 12PP
Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness

 

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

Catchphrase: Boo!

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

 

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

Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms

Base of Operations: Emerald City
Occupation: Student

Affiliations: Elysian Academy

Family: Emma Emmelie Elder (Mother, Emerald City politician currently on City Council, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased)

 

DESCRIPTION

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

 

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

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

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

 

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HISTORY

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

PERSONALITY & MOTIVATION

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

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

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

 

 

POWERS & TACTICS

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

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

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

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

 

 

POWER DESCRIPTIONS

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

 

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

Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be.

Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment.

 

In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath.

 

 

COMPLICATIONS

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

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

HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What should he choose, to save one life or many? To abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action.
KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason.

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

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

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

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

CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points.

 

 

ABILITIES

2 + 2 + 2 + 6 + 6 + 2 = 20PP


Strength: 32 (+11) / 12 (+1)
Dexterity: 20 (+5) / 12 (+1)
Constitution: 22 (+6) / 12 (+1)
Intelligence: 24 (+7) / 16 (+3)
Wisdom: 16 (+3)
Charisma: 20 (+5) / 12 (+1)

 

 

COMBAT

8 + 12 = 20PP


Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex)
Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str)
Knockback: -4

 

 

SAVING THROWS

4  + 5 + 7 = 16PP


Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)
Fortitude: +10 (+6 Enh. Con, +4) / +5 (+1 Con, +4)
Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +5)
Will: +10 (+3 Wis, +7)

 

 

SKILLS

116R = 29PP 

 

Bluff 5 (+10)

Computers 3 (+10)

Disable Device 3 (+10)

Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery

Escape Artist 10 (+15)

Gather Information 15 (+20)Skill Mastery, Well Informed

Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle

Investigate 8 (+15)

Knowledge (Popular Culture) 2 (+9)

Knowledge (Streetwise) 8 (+15)

Notice 12 (+15)

Search 8 (+15)

Sense Motive 12 (+15)

Stealth 15 (+20)Skill Mastery

 

 

FEATS

25PP

 

Attack Focus [Melee] 5

Benefit [Wealth] 1

Challenge - Fast Startle

Contacts

Defensive Roll 1

Distract [Intimidation]

Dodge Focus 6

Hide In Plain Sight

Jack-of-All-Trades

Luck 3

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

Startle

Takedown Attack

Well-Informed

 

 

POWERS

8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 2 + 8 + 21  = 104

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

 

Enhanced Charisma 8 [8PP] (DescriptorsUncanny Charisma, Physical Mutation)

 

Enhanced Constitution 10 [10PP] (DescriptorsUncanny Physique, Physical Mutation)

 

Enhanced Dexterity 8 [8PP] (DescriptorsUncanny Dexterity, Physical Mutation)

 

Enhanced Intelligence 8 [8PP] (DescriptorsUncanny Mind, Physical Mutation)

 

Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic)

BPEmotion Control 10 (Extras: Area [Burst], Mental (+0), Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (DescriptorsAura of Terror)

APMind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (DescriptorsCommanding Terror)

APParalyze 10 (Extras: Mental (+0), Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (DescriptorsParalyzing Terror)

 

Feature 1 (Directed Inspiration) [1PP] (DescriptorsSee The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID

 

Immunity 1 (Fear Effects) [1PP] (DescriptorsNo Fear, Mask, Mutation)

 

Leaping 4 (x25 Leaping distance; Run 275 ft./525 ft.) [4PP] (DescriptorsMask, Mutation Psionic)

 

Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation)

 

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

 

Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation)

BPEnhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph)

AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask)

Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage)

Feature 2 (Vocal Mimicry, Throw Voice) [2PP]

Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] 

Stacked PowerMorph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC16 Tou (Staged)

Damage

+9

Unarmed - Uncanny Power

Touch

DC26 Tou (Staged)

Damage

+9

Aura of Terror

Perception

DC20 Will (Staged)

Fail: Shaken

>5: Frightened

Panicking

Reversible

Paralyzing Terror

Perception

DC20 Will (Staged)

Fail: Slowed

>5: Paralyzed

Reversible

Commanding Terror

Perception

DC20 Will

Mind Control

Conscious, Effortless, Subtle

 

Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/226 Power Points

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Spaceman
Power Level: 13

Effective Power Level: 10

Powers Points: 185/196PP
Unspent Power Points: 11PP
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good.

Theme: Shooting Star - Kirby Krackle

 

Alternate IdentityParker Powers (Secret)
Birthplace: Freedom City

Residence: Bayview, Freedom City
Base of Operations: Freedom City
Occupation: Teacher at the Nicholson School
Affiliations: Nicholson School, Powers Holdings Inc.
Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings)

 

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

 

Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips.

While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across.

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

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History:

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together.

 

With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be.

 

Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them.

 

While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs.

 

Powers & Tactics:

Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so.

 

Power Descriptions:

Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize

 

By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space.

 

Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them.

 

As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat.

 

Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before.


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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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



Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP
Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything
Dexterity: 12 (+1) / 16 (+3)
Constitution: 12 (+1) / 40 (+15) w. Enhanced Constitution
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)


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

Grapple: See table below
Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant)

Grapple Table

Total Score

Base Attack (BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Values

 

+10

+10

+17

+28

BA

+10

+10

 

 

 

CPD

+28

 

 

 

+28

IMS

+20

+10

+10

 

 

IR

+27

+10

 

+17

 

IR+IMS

+37

+10

+10

+17

 


  

Saving Throws: 0 + 3 + 7 = 10PP
Toughness: +15 (+1 Con, +14 Enhanced Con)
Fortitude: +15 (+1 Con, +14 Enhanced Con)
Reflex: +6 (+3 Dex, +3)
Will: +10 (+3 Wis, +7)


Skills: 44R = 11PP

Diplomacy 13 (+15)

Gather Information 3 (+5)

Knowledge [Behavioral Sciences] 2 (+5)

Knowledge [Physical Sciences] 7 (+10)

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

Medicine 2 (+5)

Notice 7 (+10)

Sense Motive 7 (+10)

 


Feats: 11PP

Benefit 1 (Fame) 

Benefit 1 (Wealth)

Dodge Focus 3

Improved Grab

Improved Grapple

Interpose

Luck 3
 


Powers: 35 + 22 + 35 + 11 + 6 = 109PP

 

Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space)

Enhanced Constitution 28 [28PP]

Enhanced Dexterity 4 [4PP]

Feature 1 (Forgettable appearance out of costume) [1PP]

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

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

 

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

BP: {10 + 10 = 20/20}

Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density)

Immovable 10 [10PP] (Descriptors: Spatial Constant)

APInsubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space)

APSuper-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space)

 

Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation)

Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation)

Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength)

APMove Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation)

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

AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation)

 

Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space)

BPFlight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation)

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

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

 

Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) 

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+10

Unarmed – Infinite Reach + Spatial Strength

Touch at 500 ft.
Range incr: 70 ft.

