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Because it's the cool thing, and let it never be said I don't bow to peer pressure. Also lets me tinker with stuff and keep track of important things. All of these should be considered as works in progress.

 

Character Builds

I. Blue Jay

II. Maelstrom

III. Nexus WIP

IV. The Stranger

V. Network WIP

VI. Pioneer WIP

VII. The Hound

VIII. Prism

IX. Stealth Spaceship

X. Corona

A.) >The Nomad

XI. Cassandra WIP

XII. Miras

A.) Raqisa's Ring

XIII. Starlight

XIV. Reactor WIP

XV. Dream Knight WIP

XVI. >Brigandine WIP

XVII. Flashfire

XVIII. Lexicon

XIX. Flux

XX. Critical

XXI. Stronghold

 

NPC Builds

I. >Psychic Cop

II. Nacht-Kreiger

III. Hooded Menace

IV. Phantasmagore

A.) Europa Crystal Palace

V. Toy Soldiers

A.) Soldiers

B.) Tanks

C.) General

VI. Section 13

VII. Snowball Monster

VIII. Generic Tentacle Monster

IX. Jolly Regina WIP

X. Black Vulture WIP

 

>Reflecting on Deflecting

 

Oddballs

I. Patriotic Power Armor

II. Sorcerous Power Armor

III. Mimic Power Armor

IV. Psychic Power Armor

V. Costumed Adventurer Power Armor

VI. Gravity Controlling Power Armor

VII. Powerhouse Power Armor

VIII. Time Controlling Power Armor

IX. Fire Controlling Power Armor

X. Spider Power Armor

XI. Shrinking Battlesuit

Edited by Raveled

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Player Name: Raveled

Character Name: Blue Jay

Power Level: 10 (150/150PP)

Trade-Offs: +5 Att/-5 DC with Bow & Quiver

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can.

Alternate Identities: Antoinette Baudin, 'Tona'

Identity: Secret

Birthplace: Maine, North America, Earth-Pastoral (Terminus)

Occupation: Student, superhero

Affiliations: Claremont Academy

Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)

Description:

Age: 16? (DoB: )

Gender: Female

Ethnicity: French/Native American

Height: 5' 2"

Weight: 120 lbs

Eyes: Blue-green

Hair: Brown

Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk.

Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her costume provides more protection than modern mil-spec body armor while breathing like Egyptian cotton. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people.

History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.

Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.

In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.

Personality & Motivation: Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions.

Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work.

Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows.


Complications:

Secret Identity Tona strives to keep her life separate from her actions as Blue Jay.

Hatred Tona hates the Terminus like only one who has lived there can.

Nature Lover Tona grew up in much more natural surroundings and doesn't always understand modern technology.

Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.

Abilities: 6 + 14 + 6 + 2 + 4 + 0 = 32PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 10 + 12 = 22PP

Initiative: +15

Attack: +9 melee, +5 ranged, +15 bows

Grapple: +12

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5/-2/-4 or -1 flat-footed

Saving Throws: 4 + 4 + 5 = 13PP

Toughness: +10/+5/+8 or +3 flat-footed (+3 Con, 5 Protection, +2 Defensive Roll)

Fortitude: +7 (+3 Con, +4)

Reflex: +11 (+7 Dex, +4)

Will: +7 (+2 Wis, +5)

Skills: 112R = 28PP

Acrobatics 8 (+15)Skill Mastery

Climb 12 (+15)Skill Mastery

Concentration 5 (+7)

Craft (Mechanical) 4 (+5)

Disable Device 9 (+10)

Escape Artist 8 (+15)

Knowledge (Life Sciences) 4 (+5)

Languages 2 (Algonquin, French [Native], English)

Medicine 8 (+10)

Notice 13 (+15)Skill Mastery

Sense Motive 13 (+15)

Stealth 13 (+20)Skill Mastery

Survival 13 (+15)

Feats: 33PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attack Specialization (Bows) 5

Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)

Defensive Roll

Dodge Focus 4

Evasion

Equipment 0 (+1 Bronze Reward)

Hide in Plain Sight

Improved Crit 2 (bows)

Improved Initiative 2

Improvised Tools

Luck

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Climb, Notice, Stealth)

Takedown Attack

Track 3 [full speed/visual]

Uncanny Dodge (auditory)

Commlink [1EP]

Strike 2 (Extra: Mighty, Subtle [Collapsible]) [4EP] (Baton)

Powers: 4 + 17 + 1 = 22 PP

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

Protection 5 [5PP]

Device 4 (20 PP, Hard to Lose, Feat: Subtle [Collapsible]) [17PP] (Bow & Quiver)

Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [1 000 ft]) [20PP]

BE: Blast 2 (Extra: Autofire [5], Feat: Improved Range 1 [stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [slashing, Piercing, Bludgeoning]) (Arrow Flurry)

AP: Blast 2 (Extra: Area/Shapeable [Targeted] Feat: Improved Range 1 [stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [slashing, Piercing, Bludgeoning]) (Arrow Against the Crowd)

AP: Drain Toughness 5 (Extra: Range/Ranged) (Acid Arrow)

AP: Snare 5 (Glue Arrow)

AP: Leaping 1 (x2, Move action, Extra: Linked [+0] [speed], Linked [+0] Super-Movement) + Speed 1 (10 MPH, Extra: Linked [+0] [Leaping], Linked [+0] [super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping], Linked [+0] [speed]) (Magnetic Grapple Arrow)

Feature 1 (Temporal Inertia) [1PP]

Drawbacks: 0 = 0PP

DC Block:

ATTACK                   RANGE                      SAVE                                 EFFECT

Unarmed                  Touch                      DC 18 Toughness (Staged)             Damage (Physical)

Arrow Flurry             Ranged                     DC 20 Toughness + Autofire (Staged)  Damage (Physical)

Arrow Against the Crowd  Ranged/Area (Shapeable)    DC 20 Toughness (Staged)             Damage (Physical)

Acid Arrow               Ranged                     DC 15 Fortitude                      Drain Toughness

Glue Arrow               Ranged                     DC 15 Reflex                         Ensnared

Baton                    Melee/Thrown               DC 20 Toughness (Staged)             Damage (Physical)

Abilities (32) + Combat (22) + Saving Throws (13) + Skills (28) + Feats (33) + Powers (22) - Drawbacks (0) = 150/150 Power Points


:arrow: Behold my take on a Terminus refugee. Okay, the vast majority (read: all) of the mechanics were cribbed from AA's Mockingjay build. I'm not much of a Hunger Games fan, but after seeing Avengers I was on a Hawkeye/archer tick and wanted to try my hand at it.

:arrow: Differences in the Oddball and this build: Tweaking of the feats to make the character less of a hunter, more of an assassin (but that's not what she does now!). Also lost the Super-Senses mask, since this character is supposed to be from a less technologically-advanced civilization.

:arrow: Of interest is the bow: rather than using straight Blast (which would allow anyone who grabbed it to fire it at full strength) I went for Blast with the Mighty feat. I feel that better models how a bow works in the real world: if you can pull the bowstring back at all, you'll get some damage out of it. But a strong person can get more out of the weapon -- to a certain degree.

:arrow: I pondered making the character a quiet, depressed, borderline PTSD person, but I didn't want to create a carbon copy of early Wander. So I went for the opposite direction, someone with almost manic energy.