DC25 Tou (staged)

Damage

+10, Elongation 7, Indirect 3, Subtle 2

Change Physical Distance - Thrown Objects

140 ft.

DC25 Tou (staged)

Damage

Perception Range, Insidious, Precise, Subtle 2 

Vertigo

100 ft.

DC20 Fort (staged)

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

+10, Subtle 2

Unending Prison

100 ft.

DC20 Ref (staged)

Fail: Slowed
2nd Fail or Fail >5: Paralyzed

+10, Subtle 2

 

 

Totals:

Abilities (20) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (109) - Drawbacks (0) = 185/196 Power Points

Edited by RocketLord
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Advancement:

- Increase Skills (Try to get most skills up to +10, Stealth higher)

- Increase Saves (Will to +10, Reflex to +12 or higher eventually)

- Get Feats

-- Accurate Attack

-- Elusive Target

-- Power Attack

-- Well-Informed

-- Contacts

-- Skill Mastery (Stealth, Notice, Sense Motive, ?)

- Powers

-- Flight to Rank 5, add Subtle 2

 

Bluff 7 (+10)

Craft [Electronic] 1 (+6)

Craft [Mechanical] 0 (+5)

Disable Device 0 (+5)

Gather Information 2 (+5)

Investigate 0 (+5)

Knowledge [Current Events] 0 (+5)

Knowledge [Physical Sciences] 5 (+10)

Knowledge [Streetwise] 0 (+5)

Knowledge [Technology] 0 (+5)

Notice 7 (+10)

Search 5 (+10)

Sense Motive 12 (+15)

Stealth 5 (+10)

 

 

Ghost

Power Level: 12

Effective Power Level: 10

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: +5 DEF / -5 TOU

 

In Brief: Middle-aged hero still in action after a life of hardship.

Catchphrase: "Just your friendly neighborhood Ghost."

Theme: Who I Am - The Score

 

Alternate Identity: Casper Baltazar Church
Birthplace: Freedom City

Residence: The Fens

Base of Operations: Freedom City
Occupation: Constantly changing

Affiliations: None

Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother)

 

DESCRIPTION

Age: Born Febuary 13th, 1988
Gender: Male
Ethnicity: Caucasian

Height: 6’0’’
Weight: 155 lbs.
Eyes: Light blue
Hair: Brown

 

Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired.

 

The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass on his forehead or over his eyes, as the situation calls for. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect .

spacer.png

 

 

HISTORY

Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process.

 

As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. 

 

That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. 

 

Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. 

 

A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. 

 

 

PERSONALITY & MOTIVATION

Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way.

 

Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment?

 

As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. 

 

Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right?

 

 

POWERS & TACTICS

Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit.

 

Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks.

 

 

POWER DESCRIPTIONS

The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be.

 

Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect.

 

Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities.

 

 

COMPLICATIONS

Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point.

 

Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him.

 

Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point.

 

Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial.

 

Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead.

 

Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter.

 

Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point.

 

 

ABILITIES

0 + 2 + 2 + 10 + 10 + 6 = 30PP

 

Strength: 10 (+0) 
Dexterity: 20 (+5) / 12 (+1)
Constitution: 16 (+3) / 12 (+1) 
Intelligence: 20 (+5) 
Wisdom: 20 (+5) 
Charisma: 16 (+3) 

 

 

COMBAT

8 + 10  = 18PP


Initiative: +5 (+5 Dex)
Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block
Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed
Grapple: +10  (+4 Base Attack, +6 Attack Focus [Melee])
Knockback: -3 / -1 without Defensive Roll

 

 

SAVING THROWS

5 + 5 + 3 = 13PP

 

Toughness: +5 (+3 Con, +2 Defensive Roll)

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

Reflex: +10 (+5 Dex, +5)

Will: +8 (+5 Wis, +3)

 

 

SKILLS

28R = 7PP

 

Bluff 2 (+5)

Computers 0 (+5)

Craft [Electronic] 0 (+5)

Craft [Mechanical] 0 (+5)

Disable Device 0 (+5)

Gather Information 2 (+5)

Investigate 0 (+5)

Knowledge [Current Events] 0 (+5)

Knowledge [Physical Sciences] 5 (+10)

Knowledge [Streetwise] 0 (+5)

Knowledge [Technology] 0 (+5)

Notice 5 (+10)

Search 4 (+9)

Sense Motive 5 (+10)

Stealth 5 (+10)

 

 

FEATS

27PP

 

Attack Focus [Melee] 6

Defensive Roll

Dodge Focus 10

Elusive Attack

Evasion 2

Hide in Plain Sight

Inventor

Jack-of-All-Trades

Luck 3

Move-By Action

 

 

POWERS

4 + 4 + 8 + 10 + 26 + 33 = 85PP

 

Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology)

Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision)

Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS)

 

Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation)

 

Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation)

 

Flight 4 (Feats: Subtle 2) (1000 ft./turn, 100 mph) [19PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation)

 

Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation)

BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost)

Immunity 1 (Suffocation while incorporeal) [1PP]

Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] 

APTeleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port

APSelective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force)

 

Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 2) [35PP] (Descriptors: Dimensional, Physical Mutation)

BPStun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch)

APDamage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch)

APSnare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 TOU (staged)

Damage

+10
Chilling Touch Touch DC20 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

+10
Shock Touch Touch DC25 TOU (staged)

Damage

+10
Phantom Touch Touch DC20 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

+10
Chilling Touch - Phantom Force Area DC20 REF

Area effect: Pass to reduce Stun Effect to DC15

Area
    DC20/15 FORT (staged)

Fail: Dazed
>5: Stunned
>10: Unconscious

 
Shock Touch - Phantom Force Area DC20 REF

Area effect: Pass to reduce Damage Effect to DC20

Area
    DC25/20 TOU (staged)

Damage

 

Phantom Touch - Phantom Force

 Area

DC29 REF

Area effect: Pass to reduce Snare Effect to DC15

 Area

    DC20/15 REF (staged)

Fail: Entangled

>5/2nd Fail: Bound & Helpless

 

 

 

 

 

Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (7) + Feats (27) + Powers (85) - Drawbacks (0) = 180/180 Power Points

Edited by RocketLord
Link to post

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

 

The Grandmaster
Power Level: 12 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: Offensively under caps, +5 TOU / -5 DEF

 

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

 

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

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

 

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

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

WSgmNRg.png

 

History:

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


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


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

 

Personality & Motivation:

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

 

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

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

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


Abilities: 2 + 2 + 4 + 16 + 8 + 8 = 40PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 26 (+8)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +8 (+8 Intelligence [Speed of Thought])
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Unarmed +6
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed +7

Grapple: +0
Knockback: -0


Saving Throws: 8 + 9 + 11 = 29PP
Toughness: +17 (+2 Con, +15 Forcefield)
Fortitude: +10 (+2 Con, +8) 
Reflex: +10 (+1 Dex, +9) 
Will: +15 (+4 Wis, +11)


Skills: 176R = 44PP
Bluff 11 (+15)

Computers 17 (+25)

Craft [Electronics] 15 (+23)

Craft [Mechanical] 15 (+23)

Disable Device 17 (+25)

Gather Information 15 (+19)

Investigate 10 (+18)

Knowledge [Engineering] 10 (+18)

Knowledge [Tactics] 17 (+25)

Knowledge [Technology] 15 (+23)

Notice 12 (+16)

Search 10 (+18)

Sense Motive 12 (+16)



Feats: 15PP
Benefit 1 (Cipher)

Benefit 1 (Leader of the Chessmen)

Benefit 3 (Multi-millionaire)

Connected

Contacts

Eidetic Memory

Inventor

Master Plan 2

Online Research

Skill Mastery (Computers, Gather Information, Knowledge [Tactics], Knowledge [Technology])

Speed of Thought

Well-Informed

 


Powers:  0PP

 

Device X (XDP Container, Flaws: Hard-To-Lose) [XPP]  (Descriptors: Grandmaster's Suit, Technology)

Features 2 (Built-in Subtle Computer) [2PP] (Computer, A.I. System)

Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Commlink)

Datalink

Force Field 15 (Extras: Linked to Immunity) 

Immunity 10 (Gas effects; Extras: Linked to Force Field) [10DP] (DescriptorsAir filtration force field)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: H.U.D. Glasses)

Teleport (DescriptorsEmergency Escape)

 

Emotion Control 12 (Flaws: Sense Dependent [Auditory]; Feats: Alternate Power 1, Innate, Subtle) [14PP] (DescriptorsBreak Them By Talking, Charismatic, Manipulator, Speech)

 

Quickness 6 (Flaws: Limited [Mental tasks only]; Feats: Innate) [3PP] (DescriptorsGenius)

 



Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness                Damage

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

 

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

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  • 2 weeks later...

https://en.wikipedia.org/wiki/Ywain

Psychic powers granted by armor

Leadership abilities without

 

Owain the Lion Knight

Power Level: 12

Effective Power Level: 10

Power Points: 180/180PP
Unspent Power Points: 0
Trade-Offs: X

 

In Brief: The proud Lion Knight of the Knights of the Round Table of Cosmic Camelot, the newest incarnation of Owain.

Catchphrase: X

Theme: X

 

Alternate Identity: X
Birthplace: X

Residence: X

Base of Operations: X
Occupation: X

Affiliations: X

Family: X

 

DESCRIPTION

Age: X

Apparant age: X
Gender: X
Ethnicity: X

Height: X’X’’
Weight: X lbs.
Eyes: X
Hair: X

 

Physical description

 

spacer.png

 

HISTORY

X

 

 

PERSONALITY & MOTIVATION

X

 

 

POWERS & TACTICS

X

 

 

POWER DESCRIPTIONS

X

 

 

COMPLICATIONS

Complication: X.

 

 

ABILITIES

X + X + X + X + X + X = XPP

 

Strength: 10 (+0) 
Dexterity: 10 (+0) 
Constitution: 20 (+5) 
Intelligence: 10 (+0) 
Wisdom: 10 (+0) 
Charisma: 20 (+5) 

 

 

COMBAT

X + X  = XPP


Initiative: +X (+X Dex,)
Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed
Grapple: +X  (+X Base Attack, +X Other)
Knockback: -X (TOU/2)

 

 

SAVING THROWS

X + X + X = XPP

 

Toughness: +15 (+5 Con, +10 Protection), Impervious 10

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

Reflex: +8 (+X Dex, +X)

Will: +12 (+X Wis, +X)

 

 

SKILLS

XR = X/4PP

 

Skill X (+X)

 

 

FEATS

XPP

 

Benefit [Knight of Cosmic Camelot]

Dodge Focus 3

Inspire 3

Leadership

Luck 3

Ultimate Effort [Will Save]

 

Enhanced Feats

Fearless

Inspire 2 -> Inspire 5

Luck 2 -> Luck 5

 

POWERS

X + X + X = X

 

Device X (XDP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only X can use]) [Xx4+2PP] (Descriptors: Lion Knight Armor, Magic, Technology, Wondertech)

Flight X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XDP] (Descriptors: Name, X)

 

Lion's Pride Array X (Xx2PP Array; Feats: Alternate Power X) [XDP] (Descriptors: Psionic)

BPMove Object X (Extras: Damaging [10 ranks], Range [Perception]; Flaws: X; Feats: Indirect 3; Drawbacks: X) {X/X} (Descriptors: Lion's Might, X) 3DP/rank + 13DP

APBlast X (Extras: Alternate Save [Will], Mental, Range [Perception]; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Lion's Roar, X) 4DP/rank

APCreate Object X (Extras: Impervious; Flaws: X; Feats: Progression [Size]; Drawbacks: X) {X/X} (Descriptors: Lion's Shield, X) 3DP/rank

APEmotion Control 10 (Extras: Area [General Burst], Selective Attack; Flaws: Range 2 [Touch]; Feats: X; Drawbacks: X) {20/X} (Descriptors: Lion's Presence, X) 2DP/rank

APMind Reading 10 (Extras: Area [General Burst], Sensory Link; Flaws: Range 2 [Touch]; Drawbacks: X) {10/X} (Descriptors: Lion's Majesty, X) 1DP/rank

 

Mental Utility Array X (Xx2PP Array; Feats: Alternate Power X) [XDP] (Descriptors: Psionic) hit around 10PP or so? Alternate that add more extras to Lion's Pride Array?