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Player Name: Raveled

Character Name: Maelstrom

Power Level: 10 (150/150 PP)

Trade-Offs: +5 DC/-5 Att, +5 Def/-5 Tou

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: One half of a Foundry experiment to create the most powerful psychic ever.

Alternate Identity: Rachel Colletta

Identity: Secret

Birthplace: Foundry lab

Occupation: Superhero, reporter

Affiliations: Freedom City University, the Daily Word

Family: Nathan Colletta (brother)

Description:

Age: 25

Gender: Female

Ethnicity: Italian/Cyborg

Height: 5' 4"

Weight: 110 lbs

Eyes: Brown/Gold

Hair: Black

Rachel Colletta is a short, slim woman, with an olive complexion and sharp features, full lips and long, glossy black hair. Her hair is her most immediately striking feature; it reaches to her mid-back and it usually fixed in a complicated braid. Her makeup tends towards dark rouges and greens, playing up her strong bone structure and darker complexion.

When on the job Rachel wears dark-colored pantsuits with contrasting blouses and running shoes. She doesn't wear any jewelry, though she does carry one of several big, chunky purses. In her off-hours she usually wears jeans or tight shorts, athletic shoes, and tee-shirts.

When fighting crime, Maelstrom lets her hair hang free. She wears a rich purple bodysuit with an orange collar, belt, and shoes, with orange lines connecting them and running down her arms to the back of her hands. She wears a purple cloak that connects to her wrists, a purple face domino mask, and orange contact lenses.

A medical scan of either twin will reveal a web of electronics and circuits digging into their brain. They are aware of it, but believe that it exists to boost their powers. In truth their memories and personalities are housed in the electronics, not in their grey matter.

Power Descriptions: Rachel Coletta is psychokinetic, able to impart kinetic energy and direction to objects with just her mind. She has enough care to move things gently or very fast. She can extend her powers to let herself or a few others fly, and can protect herself from harm by either diverting an attack or using something in her environment to intercept it. She can even stiffen the fabric of any outfit to spread out the impact of a blow. She can even let her power run wild through her surroundings to create dangerous terrain.

Rachel cannot project pure force, and so has to manipulate her environment to find 'ammunition' for her psychokinetic abilities. As a last resort, she can directly agitate a target's molecules, heating them up sharply and even making them catch on fire.

History: Nathan and Rachel Coletta started life in a tank. Talos had often encountered biological heroes with psychic abilities, and while his own creations were largely immune to such powers they did represent an interesting avenue for attacking biologicals. His experimentation in creating a purely artificial psychic were unsuccessful, however, and eventually he had to swallow his pride and create a living psychic. A pair of them in fact, twins, one harboring internal powers while the other one expressed external powers.

The experiments proceeded apace until the lab was attacked by a team of superheroes. As part of the self-destruction sequence, the tanks holding the semi-conscious Rachel and Nathan were ejected, landing far from the location of the former base. The twins woke up with fragmentary memories and implanted identities, but the drive they were supposed have to seek out the nearest Foundry base got scrambled.

The pair made their way to civilization, finding short-term work here and there before settling in Freedom City. Rachel found herself fascinated by the political processes in the city, how the various groups interacted and fought against, and compromised with, each other. She took journalism classes at Freedom City University and applied for jobs with all the major city news organizations. After doing a few independent pieces, her resume was eventually picked up by the Daily Word; not exactly where she wants to be, but at least her foot is in the metaphorical door.

Personality & Motivation: Rachel Colletta is a passionate and driven woman, given to strong opinions and a burning need to uncover the truth. Perhaps because of her blank past, she is never content until she learns all the facts in a matter, and she's willing to use a wide array of tools to uncover the truth. Her favorite is probably verbal jousting, trying to get her target to reveal something without giving away too much herself.

Powers & Tactics: Rachel Colletta is psychic artillery, capable of laying down an impressive amount of destruction in a short time. She knows this and tends to hold back, using Accurate Attack to more precisely land her blows. She only uses her pyrokinesis in situations where none of her other powers can affect a target. Tactically she prefers to go for groups of weaker targets first, removing them from the battlefield before focusing on the bigger targets.


Complications:

Secret Past Rachel isn't human, not strictly; her and Nathan were both created by the Foundry, even if they don't remember it.

Actually Artificial Rachel's mind and personality is housed in a computer distributed throughout her brain. This leaves her open to powers that normally only affect computers, like Datalink or an EMP attack.

Hypermetabolism Rachel's psychokinesis is fueled on her own body reserves, which means she burns a lot of body fat. Normally she can keep up with her expenditure, but if she can't either her powers or her body would begin to fail.

Motivation Rachel wants to prove herself as a serious reporter. This can lead her to pursue leads unwisely.

False History The Collettas' history is elaborate, but ultimately fake. Enough digging will reveal this.

Abilities: 0 + 4 + 4 + 4 + 2 + 6 = 20PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 10 + 8 = 18PP

Initiative: +2

Attack: +5

Grapple: +5/+6-+20 w Move Object

Defense: +15/+9 (+4 Base, +5 Dodge Focus, +6 Enhanced Defense), +5/+2 Flat-Footed

Knockback: -2/+1

Saving Throws: 5 + 3 + 11 = 19PP

Toughness: +5/+2 (+2 Con, +3 Protection)

Fortitude: +7 (+2 Con, +5)

Reflex: +5 (+2 Dex, +3)

Will: +12 (+1 Wis, +11)

Skills: 64R = 16PP

Concentration 9 (+10)

Craft (Writing) 8 (+10)

Gather Information 7 (+10)Skill Mastery

Intimidate 5 (+8)

Knowledge (Art) 8 (+10)

Knowledge (Streetwise) 8 (+10)Skill Mastery

Knowledge (Pop Culture) 3 (+5)

Notice 8 (+9)Skill Mastery

Sense Motive 8 (+9)Skill Mastery

Feats: 10PP

Accurate Attack

Dodge Focus 5

Power Attack

Quick Change

Skill Mastery (Gather Information, Knowledge [streetwise], Notice, Sense Motive)

Uncanny Dodge (Auditory)

Powers: 12 + 3 + 47 + 3 + 2 = 67PP

All powers have the Psychic Descriptor

Enhanced Defense 6 (Psychoactive Interception) (Telekinesis) [12PP]

Flight 1 (10 MPH, Extra: Affects Others [+1]) (Pair Flying) (Telekinesis) [3PP]

Psychokinesis Array 18 (36 PP, Feats: Dynamic Alternate Power 4, Subtle, Variable Descriptor [bludgeoning, Slashing, Piercing]) [47PP]

DBE: Environmental Control 1-8 (8 points worth of effects [Cold, Distraction, Hampered Movement, Heat, Reduced Visibility], 5 - 1000 ft radius) (Psychoactive Storm) (Telekinesis, Fire) [1-32PP]

DAP: Blast 1-15 (Feats: Indirect 3) (Psychoactive Pitch) (Telekinesis) [4-33PP]

DAP: Blast 1-10 (Extra: AoE/Burst [General]) (Psychokinetic Storm) (Telekinesis) [3-30PP]

DAP: Blast 1-10 (Extra: Range/Perception) (Pyrokinetic Ignition) (Fire) [3-30PP]