BPCommunication 6 (Mental Communication; Extras: Linked [Comprehend]; Flaws: X; Feats: Subtle; Drawbacks: X) (20 miles radius) [7PP] + Comprehend 3 (Speak and Understand Any Language; Extras: Linked [Communications]) [6PP] {13/X} (Descriptors: Name, X) 

APESP 5 (Auditory, Visual; Extras: X; Flaws: Distracting; Feats: Rapid 2 [x100], Subtle; Drawbacks: X) (5 mile radius) {13/X} (Descriptors: Name, X)

 

Protection 10 (Extras: Force Field (+0), Impervious; Flaws: X; Feats: X; Drawbacks: X) [20DP] (Descriptors: Name, X)

 

Super-Senses 6 (Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Radius, Ranged][6DP] (Descriptors: Psychic Sight, X) Mental Senses

 

Enhanced Feat 1 (Fearless) [1PP] (Descriptors: Name, X)

 

Enhanced Feat 2 (Inspire 2) [2PP] (Descriptors: Name, X)

 

Luck Control 1 (Spend On Other Character's Behalf; Feats: Innate, Luck 2) [6PP] (Descriptors: Lion's Command, Tactics)

 

 

 

Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X)

 

Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: )

BPPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

APPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

 

 

DRAWBACKS 
-0PP
 

Effect (Description) [-0PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Edited by RocketLord
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Posted (edited)

Cosmic Camelot

Behold! The cycle begins anew! A new Camelot, for a new age! Gathered by Merlin, the Knights of the Round Table rises once again! 

 

Concept
Throughout history, the cycle has continued. The rise and fall of a mighty nation, a tale of valor, chivalry, heroics and knights. The tale of Camelot is told and retold through eternity, each time a reflection of the world at the time. Once, the Knights of the Round Table were literal knights. They fought against great evil, they sought to establish their rule, to bring enlightenment to the world. Now, Camelot has been reborn into a changed world. Where once they sought to protect only Britain, the scope of the knights' mission have grown to encompass the whole world, if not all of reality. Now, the newest incarnations of the Knights of the Round stable stand poised to protect and inspire all. Camelot has been reborn into the age of super heroes.

 

History

Since the end of the medieval cycle, Merlin has remained trapped in the hawthorn tree, forever altering his role in the cycle. At some point, potentially during another cycle, the hawthorn tree were anchored to an asteroid. Maybe it was a curse, meant to further punish Merlin. Perhaps Merlin did it himself. Or it could have been an attempt by an outside force to break the Camelot cycle once and for all. Merlin keeps the secret.

For the past few decades, Merlin made use of what remained of his magic, pulling together the materials he needed. Fusing science and sorcery, Merlin created WonderTech, bridging past and future into one. Through magic, he stretched the roots of the hawthorn tree throughout the structure. He became one with the castle itself. While Merlin was occupied elsewhere, a stone appeared before his tree. The next day, a sword had been stuck into the stone. All was as it should be. erlin brought the Round Table to the throne room. The same table that had been used in every cycle. He had done his part. Now all he could do was wait for the Pendragon to appear and start the cycle anew.

Cosmic Camelot stood ready for years. Cloaked from the eyes of man, the asteroid remained in orbit. The sword remained in the stone. The seats by the Round Table remained empty, and within the hawthorn tree, Merlin grew restless. Had he been wrong? Had the cycle ended? Where was Arthur? Had he seen the last Camelot?

Merlin was proud. He refused to admit the possibility that he might have been wrong. Expending the last of his magic power, Merlin forced the Round Table to call the Knights, and soon, the first mantle bearers of the cycle appeared at Cosmic Camelot.

 

Cosmic Camelot
Cosmic Camelot is a majestic castle of WonderTech built into a asteroid that currently orbits the Earth. At once ancient and futuristic, Cosmic Camelot seems to be a mixture of an ancient castle and technology that seems like it should not exist. Glowing powerlines and advanced technology intermingles with ancient arcihitecture, culminating in the symbiosis called WonderTech.

The castle is dominated by a massive hawthorn tree in its courtyard, its massive roots stretching throughout the entire asteroid and the castle itself. Merlin lies trapped within the tree. The magical tree is superconductive, plugged directly into all of Camelot's system. While Merlin's magic has been weakened, he is now essentially connected to a super computer, allowing him to roam the halls of Cosmic Camelot as a holographic projection.

The throne room holds the original round table. Encouraged by Merlin, the table called forth the champions that would take on the mythic roles in this cycle, but many chairs stand empty, including the throne of King Arthur, the Pendragon. 

Before the hawthorn tree stands a stone. A sword is embedded in the stone, waiting for its rightful owner.

 

Mission
text

 

People

  • Bedivere the Wizard Knight
  • Gawain the Green Knight
  • Lancelot the Best Knight
  • Merlin: Still cursed from the previous cycle, Merlin remains trapped in the tree. He has spent decades building Cosmic Camelot, before finally bidding the Round Table to call upon the knights of this new cycle. Merlin is eternal. He was there at the rise of the first Camelot. He will be there at the fall of the last.
  • Mordred the Dragon Knight
  • Owain the Lion Knight
  • The Pendragon: King Arthur Pendragon is missing.

 

Edited by RocketLord
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  • 2 weeks later...

Blind wizard with a spellbook written in Braile? Or just wizard with a spellbook?

PL7 without Spellbook, PL10-12 with it?

 

Mage

Power Level: X

Effective Power Level: X

Power Points: X/XPP
Unspent Power Points: 0
Trade-Offs: X

 

In Brief: X

Catchphrase: X

Theme: X

 

Alternate Identity: X
Birthplace: X

Residence: X

Base of Operations: X
Occupation: X

Affiliations: X

Family: X

 

DESCRIPTION

Age: X

Apparant age: X
Gender: X
Ethnicity: X

Height: X’X’’
Weight: X lbs.
Eyes: X
Hair: X

 

Physical description

 

 

HISTORY

X

 

 

PERSONALITY & MOTIVATION

X

 

 

POWERS & TACTICS

X

 

 

POWER DESCRIPTIONS

X

 

 

COMPLICATIONS

Blind Seer: Outside of his visions of past and future, X is functionally blind. While he has learned magic that allows him to visually perceive parts of the world around him. Unfortunately, this only allows him to see the shapes of the world, and not fine textures such as written text, colors or even computer screens, and his magical ability to perceive the world can be disrupted. In a situation where X's blindness complicates a situation or his magical ability to perceive the world is disrupted, the GM can award X a Hero Point.