DAP: Move Object 1-15 (Feat: Precise) (Psychoactive Motion) (Telekinesis)[3-31PP]

Protection 3 (Psychokinetic Reinforcement) (Telekinesis) [3PP]

Super-Senses 1 (Communication Link [Nathan Colletta], Feat: Subtle) (Sibling Link) (Telepathy) [2PP]

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

ATTACK                 RANGE                         SAVE       EFFECT
Unarmed                Touch                         DC 15   Toughness (Staged)   Damage (Physical)
Psychoactive Pitch     Ranged                        DC 30   Toughness (Staged)   Damage (Physical)
Psychokinetic Storm    Ranged/Area [Burst/General]   DC 25   Toughness (Staged)   Damage (Physical)
Pyrokinetic Ignition   Perception                    DC 30   Toughness (Staged)   Damage (Energy)
Abilities (20) + Combat (18) + Saving Throws (19) + Skills (16) + Feats (10) + Powers (67) - Drawbacks (0) = 150/150 Power Points Edited by Raveled

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Player Name: Raveled

Character Name: Nexus

Power Level: 12 (180/180 PP)

Trade-Offs: None

Unspent PP: 0

In Brief: An alien anthropologist running from the evil she unleashed.

Alternate Identities: Adrienne Ferguson, Arcadia Mauderia

Identity: Secret

Birthplace: Apollyon

Occupation: Imperial Lor anthropologist, history teacher

Affiliations: Lor Navy, Freedom City University

Family: Father, mother, two sisters, four brothers.

Description:

Age: 30

Gender: Female

Ethnicity: Gene-augmented Lor

Height: 5' 10"

Build: Lean.

Eyes: Grey

Hair: Copper-red

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 4 + 10 + 4 + 6 + 2 + 6 = 32 pp

STR 14 (+2)

DEX 20 (+5)

CON 14 (+2)

INT 16 (+3)

WIS 12 (+1)

CHA 16 (+3)

Combat: 12 + 10 = 22 pp

ATK: +6, +10 Blast, +10 Strike

DEF: +10 (+4 Base, +6 Dodge Focus, +2 flat-footed)

Init: +5

Grapple: +8/+20 w/Move Object

Knockback: -5/-10

Saves: 5 + 5 + 6 = 16 pp

TOU +10/+2 (+2 Con, +8 Defensive Roll, 10 Impervious, 10 Reflective)

FORT +7 (+2 Con, +5)

REF +10 (+5 Dex, +5)

WILL +7 (+1 Wis, +6)

Skills: 68r = 17 pp

Acrobatics 10 (+15)Skill Mastery

Diplomacy 7 (+10)Skill Mastery

Knowledge (Galactic Lore) 11 (+15)

Knowledge (History) 11 (+15)Skill Mastery

Language 5 (Chinese, English, Galactic Standard [Native], German, Grue, Swahili)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 8 (+13)Skill Mastery

Feats: 20 pp

Accurate Attack

Acrobatic Bluff

All-Out Attack

Benefit (Cover Identity, Native [space])

Defensive Attack

Defensive Roll 4

Dodge Bonus 6

Move-By Action

Skill Mastery (Acrobatics, Diplomacy, Knowledge/History, Stealth)

Power Attack

Quick Change

Uncanny Dodge (Auditory)

Powers: 7 + 2 + 4 + 51 = 64 pp

Dimensional Pocket 1(Feat: Progression 3 [1000 lbs]) (Pocket of Holding) (Magic, Dimension) [7PP]

Immunity 4 (Aging, Disease, Sleep, Poison, Flaw: Limited [Half effect]) (Genetic Augmentations) (Biology, Alien, Genetics) [2PP]

Leaping 4 (x25, Move Action) (Portal Fling) (Magic, Teleportation) [4PP]

Nexus Array 23 (46PP; Feats: Alternate Power 5) [51PP]

BE: Teleport 15 (Same solar system; Feat: Progressions/Portal size [10ft x 10ft], Extra: Accurate, Portal, Flaw: Limited [Long-Range Only], Time [1 minute]) (Planet-Hopping Door) (Magic, Portal) [46PP]

AP: Blast 10 (Feats: Accurate 2, Improved Critical 2, Indirect 3, Variable Descriptor 2) (Magic, Teleport) (Harmful Portals) [29/46PP]

AP: Teleport 15 (Feats: Change Direction, Extra: Accurate, Flaw: Limited [short-Range Only] (Short Jump) (Magic, Portal) [46/65PP]

AP: Move Object 10 (Extra: Range/Perception) (Greedy Portal) (Magic, Portal) [30/46PP]

AP: Feature 4 (Buys off Dodge Flaw on Defensive Roll, Extra: Linked +0 [Enhanced Feat, Impervious Toughness, Reflective Toughness]) + Impervious Toughness 10 (Extra: Linked +0 [Feature, Reflective Toughness]) + Reflective Toughness 10 (All effects, Extra: Linked +0 [Feature, Impervious Toughness]) (Intercepting Portals) (Magic, Portals) [34/46PP]

BE: Strike 10 (Feat: Accurate 2Extra: Area/Burst [Targeted], Selective) (Strike Everywhere) (Magic, Portals) [32/46PP]

DC Block:

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC17 Toughness (Staged) Damage (Physical)
NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.
NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (32) + Combat (22) + Saving Throws (16) + Skills (19) + Feats (20) + Powers (64) - Drawbacks (0) = 173/180 Power Points

Edited by Raveled

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Player Name: Raveled
Character Name: The Stranger
Power Level: 12 (180/180PP)
Trade-Offs: None
Unspent Power Points: 0
Progress To Platinum Status: 0/30

In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape.


Alternate Identity

Identity: Seth Machan (Secret)
Birthplace: The Dreamspace/Atlantis
Occupation: Life Emergency Counselor
Affiliations: Project Freedom, Freedom City Medical Center
Family: None, and innumerable.


Description
Age: ~16,000 years old (Incarnated during the Pleistocene)
Apparent Age: Mid-thirties
Gender: Male
Ethnicity: Caucasian by default
Height: 5’ 8”
Weight: 140 lbs
Eyes: Brown
Hair: Black

 

Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors black Oxford shirts, dark sport coats, slacks and dark brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond.

 

When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair.

 

In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his sport jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain.
 

 

Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe.

 

In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies
 

 

History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders.

 

The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die, however, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there.

 

Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Freedom Medical Center, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world.
 

 

Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights.

 

The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity until he can unravel their mysteries.
 

 

Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape.

 

In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight with much less restraint.
 

Complications
Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. This means that animals react negatively to his presence, either becoming angry or running away from him.
Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous.
Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work.
Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule).
 

Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP
Strength: 30/10 (+10/+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 12 (+1)
Wisdom: 20 (+5)
Charisma: 16 (+3)
 

Combat: 12 + 12 = 24PP
Initiative: +2
Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams
Grapple: +6/+16
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -10/-5
 

Saving Throws: 8 + 4 + 5 = 17PP
Toughness: +10 (+0 Con, +10 Protection, 10 Impervious)
Fortitude: +8 (+0 Con, +8)
Reflex: +6 (+2 Dex, +4)
Will: +10 (+5 Wis, +5)
 

Skills: 100R = 25PP
Diplomacy 7 (+10)
Intimidate 17 (+20)Skill Mastery
Knowledge (Arcane Lore) 14 (+15)Skill Mastery
Knowledge (Behavioral Sciences) 14 (+15)Skill Mastery
Knowledge (Civics) 9 (+10)
Knowledge (Current Events) 9 (+10)
Knowledge (History) 9 (+10)
Medicine 5 (+10)
Notice 10 (+15)
Sense Motive 6 (+11)Skill Mastery
 

Feats: 8PP
Dodge Focus 4
Fearless
Ritualist
Skill Mastery (Intimidate, Knowledge [Arcane Lore, Behavioral Sciences], Sense Motive)
Startle
 

Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP

All powers have the pseudonatural and magic descriptors

 

Flight 2 (25 MPH) (Forsake the Earth) [4PP]

 

Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP]

 

Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP]

 

Pseudonatural Biology Container [28PP]

  • Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP]
  • Protection 10 [10PP]
  • Immunity 2 (Ageing, Sleep) [2PP]

 

Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP]

  • BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP]
  • AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP]
  • AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP]
  • AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP]
  • AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP]
  • AP: Dreamwalking [13/30PP]
    • Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP]
    • Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP]

 

Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Feat: Extended [100 ft], Uncanny Dodge) (Spatial Awareness) [7PP]

 

Regeneration 1 (Resurrection, 1 week) [1PP]


Drawbacks: (-0) = -0PP
 

 

DC Block

ATTACK                   RANGE         SAVE                           EFFECT
Inhuman Might            Touch         DC 15/25 Toughness (Staged)    Damage (Physical)
You Sleep                Ranged        DC 20 Will (Staged)            Sleep
Visit Your Nightmares    Ranged        DC 25 Will (Staged)            Damage (Psychic)
Dream Invasion           Perception    DC 20 Will                     Mind Reading/Drain Will
I Hunger!                Ranged        DC 25 Toughness (Staged)       Damage (Pseudonatural)

 

Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/180 Power Points

 

 

Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP

All powers have the pseudonatural and magic descriptors

 

Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP]

 

Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP]

 

Pseudonatural Biology Container [28PP]

  • Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP]
  • Protection 10 [10PP]
  • Immunity 2 (Ageing, Sleep) [2PP]

 

Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP]

  • BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP]
  • AP: Damage (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP]
  • AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP]
  • AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP]
  • AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP]
  • AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP]

 

Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Feat: Extended [100 ft], Uncanny Dodge) (Dream Awareness) [7PP]

 

Regeneration 1 (Resurrection, 1 week) [7PP]

 

Drawbacks: (-0) = -0PP
 

 

DC Block

ATTACK              RANGE      SAVE                                  EFFECT
Dream Barrage       Ranged     DC 25+Autofire Toughness (Staged)     Damage (Physical)
Into My Dreams      Ranged     DC 20 Reflex                          Trapped
Dream Quicksand     Ranged     DC 20 Reflex (Staged)                 Snare
Edited by Raveled

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Trying to create a speeeeeeecial type of ring for Miras.

 

Device 7 (35P PP, Hard to Lose) (Raqisa's Ring) [28 PP]

Ruh Kalit 15 (30 PP, Feats: Alternate Power 5) [35PP]

  • BE: Illusion 5 (All Senses, Feats: Progression 5 [100 ft radius], Selective) (Air) (Weave the Wind Solid) [30/30PP]
  • AP: Flight 5 (250 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 9 (Critical Hits, Environmental Conditions [All], Suffocation [All], Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [29/30PP]
  • AP: Snare 10 (Extra: Transparent) (Air) (Cage of Smoke) [30/30PP]
  • AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Precise, Split Attack) (Fire) (Fire Gaze) [25/30PP]
  • AP: Blast 10 (Feats: Knockback 10) (Wind) (Raging Storm)
  • AP: ESP 7 (200 miles, Visual, Auditory, Feat: Progression 2 [Affects Others, 5 Subjects], Extra: Affects Others [+1]) (Wind) (Distant Eye) [30/30PP]

 

Note: alssahra' almaghni alnnar raqisa = Desert Dancer, Fire Singer

Edited by Raveled

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Player Name: Raveled

Character Name: Pioneer

Power Level: 10 (150/150 PP)

Trade-Offs: None

Unspent PP: 0

In Brief: Lor explorer comes to Earth for the ultimate adventure.

Alternate Identities: Gordon Alex McKenzie, Aleksion Kenni

Identity: Secret

Birthplace: Tellus (Lor border world)

Occupation: Geologist, explorer

Affiliations: Danger International

Family: Mother, father.

Description:

Age: 30

Gender: Male

Ethnicity: Lor

Height:

Weight:

Eyes:

Hair: Copper-red

Alekison Kinni has a tall, rawboned and rangy frame, with very little meat on his bones and a pronounced bone structure on his sharp face. His fingers are long and calloused, and he always seems to have dirt ingrained underneath his nails. His flyaway hair is the same shade as copper wire; it’s short when he pays attention to it, and grows long the rest of the time. His favorite clothes have a combination of simple style and rugged durability. His skin has a burned-in tan and it contrasts sharply with his wide, toothy smile.

Power Descriptions: Alekison Kinni has had a thousand and one adventures in the stars. His skills are diverse, but mainly he’s good at talking to people. He’s always preferred to end situations with a discussion and not violence. When violence does break out, he has access to a highly experimental battlesuit capable of manipulating gravity. The suit also has its own on-board targeting system and is capable of sealing and having its own personal atmosphere.

When he needs to get around, Alek also has a standard two-person exploration vehicle, better known to the galactic community as a flybike. It’s capable of out-pacing any natural predator and traveling high in the sky to pass over or around natural barriers. When long-range travel is needed, he has access to a stealth spaceship that he privately calls Dawn. It can hop from planet to planet and even cross the vast, interstellar distances. The ship is the size of a passenger jet liner, normally with a wide-swept gull-wing shape though it is able to shift moderately to achieve the most aerodynamic shape for planetary flight. The most striking feature is that the craft is bright orange-yellow.

History: Aleksion Kinni was born on far-away Tellus, a sleepy Lor world on the border of the Imperium. Far more people passed through the planet’s spaceport than stayed and raised family; Alek’s parents were bureaucrats at the spaceport and so he grew up on snatchs of stories from far-off, exotic places, and he spent his childhood dreaming of visiting all those places and having amazing adventures. He studied hard and went off-world for university, getting a degree in geology and joining a company that focused on surveying unexplored worlds, identifying natural resources, and selling the exploitation rights to other companies. Of course that dry explanation can’t compare to the reality; days spent sleeping under alien skies, fleeing from predators unnamed by science, and discovering vistas that no other sophont had ever seen.

Alek helped with the survey of five planets, occasionally brushing up against Grue or Khanate fleets looking for the same resources, once even negotiating with pirates between blaster shots. What he discovered about himself was that he loved the moments of danger even more than the exploration. He took a furlough and vacationed at a space-port for a week, eventually sitting down at a casino with the last of his ready cash. He rode a lucky streak through several days, ending up at a VIP table. He was having a good time, when someone pulled a knife and tried to stab one of the other players. He saved her and they escaped, leaving a fortune on the table. It turned out she was a princess, and her life was threatened by a succession crisis; after a week of harrowing adventure the pretender uncle was in custody, and Alek had the gratitude, and other things, of a princess.

That pretty much set the path for the rest of his life. The princess gifted him with a stealth ship so he could investigate an uncommunicative planet on the edge of her holdings. He discovered it had been overtaken by a Khanate warlord and formulated a rebellion against him. Angered at how casually the warlord played with the lives of so many, he used the royal ship (which was technically only loaned to him) to press deeper into the Khanate. One thing lead to another and sooner than he thought possible he was fleeing a research facility staffed by rogue Lor scientists, wearing an experimental gravity-manipulation suit. More adventures came and went, and Alek grew in fame if not in personal power. He serialized his adventures and spent more time flying from party to party than saving people who needed saving.

Before long Alek heard stories of a planet called Earth, where people turned back Medusa and reformed the Curator with strange, mysterious, unique powers and abilities. He traveled there (still in the princess’ ship) and watched this planet. What he saw amazed and astonished and enthralled him -- it was a world full of adventures, like the galaxy seemed to be when he was younger. He was determined, and by cashing in a few favors he managed to get an identity on the planet, and on his own personality he landed a job with Danger International. Which gives him the chance to have adventures in every corner on this weird, wonderful planet.

Personality & Motivation: Alekison is a gregarious, extroverted man, always happy to meet new people and try new experiences. He’s not always the most talkative individual, especially when meeting someone for the first time; he prefers to let them talk about themselves and watch them, learn about them. He’s the happiest when he’s talking with someone and learning their story. Even when he’s supposed to be fighting against someone, he prefers to talk and figure the situation out peacefully.

Alekison is an optimistic person, even relentlessly cheerful despite the dangers that might be around him. He’s been on a lot of adventures and seen a lot of danger and, rather obviously, survived it all. He doesn’t believe himself to be invincible, but he does believe that being negative or despairing doesn’t help someone to survive.

Powers & Tactics: Alek doesn’t like physical confrontations. He much prefers to talk to people, to try and come to an understanding and end things non-violently. When he must fight, he will use his gravity-manipulating suit to end things with as little force as possible: levitating targets into the air and locking them down with contained singularities are his preferred tactics. He only uses his light-speed charge when there’s no other option.


Fame On Earth, Alex McKenzie is a mild-mannered geoscientist. In space, Alek Kinnison is a renowned adventurer, toppler of regimes, and revealer of evils. This means he has plenty of enemies who would like to take a swing at him if they could. They might even attack him on Earth.

Adrenaline Junkie Even before he was known as an adventurer, Alek had the sort of personality to run towards explosions and disasters. If given the choice, he will always choose the more exciting option.

Technical Ineptitude Alek is the recipient of advanced Lor teaching methods… about geology and earth sciences. His suit is cutting-edge for a star-spanning empire. If something goes wrong with it, he’ll have to get help to fix with it.

Ladies If there are beautiful women around, Alek is likely to be even more foolhardy than he usually is.

Abilities: 4 + 6 + 4 + 2 + 0 + 8 = 24PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)

Combat: 8 + 12 = 20PP

Initiative: +3

Attack: +4, +10 Singular Singularities

Grapple: +8

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5/-4/-2/-1

Saving Throws: 7 + 6 + 6 = 19PP

Toughness: +10/+8/+4/+2 (+2 Con, +6 Defensive Roll, +2 Protection)

Fortitude: +9 (+2 Con, +7)

Reflex: +9 (+3 Dex, +6)

Will: +6 (+0 Wis, +6)

Skills: 92R = 23PP

Acrobatics 2 (+5)

Bluff 6 (+10, +14Attractive)Skill Mastery

Climb 3 (+5)

Concentration 9 (+10)

Diplomacy 11 (+15, +19Attractive)Skill Mastery

Gather Information 6 (+10)Skill Mastery

Knowledge (Earth Sciences) 9 (+10)Skill Mastery

Knowledge (Galactic Lore) 4 (+5)

Language 5 (English, French, Grue, Latin, Lor [Native], Mandarin)

Notice 10 (+10)

Pilot 7 (+10)

Sense Motive 7 (+7)

Swim 3 (+5)

Survival 10 (+10)

Feats: 12PP

Attractive

Defensive Roll 3

Dodge Focus 4

Equipment 15Bronze Reward

Fascinate (Diplomacy)

Move-by Action

Skill Mastery (Bluff, Diplomacy, Gather Information, Knowledge [Earth Sciences])

Taunt

Lor stealth ship

Dawn

Size: Colossal [4EP]

  • Str: 60 [0EP]
  • Toughness: 11 [0EP]
  • Defense: 6 [0EP]
Features [67EP]
  • Alarm [1EP]
  • Navigation System 2 [2EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Fire Prevention System [1EP]
  • Infirmary [1EP]
  • Library [1EP]
  • Living Space [1EP]
  • Power [58EP]
Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) [12EP]

Flight 10 (10,000 MPH) [20EP]

Super-Movement 1 (Space Travel 1) [2EP]

Super-Senses (Radar, Accurate, Acute, Analytical, Radius, Extended 3 [x10,000 increment]) [8EP]

Super-Senses (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) [5EP]

Immunity 9 (Life Support) [9EP]

Fly-bike

4 + 0 + 0 + 0 + 67 = 71 EP

Size: Medium [0EP]

  • Str: 20 [2EP]
  • Toughness: 5 [0EP]
  • Defense: 10 [0EP]
Features [23EP]
  • Alarm [1EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Power [20EP]
Flight 3 (50 MPH) [20EP]

0 + 2 + 0 + 0 + 23 = 25 EP

Powers: 52 = 52PP

Gravity Suit 13 (65PP, Hard to Lose) [52PP]

Singular Singularities 15 (30PP, Feats: Accurate 3, Alternate Power 4) (Gravity Drive) [37PP]

BE: Move Object 10 (Extra: Area/Burst [General], Range/Perception, Flaw: Limited [up/Down]) (Gravity Off) [30PP]

AP: Move Object 10 (Extra: Area/Burst [General], Range/Perception, Flaw: Limited [Towards Epicenter]) (Gravity Sucks) [30PP]

AP: Trip 10 (Extra: Area/Burst [General], Opposed by Dexterity) (Fluctuating Gravity) [20/30PP]

AP: Snare 10 (Extra: Transparent) (Personal Singularity) [30PP]

AP: Strike 8 (Feat: Mighty, Power Attack, Extra: Linked [+0] [Leaping, Super-Movement]) + Flight 15 (500,000 MPH, Extra: Linked [+0] [strike, Super-Movement], Drawback: Must Begin & End Movement on Solid Ground) + Super-Movement 3 (Permeate 3, Extra: Linked [+0] [strike, Leaping], Drawback: Limited [Only When Moving]) [Gravity-Assisted Charge] [29PP]

Immunity 9 (Life Support) [9PP]

Protection 2 [2PP]

Super-Movement 1 (Slow Fall) [2PP]

Super-Senses 5 (Visual Senses, +Analytical, Extended 1 [x100 increment], Infravision, Ultravision) [5PP]

Super-Senses 3 (Normal auditory, +Accurate, Extended 1 [x100 increment]) [3PP]

Super-Senses 2 (Direction Sense, Time Sense) [2PP]

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

DC Block:

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (24) + Combat (20) + Saving Throws (19) + Skills (23) + Feats (12) + Powers (52) - Drawbacks (0) = 150/150 Power Points

Edited by Raveled

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Player Name: Raveled

Character Name: The Hound

Power Level: 10 (150/150 PP)

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Hound formerly of hell.