 

Complication: X.

 

Complication: X.

 

ABILITIES

X + X + X + X + X + X = XPP

 

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

 

 

COMBAT

X + X  = XPP


Initiative: +X (+X Dex,)
Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block
Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed
Grapple: +X  (+X Base Attack, +X Other)
Knockback: -X (TOU/2)

 

 

SAVING THROWS

X + X + X = XPP

 

Toughness: +X (+X Con, +X Other)

Fortitude: +X (+X Con, +X)

Reflex: +X (+X Dex, +X)

Will: +X (+X Wis, +X)

 

 

SKILLS

XR = X/4PP

 

Skill X (+X)

 

 

FEATS

XPP

 

X

 

 

POWERS

X + X + X = X

 

Device X (XDP Device; Flaws: Hard-To-Lose; Feats: Restricted 1 [Must be able to read Braille]) [XPP] (Descriptors: Spellbook, Magic, Book)

Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: )

BPBlast X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

APPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

 

Seer Array 3 (6PP Array; Feats: Alternate Power 2) [8PP] (Descriptors: Magic)

BPSuper-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) {6/6} (Descriptors: See The Present)

APSuper-Senses 4 (Postcognition) {4/6} (Descriptors: See the Past)

AP: Super-Senses 4 (Precognition) {4/6} (Descriptors: See the Future)

 

---

Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X)

 

Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: )

BPPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

APPower X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X)

 

 

DRAWBACKS 
-0PP
 

Effect (Description) [-0PP]

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

 

Edited by RocketLord
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  • 3 weeks later...

Nevermore II - Endgame

Power Level: 15

Effective Power Level: 12

Power Points: 250/250PP
Unspent Power Points: 0PP
Trade-Offs: -3 TOU/ +3 DEF

 

In Brief: The Robin to Raven's Batman.

Theme: Shine - Matt Beilis

 

Alternate Identity: Charles 'Charlie' Arthur Pratten (Secret), Charles 'Charlie' Gordon Pym (Alternate Identity used at Claremont)

Birthplace: Freedom City, United States of America

Residence: Claremont Academy

Base of Operations: Claremont Academy, Bayview, Freedom City; The Rookery
Occupation: Student, Sidekick

Affiliations: Claremont Academy, Raven III, Raven Family

Family: Martin Pratten (Father, Born 1980, Accountant), Lily Pratten (Mother, Born 1979, Lawyer), Thomas Pratten (Paternal Grandfather, Born 1940, Retired Software Developer)

 

DESCRIPTION

Age: DoB: 2004 [January 19th]
Gender: Male
Ethnicity: Caucasian

Height: 5’10’’
Weight: 150 lbs.
Eyes: Blue
Hair: Dark red

 

Charlie is an athletic young man, standing at 5'10'''. He has short red hair and blue eyes. He prefers to dress in darker colors, most often wearing black dress pants and dress shirts. He often wears loose ties in lighter colors, contrasting the dark colors he usually wear.

 

In his Charles Gordon Pym persona, Charlie tends to dress more casually, with jeans, t-shirts and sneakers of varying colors and designs.

 

As Nevermore II, Charlie's costume is as finely engineered as his mentor's, with a multitude of hidden features that one would not suspect from first glance. While the costume has multiple layers underneath, the outer layer appears a seamless black full-body suit, with only a few colors breaking the black. He wears heavy silver gauntlets over his arms for protection, and a silver utility belt with a stylized N on his belt buckle. Two lines in a shiny teal runs from under his arm to under his chest, then down to his belt. The soles of his boots, which are seamlessly connected to the rest of the body suit, is in the same shiny teal. He wears a logo of a raven with spread out wings in the same shiny teal on his chest, as a logo. Charlie wears a full, smooth cowl that only leaves his mouth free. His eyes are covered by what is normally white lenses, which shift to faint green when he activates the built-in night vision. A black cape with dark blue inner side connects directly to the shoulders of the costume.

 

spacer.png

 

HISTORY

Charles Arthur Pratten had a normal childhood. Loving parents, friends, school life. Sure, Charlie was a bright kid. Maybe a bit too interested in the super hero known as the Raven, but aside from that, his childhood really was what one would consider normal. He went on vacations. He spent time playing games with his friends. He went to the movies. Something of a prodigy, Charlie was a popular kid at school. He was athletic and a gymnast, he got good grades, his grandfather instilled a keen interest in computers. His room tended to be filled by posters of the Raven and her predecessor. He had databases full of observations and notes on the Ravens.

 

When Nevermore debuted, Charlie was overjoyed. If the Raven had a sidekick, then maybe he could become the Raven's sidekick too? It was a possibility, at least! He would have to find out how to contact her, how to reach the Raven and present himself, but until then, he continued his training, honing his acrobatics and athletism, continuing to compile all the information that he could. Any notes, anything he could find. Charlie kept the project a secret. After all, how could anyone understand the drive that he felt? He could become the Raven's partner, too. He just knew it. Still, life happened. Charlie's interest slowly waned as other things, like friends, sports and girls became more important to him.

 

Shortly after the third Raven's debut, Charlie saw him in action. The way he moved, the way he acted. It all came rushing back, all that he had dreamed of just a few years before. Everything he saw, all the articles, everything, Charlie just knew that the new Raven was Nevermore. There was no question. And if he had become the Raven, then that meant no one was Nevermore.

 

It took a long time. Compiling all of Charlie's old data, discovering new information, comparing it all. Socially, he began to distance himself from his friends again. He was obsessed. It took hard work, it took time, it took luck, but bit by bit, Charlie began to see a pattern, he began to see the truth. Finally, he was sure. The Raven was Aleksander Garen Nakani, a college student from Georgia, who lived with his adoptive parents at the Summers Estate. 

 

The 15 years old Charlie went to the estate by himself. He managed to get inside and confronted Aleksander with the truth. To Aleksander, history repeated itself. Much like how he had figured out the previous Raven's identity, Charlie now stood before him. Unlike Aleksander's plans when he had confronted Duncan Summers, Charlie was not looking to replace Aleksander as the Raven. Charlie had plans of succession, sure, but he wanted to succeed Aleksander as the Raven's partner, not as the Raven. 