Alternate Identities: Vincent Fasser

Identity: Secret

Birthplace: Rhineland, Holy Roman Empire

Occupation: Various (construction, bouncer, mechanic)

Affiliations: None

Family: Henriette Eisenhaur-Fasser (wife, deceased), Rebecca Fasser (daughter, deceased)

Age: 413 (1598)

Apparent Age: Mid-thirties

Gender: Male

Ethnicity: German

Height: 5' 6"/6' 1"

Weight: 200 lbs/280 lbs

Eyes: Brown/Red

Hair: Brown

Description: Vincent Fasser is a short, wide-set man, and at first glance simply looks fat. Closer inspection reveals that he's heavily muscled; not in the chiseled and shaped way of a bodybuilder, but with the layered and slab-like physique of someone who does hard, physical labor every day. He tends to wear worn, anonymous clothes picked up from the local United Way or Salvation Army. He usually shaves his scalp bald, but has lately taken to wearing a short, square-cut beard.

When he takes on his aspect as the Hound, he gains half a foot in height and nearly a hundred pounds in sculpted, rock-hard muscle. Hair sprouts all over his body, covering him in a thick pelt that further insulates him from harm. His eyes glow red in this form, and his face deforms, taking on an animalistic aspect as his teeth grow out and his face becomes a foreshortened muzzle. When patroling, he wears a pair of loose-fitting pants and a worn, dark-green coat the reaches to his knees.

Power Descriptions: Vincent has been super-charged by the powers of Hell. His already-impressive physique has been further enhanced by infernal powers. He can leap higher and run faster than any mortal, and any but the most grievous of wounds heals much faster than a mortal man could. He's also a tracker par excellence, able to follow a scent for miles, faster than a galloping horse.

History: Vincent Fasser was born at the tail end of the Sixteenth Century, in a land that would later be Germany in a hundred and fifty years or so but at the moment was just another city-state along the Rhine. His father was a blacksmith and so Vincent apprenticed under him, leaning to shape steel, iron, copper, and other metals. He even learned a little woodworking from other masters in the artisan's quarter. He grew up strong and healthy, and learned a good, solid trade. He even married well, to the niece of the local pastor. While they were never in love they did learn to appreciate each other and even had a daughter together.

When the Thirty Years War began, the town declared Protestant, as much to avoid the French armies as out of any deep religious conviction. Rather than let them stay in peace however, the armies of Louis drew on them for soldiers and material aid. As a blacksmith, Vincent was too precious to the war effort to be thrust into the battle lines. At the same time, he was too useful to be allowed to live out his life peacefully in his little village, so he was conscripted into the army.

Personality & Motivation:

Powers & Tactics: The Hound prefers to track his opponent and stay in the shadows until the terrain favors him. Once in combat, he usually gets up close and personal, trusting in his infernal regenerative powers to keep in the fight longer than his target. If things turn against him, he'll retreat to the shadows and use hit-and-run tactics to get the advantage again.


Complications:

Hatred The Hound particularly hates the agents of all the infernal realms, for what they did to him and what they made him do.

Prejudice People tend not to react well to someone who used to work for Hell...

Secret Identity ... So he tries to make sure that they don't learn.

Temporal Fish Out of Water Vincent was raised in the early part of the 17th Century. He's still adjusting to life in the 21st.

Non-Person Vincent has no social security number, no driver's license, not even a birth certificate from this century. As far as the government is concerned, he doesn't exist. Because of this...

Struggling ... Finding a good job is a struggle. Finding one that will work around his patrols is nigh-impossible.

Guilt Vincent feels guilty for what he did as a hellhound.

Suffer Not the Little Children Vincent is overprotective of children to a fault.

Abilities: 8 + 6 + 8 + 4 + 6 + 4 = 36 PP

Strength: 26/18 (+8/+4)

Dexterity: 16 (+3)

Constitution: 26/18 (+8/+4)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 12 + 8 = 20PP

Initiative: +7

Attack: +6, +8 Melee

Grapple: +16/+12

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4/-2

Saving Throws: 0 + 2 + 1 = 3PP

Toughness: +8/+4 (+8/+4 Con, Impervious 4)

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

Reflex: +5 (+3 Dex, +2)

Will: +4 (+3 Wis, +1)

Skills: 88R = 22 PP

Craft (Mechanical) 8 (+10)SM

Craft (Structural) 8 (+10)

Intimidate 12 (+14)SM

Knowledge (Arcane Lore) 8 (+10)SM

Language 7 (Arabic, Atlantean, English, French, Hindi, Infernal, Japanese, Latin) (German: native)

Notice 10 (+13)

Sense Motive 10 (+13)

Stealth 12 (+15)SM

Survival 12 (+15)

Feats: 12PP

Attack Focus (Melee) 2

Dodge Focus 4

Challenge (Fast Startle)

Improved Initiative

Move-By Action

Ritualist

Skill Mastery (Craft [structural), Knowledge [Arcane Lore], Intimidate, Stealth, )

Startle

Powers: 8 + 8 + 1 + 9 + 1 + 7 = 34PP

All powers have the Infernal descriptor

Enhanced Strength 8 [8PP]

Enhanced Constitution 8 [8PP]

Leaping 1 [1PP]

Regeneration 9 (Bruised/No action [3], Staggered/No Action [6]) [9PP]

Speed 1 (10 MPH) [1PP]

Super-Senses 4 (Normal olfactory; Accurate, Acute, Tracking 3 [Full speed], Feat: Uncanny Dodge) [7PP]

Drawbacks: -3 + (-4) = -7PP

Vulnerable (Holy; Uncommon, Major) [3PP]

Normal Identity (Infernal Chant; Full Round) [4PP]

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC23 Toughness (Staged)     Damage (Physical)

NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (36) + Combat (20) + Saving Throws (3) + Skills (22) + Feats (12) + Powers (34) - Drawbacks (7) = 120/120 Power Points

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Player Name: Raveled

Character Name: Prism

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: An alien prince journeying for adventure.

Alternate Identity: Karl Herschel, Prince Hisel

Identity: Secret

Birthplace: Majesdan (Lor world)

Occupation: Photographer

Affiliations: Various magazines, Hysel royal family

Family: Mother, father.

Description

Age: 22

Gender: Male

Ethnicity: Majesdanian, appears Caucasian

Height:

Weight:

Eyes: Grey

Hair: Red-blonde

Hisel is a slim humanoid with iridescent skin and pale white hair down to his shoulders.

Power Descriptions:

(Describe what their powers look like, if applicable)

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

(Describe why they do what they do here)

Powers & Tactics:

(In-character descriptions of how they do what they do)


Complications:

Name: [Description]

Example:

Secret: Identity.