 

Aleksander did not quite agree with the plan, but he agreed that making it this far meant Charlie had at least some skill. For a time, Charlie helped out at the Summers Estate and the Rookery, eventually graduating into becoming the Raven's main in the chair. Not that it helped for long. With or without Aleksander's blessing, Charlie got into trouble. With a makeshift costume and whatever equipment he could "borrow" from the Rookery, Charlie went out to fight crime on his own, to mixed result. Aleksander finally relented and agreed to take him in as his sidekick, but it would be his his terms. If nothing else, it meant that he could make sure Charlie didn't do anything stupid.

 

Charlie spent 9 months training with Aleksander before he was first allowed out on patrol, during the Spring of 2020. Now 16, the new Nevermore followed much of the same pattern as Aleksander had. A few patrols per month to get used to actual crime fighting, primarily watching the Raven's back, slowly being allowed to do more and more, eventually culminating in being allowed to patrol on his own. And, as Aleksander insisted, Charlie would follow his path in another way, starting at Claremont in the fall of 2020 as Charles Gordon Pym, an orphan from the streets of Freedom City, recently taken in by the Summers Estate. Alek and Charlie worked extensively on creating a false electronic trail, creating a cover to keep Nevermore II's actual identity secret.

 

 

PERSONALITY & MOTIVATION

Charlie is intelligent and a natural detective, and he knows it. He is good at what he does, he's received plenty of training before coming to Claremont, and while he doesn't think that makes him better than his peers, he can still be cocky. He's a joker, which can at times belittle his intelligence and skills, not that he minds. If someone underestimates him, then all the better. 

 

While Charlie has the makings of becoming a great hero and a leader one day, he still has much to learn, a fact that he is painfully aware of. Much of his ego and bravado serves to hide this insecurity. If he finds a mystery or problem that he cannot solve, Charlie tends to fixate on it, growing almost obsessive.

 

 

POWERS & TACTICS

The majority of Charlie's tactics relies on distractions and misdirection. Observe an enemy, figure out how to best stop them, and then execute his plan. His fighting style emphasizes the use of his various gadgets, both for scouting and disabling his enemies. Aside from that, Charlie's tactics tend to differ whether he's working together with Raven III, or not. Generally speaking, he prefers to stay outside close combat, but will pull out his collapsible staff if forced into a close quarters situation.

 

When he works with Raven III, Nevermore acts as decoy, drawing the attention away from his mentor and, in turn, letting Raven III attack. If he can stay safe like that, then his mentor can work at his most effective. He lets Raven III take the lead, while he follows.

 

In other cases, Nevermore tends to take up more of a leadership role. He tries to make plans and becomes more likely to go for targets on his own, even when working with groups of other heroes. When he isn't working with Nevermore, he tends to be more cocky, putting up a brave front.

 

 

POWER DESCRIPTIONS

Charlie posses no powers of any kind, instead relying on the training he has received from the Raven III and at Claremont Academy, as well as suit and gadgets he has developed together with Raven III. 

 

Charlie's Nevermore II costume is an ultra modern piece of crime fighting technology. Nano-weaved from a number of high resistance materials, it effectively protects him from any type sharp objects, while the armor plating handles most general types of damage a foe could wish to inflict. The thermal underlayer helps support him in heat or cold, while the night vision lenses lets him see in the dark. A heads up display aids Charlie with information such as the time and GPS, while his built in headset allows him to communicate at a distance of 5 miles. For traversal, the suit boast a grappling gun built into the gauntlets and grapple claws, as well as an electro-reactive glider cape, which lets Charlie soar across the sky.

 

Charlie's utility belt contain a large number of tools, useful for both combat and infiltration. While he tends to keep his distance from most foes, the belt contains a collapsible staff for use in melee combat. While Charlie is not nearly as skilled in the use of the staff as he is with his other equipment, it can hit harder than his ravenrangs, weapons that have been used by three generations of Ravens. In addition to the standard ravenrangs, Charlie also has access to a number of stun ravenrangs, which emit an electrical shock upon contact with their target. Due to a combination of higher costs and having used the stun ravenrangs for pranks, Charlie is only allowed to bring five at a time. Further offensive tools in Charlie's utility belt includes tripwires and snare lines, which can be used to entangle his foes, or be set up as traps. The high quality of the tools make them difficult to break, allowing Charlie to effectively immobilize a foe, in theory at least. To distract his foes, Charlie utilizes darkness bombs, small grenades that create localized areas of extreme darkness. The playback device, one of his favorite tools, let's him play any recorded sounded through remote control, be it movement or voices, letting him draw attention away from himself. Charlie has even figured out how to use the playback devices offensively, by throwing them at a target and playing extremely loud noises. These noisemakers are even powerful enough to deafen a target. The last piece of Charlie's standard equipment are small remote controlled drones, which transmits images of their recordings directly to Charlie's HUD, aiding him in infiltration and information gathering. The drones are shaped like small dark ravens, small enough to fit in the palm of a hand.

 

 

COMPLICATIONS

A Legacy of Ravens: Sure, Charlie can be a bit arrogant. He is smart, he is hardworking, he's the Raven's sidekick and protege, so he feels he has worked had to get where he is. Still, the arrogance is mostly a facade, hiding his insecurity. He's trying to fill the shoes of his hero, being a sidekick to the Raven, the former Nevermore. Here he is at Claremont, hanging out with people that can fly and shoot fire from their eyes, and all he got is a suit, a belt full of gadgets and training. So, he overcompensates, tries to take the lead, acting more arrogant and immature than he otherwise would. If Charlie's overcompensation or insecurities makes a situation worse, the GM can award him a Hero Point.

 

Gadgets: While an enemy would need to somehow get rid of Charlie's utility belt to get rid of all his gadgets, he could be deprieved of individual gadgets, either by having them taken away or by simply running out of them. If the GM determines that Charlie somehow loses access to a gadget, they can award him a Hero Point, in turn making one of the powers in his Utility Belt array unusable.

 

Quoth the Raven: Charlie has been given some ground rules for when he can put on his full costume and go into action, which can lead to some conflict. Unlike the other teenage heroes at Claremont, he can't just go into full costume out of nowhere, since he is supposed to be operating in secret. So far, Charlie is allowed to act as Nevermore during training sessions at Claremont and while out on patrol with the Raven, or when otherwise given permission. Of course, it is always a question of whether Charlie will respect those rules or not, which is further complicated by the presence of Claremont Headmistress Callie Summers. If following the rules set out by the Raven complicates things for Charlie or he gets caught breaking the rules by any member of the extended Raven family that might tell the current Raven about it, the GM can award him a Hero Point. Rules to be added and refined

 

Secret Identity: One of the Raven's conditions for training Charlie was that he keep his identity secret, even from his family. He even has to keep his actual identity a secret from his fellow students at Claremont, being known to them as Charles Gordon Pym. Whenever Charlie ends up in a situation where his secret identity causes issues, such as not being able to act outside of costume without revealing himself, the GM can award him a Hero Point.

 

Sidekick: Nevermore is a sidekick to the Raven, and while he is growing into more of an individual hero at Claremont, others might not take a sidekick as seriously as a full fledged hero, be it heroes, villains, law enforcement or someone else. Is a situation is made worse by people's lack of respect due to Nevermore's status as a sidekick, the GM can award Charlie a Hero Point.

 

Tell-Tale Heart: Charlie tends to grow obsessed. Mysteries, enemies, anything that give him trouble, anything that is a challenge that can't be solved. This can lead to him becoming narrowminded, focusing on the subject of his obsession over other important things at hand. Whether it be by Charlie focusing on a particular enemy to the detriment of any tactics in combat to taking unnecessary risks by trying to solve a particular mystery, the GM can award Charlie a Hero Point when his obsession makes a situation worse.

 

Ushers, Masques and Conqueror Worms: Even if Charlie has yet to find any individual enemies, the legacy of 3 generations of Ravens have led to a great number of enemies that might target one of the newest members of the extended Raven family, just for the sake of taking revenge. If they interfere in a situation to attack Nevermore and make the situation worse, the GM can award Charlie a Hero Point.

 

 

ABILITIES  8 + 10 + 8 + 14 + 6 + 10 = 56PP

Strength: 18 (+4) 
Dexterity: 20 (+5) 
Constitution: 18 (+4) 
Intelligence: 24 (+7) 
Wisdom: 16 (+3) 
Charisma: 20 (+5) 

 

 

COMBAT 12 + 10  = 22PP

Initiative: +5 (+5 Dex)
Attack: +6 Base, +6 Melee, +14 Ranged, see Power attack bonuses in DC Block
Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed
Grapple: +10  (+6 Base Attack, +4 Strength)
Knockback: -2 / -5 (w. Costume)

 

 

SAVING THROWS 6 + 9 + 7 = 22PP

Toughness: +9 (+4 Con, +5 Protection)

Fortitude: +10 (+4 Con, +6)

Reflex: +14 (+5 Dex, +9)Evasion 2

Will: +10 (+3 Wis, +7)

 

 

SKILLS 188R = 47PP

Acrobatics 15 (+20)Acrobatic Bluff, Skill Mastery

Bluff 10 (+15)

Computers 13 (+20)Online Research, Skill Mastery, Well-Informed

Diplomacy 10 (+15)

Disable Device 8 (+15)

Drive 5 (+10)

Escape Artist 10 (+15)

Gather Information 10 (+15)Skill Mastery, Well-Informed

Investigate 13 (+20)Skill Mastery

Knowledge [Tactics] 8 (+15)

Language 4 (Native: English; Learned: American Sign Language, Chinese [Mandarin], Japanese, Russian)

Medicine 3 (+10)

Notice 17(+20)Skill Mastery

Pilot 5 (+10)

Search 8 (+15)Skill Mastery

Sense Motive 17 (+20)Skill Mastery

Sleight of Hand 10 (+15)

Stealth 15 (+20)Hide in Plain Sight, Skill Mastery

Survival 7 (+10)

 

 

FEATS 50PP

Acrobatic Bluff

Attack Focus [Ranged] 8

Beginner's Luck

Benefit 1 [Raven Family]

Benefit 1 [Wealth] Get rid of this, make it a thing about being backed by the Summers family instead?

Challenge [Fast Acrobatic Bluff]

Dodge Focus 10

Eidetic Memory

Evasion 2

Hide In Plain Sight

Inspire 5

Leadership

Luck 4

Master Plan 2 [Use Knowledge [Tactics] for rolls]

Online Research

Set Up

Skill Mastery 2 (Acrobatics, Computers, Gather Information, Investigate, Notice, Search, Sense Motive, Stealth)

Teamwork 3

Track

Well-Informed

Uncanny Dodge [Auditory]

 

Enhanced Feats

Luck 4 -> Luck 6

Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]
Takedown Attack 2

 

Veteran Awards

Equipment 4 (20 EP)

 

 The Feather (Vehicle; Motorcycle) [20EP]

Spoiler

Size: Medium [0EP]
Strength: 25 (Medium Load: 533 lbs.) [3EP]
Defense: 10 [0EP]
Toughness: +10 [5EP]
Features: [7EP]
Alarm 2 (DC 25)
Caltrops
Computer
Navigation System
Remote Control
Smokescreen
Powers: [5EP]
Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP]

 

POWERS 24 + 20 + 9 = 53

 

Device 6 (30DP Container, Flaws: Hard-To-Lose) [24PP] (Descriptors: Nevermore II Costume, Costume, Technology)
City Movement Array 4 (8DP Array; Feats: Alternate Power 1) [9DP]

BP: {2 + 4 + 2 = 8/8DP} (Descriptors: Gauntlet Mounted Grappling Gun)

Super-Movement 1 (Swinging; Extras: Linked to Speed (+0)) [2DP]

Super-Movement 2 (Wall-Crawling 2) [4DP] (DescriptorsGrapple Claws)

Speed 2 (Extras: Linked to Super-Movement (+0)) (25 mph, 250 ft. per round) [2DP] 

APFlight 3 (Flaws: Gliding; Feats: Subtle) (50 mph, 500 ft. per round) {4/8DP} (Descriptors: Electro-reactive Glider Cape)

 

Communication Array 3 (6DP Array; Feats: Alternate Power 1) [7DP] (Descriptors: Built-In Communication)

BPCommunication 5 (Radio; 5 miles; Feats: Subtle) [6DP] 
APDatalink 3 (Radio; 1 mile; Feats: Rapid (x10), Subtle) [6DP] Shorter distance but rapid 2?
 
Enhanced Feats 2 (Second Chance 2 [Toughness Save vs. Ballistics and Conventional Blades]) [2DP] (Descriptors: Nano-weaved Material)

Immunity 2 (Environmental Cold and Heat; Flaws: Limited [Half Effect]) [1DP] (Descriptors: Protective Thermal Under-Layer)

Protection 5 [5DP] (Descriptors: Armor Plating)

Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3DP] (Descriptors: Night Vision Lenses)

Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display)

 

Device 5 (25DP Container, Flaws: Hard-To-Lose) [20PP] (Descriptors: Utility Belt, Belt, Technology)

Gadgets Array 8.5 (17DP Array; Feats: Alternate Power 8 ) [25DP] (Descriptors: Gadgets)

BPDamage 6 (Extras: Ranged; Feats: Improved Range, Mighty 4) {17/17DP(Descriptors: Ravenrang, Piercing Damage Type, Thrown Weapon)

APDamage 6 (Feats: Accurate 4, Extended Reach 1 [5 ft.], Improved Critical 2, Mighty, Stunning Attack, Takedown Attack 2) {17/17DP(Descriptors: Collapsible Staff, Bludgeoning Damage Type)

APDazzle 10 (Visual Dazzle; Flaws: Action [Full]; Feats: Improved Critical 2, Subtle, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP} (Descriptors: See No Evil, Flash, Darkness, Optic Disruption, Etc.) 

APESP 5 (Auditory and Visual ESP; Extras: Duration [Sustained]; Flaws: Medium [Small Flying Drone]; Feats: Subtle 2) (Range: 1 mile) {17/17DP(Descriptors: Remote Viewing Drone, Remote Control, Spy Device)

APIllusion 12 (Auditory; Extras: Independent (+0); Feats: Progression [Area] 3, Triggered 2) (10 ft. area) {17/17DP(Descriptors: Noisemaker, Playback Device, Sound, Remote Activated) Update area

APNauseate 10 (Flaws: Action [Full]; Feats: Accurate 4, Improved Critical 1, Triggered 2) {17/17DP} (Descriptors: Vertigo Inducer, Sound, Vibration) 

APObscure 6 (Visual Obscure; Extras: Independent (+0); Feats: Progression [Area] 1, Triggered 2, Variable Descriptor 2 [Any Technological]) (Range: 60 ft., Area: 100-200 ft. radius) {17/17DP(Descriptors: Cover Grenade, Grenade, Darkness/Flashbang/Other) Update area and range 

APSnare 10 (Flaws: Action [Full]; Feats: Improved Critical 1, Reversible, Tether, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(DescriptorsHigh Tech Snares, Nets, Cuffs, Rapidly Expanding Foam, Shock Field, etc.)

APTrip 10 (Feats: Improved Critical 1, Improved Trip, Subtle 1, Triggered 2, Variable Descriptor 2 [Any Technological]) {17/17DP(Descriptors: Tripwire, Various Tripwires, Bolas, Lines, etc.)

 

Luck Control 2 (Spend HP for others, Force Rerolls; Feats: Innate, Luck 2) [9PP] (Descriptors: Master Tactician, Training)

 

 

DRAWBACKS 
-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC19 Tou (staged)

Damage

+6

Ravenrang

100 feet

DC23 Tou (staged)

Damage

+8

Collapsible Staff

Touch: 5 ft.

DC23 Tou (staged)

Damage

+8, Crit 18-20, Takedown Attack 2

Collapsible Staff - Stunning Attack

Touch: 5 ft.

DC20 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+6, Crit 18-20

Noisemaker

80 ft., 50 ft. area

DC18 Will 

Fail: Belive audio illusion 

Independent 

Snare Line

200 ft.

DC18 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+8, Subtle

Stun Ravenrang

200 ft.

DC18 Fort (staged)

Fail: Dazed 1 rnd.
>5: Stunned 1 rnd.
>10: Unconscious

+8, Crit 18-20, Subtle

Tripwire

200 ft.

DC18 Trip Resist (Worse bonus)

Tripped

+8, Subtle

 

 

Totals:

Abilities (56) + Combat (22) + Saving Throws (22) + Skills (47) + Feats (50) + Powers (53) - Drawbacks (0) = 250/250 Power Points

Edited by RocketLord
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Spaceman
Power Level: 15

Effective Power Level: 13

Powers Points: 250/250PP
Unspent Power Points: 0PP
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good.

Theme: Shooting Star - Kirby Krackle

 

Alternate IdentityParker Powers (Secret)
Birthplace: Freedom City

Residence: Bayview, Freedom City
Base of Operations: Freedom City
Occupation: Teacher at the Nicholson School
Affiliations: Nicholson School, Powers Holdings Inc.
Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings)

 

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

 

Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips.

While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across.

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

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History:

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Personality & Motivation:

Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together.

 

With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be.

 

Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them.

 

While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs.

 

Powers & Tactics:

Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so.

 

Power Descriptions:

Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize

 

By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space.

 

Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them.

 

As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat.

 

Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before.


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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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



Abilities: 0 + 2 + 2 + 6 + 8 + 8 = 26PP
Strength: 10 (+0) / 36 (+13) w. Spatial Strength
Dexterity: 12 (+1) / 18 (+4) w. Enhanced Dexterity
Constitution: 12 (+1) / 44 (+17) w. Enhanced Constitution
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Charisma: 18 (+4)


Combat: 26 + 6 = 32PP
Initiative: +4 (+4 Dex, +4 Improved Initiative)
Attack: +13 Base
Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Grapple: See table below
Knockback: -9 (TOU 18/2) / -23 (TOU 5/2, -13 Imp. TOU, -7 Spatial Constant)

Grapple Table

Total Score

Base Attack (BA)

Increase Molecular Space (IMS)

Infinite Reach + Spatial Strength (IR)

Change Physical Distance (CPD)

Focus Movement Control (FMC)

Values

 

+13

+10

+20

+34

+8

BA

+13

+13

 

 

 

 

CPD

+34

 

 

 

+34

 

IMS

+23

+13

+10

 

 

 

IR

+13

+13

 

 

 

 

IR+IMS

+43

+13

+10

+20

 

 

FMC

+13

+13

 

 

 

 

IMS+FMC

+31

+13

+10

 

 

+8

IR+FMC

+41

+13