Abilities: -2 + 6 + 4 + 2 + 6 + 10 = 26PP

Strength: 8 (-1)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 20 (+5)

Combat: 8 + 20 = 28PP

Initiative: +3

Attack: +4 Melee, +10 Ranged

Grapple: +4

Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed

Knockback: -5

Saving Throws: 4 + 5 + 7 = 16PP

Toughness: +10 (+2 Con, +8 Protection)

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

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

Will: +10 (+3 Wis, +7)

Skills: 72R = 18PP

Bluff 10 (+15)

Diplomacy 10 (+15)

Gather Information 10 (+15)

Knowledge (Art) 9 (+10)

Knowledge (Civics) 4 (+5)

Knowledge (Current Events) 4 (+5)

Knowledge (Galactic Lore) 9 (+10)

Notice 8 (+11)

Sense Motive 8 (+11)

Feats: 14PP

Accurate Attack

All-Out Attack

Attack Focus (Ranged) 6

Benefit (Native [Lor Space])

Challenge (Fast Taunt)

Move-By Action

Power Attack

Taunt

Well-Informed

Powers: 0 + 0 + 0 = 0PP

All powers have the Alien & Mutant descriptors

Flight 2 (25 MPH) (Light Sailing) [2PP]

Prismatic Control 15 (30PP, Feats: Alternate Power 4) [34PP]

BE:
Illusion 10 (Visual, Feat: Precise, Progression 5 [250ft])

Concealment 4 (All Visual) (I'm Over There!) [30/30PP]

AP: Dazzle 10 (Visual, Extra: Area/Cone [Targeted]) (Can't See Me) [30/30PP]

AP: Confusion 10 (Extra: Area/Burst [General], Range/Perception, Selective, Flaw: Sense-Dependent [Visual]) (Psychedelic Lightshow) [30/30PP]

AP: Blast 10 (Extra: Autofire) (Focused Light) [30/30PP]

AP: Blast 10 (Extra: Area/Cone [Targeted]) (So Many Lasers!) [30/30PP]

Protection 8 (Thickened Skin) [8PP]

Super-Senses 10 (+Radius [All Visual], Counter Illusion, Counter Obscure [All], Ultravision) [10PP]

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

DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

Totals: Abilities (26) + Combat (28) + Saving Throws (16) + Skills (18) + Feats (14) + Powers (0) - Drawbacks (0) = 102/150 Power Points

Edited by Raveled

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Bright orange stealth ship. Name needed.

Size: Colossal [4EP]

  • Str: 60 [0EP]
  • Toughness: 11 [0EP]
  • Defense: 6 [0EP]
Features [67EP]
  • Alarm [1EP]
  • Navigation System 2 [2EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Fire Prevention System [1EP]
  • Infirmary [1EP]
  • Library [1EP]
  • Living Space [1EP]
  • Power [58EP]
[container]Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) [12EP]

Engine Systems Array 10 (20PP, Feat: Alternate Power 1) [21EP]

BE: Flight 9 (Stacks with Flight 1 for Flight 10, 10,000 MPH) [18EP]

AP: Space Flight 4 (Stacks with Space Flight 1 for Space Flight 5, x25) [5EP]

Flight 1 (10 MPH) [2EP]

Space Flight 1 (x2) [1EP]

Super-Senses (Radar, Accurate, Acute, Analytical, Radius, Extended 3 [x10,000 increment]) [8EP]

Super-Senses (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) [5EP]

Immunity 9 (Life Support) [9EP]

[/container]

4 + 0 + 0 + 0 + 67 = 71 EP

Size: Medium [0EP]

  • Str: 20 [2EP]
  • Toughness: 5 [0EP]
  • Defense: 10 [0EP]
Features [23EP]
  • Alarm [1EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Power [20EP]
Flight 3 (50 MPH) [20EP]

0 + 2 + 0 + 0 + 23 = 25 EP

Edited by Raveled

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Player Name: Raveled

Character Name: Corona

Power Level: 10 (150/150PP)

Trade-Offs: +2 Tou/-2 Def

Unspent Power Points: 0

Progress To Platinum Status: 0/120

In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to a blue backwater to punish her cowboy ways.

Alternate Identity: Anya Corazon, Aya K'zan

Identity: Secret

Birthplace: Firstdown, Hala

Occupation: Professional superhero, officer of the Outback Overwatch Patrol & Survey, high school biology/botany teacher

Affiliations: Lor Republic, Outback Overwatch Patrol & Survey, Joesph Clark High School

Family: Genus K'zan (father), Mar'as K'zan (mother).

Description

Age: 32

Gender: Female

Ethnicity: Lor, appears Hispanic

Height: 5' 4"

Weight: 135 lbs.

Eyes: Brown/Gold

Hair: Black

Anya Corazon appears to be a young Hispanic woman, with a round, expressive face, dark hair styled in a fauxhawk, and dark, liquid eyes. Her frame is athletic, packed with hard, visible muscle, and she moves with a confident, almost angry gait. She tends to favor anonymous, sturdy clothes, usually jeans, a blouse, and boots. She’s almost always wearing or carrying a messenger bag holding her collapsed hardsuit.

When she uses her powers she begins to glow gold, with the light becoming brighter and harsher as she gets angrier. When she plans to go crimefighting, she dons a Lor hardsuit, a reinforced and battleready spacesuit. The suit is painted shining gold with a scarlet starbust, a neutral cream color showing through where the paint is chipped. She wears a red mask to conceal her identity through the clear faceplate.

Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly.

She still possess a hardsuit, a Lor-designed spacesuit designed to withstand the rigors of combat. It can preserve her life in any number of hostile environments, and it contains a direct ansible connection to her spaceship.

As a Lor born on a fully-industrialized world, Aya has the benefit of an optimized genetic code. Normal diseases and toxins barely affect her.

History: Aya K’zan was born on Hala, an old world of the Lor Empire, near the center of their galactic expanse. Her father is one of the Empire’s top scientists and so she was raised as part of the upper class of the Empire, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Academy she joined the Republic Naval Academy. Her academics drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol.

The RIP is an investigation and enforcement group with expansive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful.

It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead the local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways.

And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement with her were killed, but the agent survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector.

She came to in a hospital. There was no evidence of the Senator’s involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was bounced from RIP to OOPS

The Outback Overwatch Patrol & Survey was intended to keep observation on planets considered too underdeveloped to join the Republic. It is the booby prize of Lor service. The most troublesome assignment was the sector containing the little blue marble known as Earth or Terra. Of course Aya was assigned to Earth. After a month of enduring harassment aboard the blockade ships, she took an identity on the planet.

Personality & Motivation: Aya K’zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth.

Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine.

Powers & Tactics: Aya can talk about escalation backwards and forwards, and follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else.


OOPS Aya technically has wide-ranging responsibilities as a member of the Outback Overwatch Patrol & Survey. However, Lor tend to disregard OOPS agents and it may take some work for her to get the benefits of her authority.

From Marshal to Park Ranger Aya will talk for length about the important duties of the Outback Overwatch Patrol & Survey, but it is an undeniable step down. Taunting her about it can make her angry and irrational.

For Great Justice! Whether it’s the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales.

Responsibilities Aya is first and foremost an agent of the Lor Republic, but she is also a high school biology teacher and she doesn’t enjoy shirking any of her responsibilities.

Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else.

Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they knew she was essentially operating alone, they would doubtless use the opportunity to get their revenge.

Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her.

Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate.

Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP

Strength: 30/18 (+10/+4)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 16 (+3)

Combat: 12 + 16 = 28PP

Initiative: +7

Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast

Grapple: +10/+21

Defense: +8 (+8 Base), +4 Flat-Footed

Knockback: -6/-23

Saving Throws: 4 + 5 + 8 = 17PP

Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious)

Fortitude: +8 (+4 Con, +4)

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

Will: +8 (+0 Wis, +8)

Skills: 88R = 22PP

Diplomacy 7 (+10)

Gather Information 7 (+10)

Intimidate 11 (+14)

Investigate 9 (+10)

Knowledge (Civics) 9 (+10)

Knowledge (Galactic Lore) 4 (+5)

Knowledge (Life Sciences) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Language 4 (English, Galstandard, Grue, Lor [N], Mandarin)

Notice 11 (+11)

Pilot 7 (+10)

Sense Motive 11 (+11)

Feats: 6PP

Accurate Attack

Attack Specialization (Unarmed)

Benefit (Native [Lor Space])

Equipment 3Gold Reward

Equipment 15Bronze Reward

Improved Initiative

Power Attack

Startle

Modified Cato-class pinnace Nomad

Size: Colossal [4EP]

  • Str: 60 [6EP]
  • Toughness: +13 [0EP]
  • Defense: 2 [0EP]
Features [80EP]
  • Alarm 2 (DC 25 Disable Device) [2EP]
  • Navigation System 3 (+15 to navigation-related checks) [3EP]
  • Remote Control [1EP]
  • Fire Prevention System [1EP]
  • InfirmaryMasterwork [2EP]
  • Laboratory [1EP]
  • Library [1EP]
  • Living Space [1EP]
  • Power [68EP]
Comms System 8.5 (17PP, Feat: Alternate Power, Subtle) [19PP]

BE: Communication 8 (Radio, 2 000 miles, Extra: Area, Feat: Selective)

AP: Communications 16 (Radio, Nearby Solar Systems, Feat: Subtle [for Subtle 2])

Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) (Cloaking Device) (Alien, Technology) [13EP]

Flight 10 (10,00 MPH) (Quantum Thrusters) (Alien, Technology) [20EP]

Super-Movement 2 (Space [interstellar]) (Quantum Slipstream Drive) (Alien, Technology) [4PP]

Super-Senses 1 (Communication Link [Lor Hardsuit]) (Ship-to-suit Ansible) [1PP]

Super-Senses 6 (Radar, Accurate, Analytical, Extended 3 [x10,000 increment]) (Sensor Suite) (Alien, Technology) [6EP]

Super-Senses 5 (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) (Sensor Suite) (Alien, Technology) [5EP]

4 + 6 + 0 + 0 + 80 = 90 EP

Powers: 2 + 26 + 1 + 10 + 8 = 47PP

Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP]

Cosmic Empowerment Array 11 (22PP, Feats: Accurate, Alternate Power 3) (Cosmic) [26PP]

BE: Immovable 12 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [22/22PP]

AP: Blast 10 (Feats: Accurate, Affects Insubstantial [DAM 5]) (Cosmic Blast) (Cosmic, Radiation) [22/22PP]

AP: Nauseate 10 (Extra: Area/Cone [General], Feat: Progression 1 [x25 ft per rank], Progression 1 [x5 ft per rank], Flaw: Limited [sicken Only]) (Flat-Hand Clap) (Cosmic, Mutation) [22/22PP]

AP: Enhanced Strength 12 (Extra: Linked [+0] [super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength]) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [22/22PP]

Immunity 2 (Disease, Poison Flaw: Limited [Half Effect]) (Lor Genetics) (Alien) [1PP]

Lor Combat Hardsuit 2 (10PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [10PP]

Immunity 9 (Life Support) [9PP]

Super-Senses 1 (Communication Link [the Nomad]) (Suit-to-ship Ansible) [1PP]

Protection 8 (Flesh-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP]

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

DC Block

ATTACK                           RANGE        SAVE                           EFFECT
Unarmed/Strength of the Cosmos   Touch        DC19/DC25 Toughness (Staged)   Damage (Physical)/(Cosmic, Mutation, Physical)
Cosmic Blast                     Ranged       DC25 Toughness (Staged)        Damage (Cosmic, Radiation)
Flat-Hand Clap                   Touch/Cone   DC 20 Reflex/DC 20 Fort        Sicken (Cosmic, Mutation)
Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (22) + Feats (6) + Powers (47) - Drawbacks (0) = 150/150 Power Points Edited by Raveled

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Player Name: Raveled

Character Name: Cassandra

Power Level: 6/8 (120/120PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

 

In Brief: A detective who knows everyone's secrets and still tries to save them.

 

Alternate Identity:

Identity: Public

Birthplace:

Occupation: Private Detective

Affiliations: None

Family: None

 

Description:

Age: 20 (DoB: Year [Optionally, Day & Month])

Gender: Male

Ethnicity: Caucasian

Height:

Weight:

Eyes: Green/Green

Hair: Green/Black

 

 

 

Power Descriptions:

(Describe what their powers look like, if applicable)

 

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

 

Personality & Motivation:

 

 

Powers & Tactics:

(In-character descriptions of how they do what they do)

 


Complications

Hard Boiled, Soft Hearted Cassandra believes in the inherent goodness of people, no matter how many times she's proven wrong or what kind of exterior she may show off. She'll always try to give the bad guy a chance to surrender, even when she really shouldn't.

 

 

Abilities: 4 + 4 + 6 + 2 + 4 + 6 = 26 PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 

 

Combat: 8 + 12 = 20 PP

Initiative: +2

Attack: +6 Melee, +6 Ranged

Grapple: +8

Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed

Knockback: -3

 

 

Saving Throws: 2 + 3 + 6 = 11 PP

Toughness: +6 (+3 Con, +3 Force Field)

Fortitude: +5 (+3 Con, +2)

Reflex: +5 (+2 Dex, +3)

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

 

 

Skills: 56R = 14PP

 

 

Feats: 19PP

 

 

Powers: 16 + 5 + 17 + 3 + 2 + 2 = 45PP

 

 

 

Drawbacks: (0) = 0 PP

 

 

 

DC Block

 

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

 

Totals: Abilities (26) + Combat (20) + Saving Throws (11) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 57/120 Power Points

Edited by Raveled

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Player Name: Raveled

Character Name: Miras

Power Level: 10 (150/150)

Trade-Offs: None

Unspent PP: 0

In Brief: A hero trained in music and magic protecting those the world may have looked over.

Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie

Identity: Secret

Birthplace: San Diego, California

Occupation: Superhero, student, DJ, musician.

Affiliations: FreeSA, FCU, Stone Soup Musical Group

Family: Father, mother, 2 brothers.

Age: 30

Gender: Female

Ethnicity: Turkish/Djinn

Height: 6' 2"

Weight: 220 lbs

Eyes: Blue

Hair: Black

Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail.

Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into an open, hooded robe of rich purple, over a gown of deep green. The robe's cowl manages to hide her features no matter what happens.

Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air.

Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make illusions to cloud the senses, or take a form as substantial as smoke. Using these powers often results in geometric traceries appearing in the air.

History Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship chance.

She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scarey, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted during the night, and waking up the next day to start it all over again.

Asli might have ended up another burn-out, a cautionary tale for the next generation, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute and time spent in rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music, taking an apartment in Greenbank.

In a corner of the library she found an old cardboard box filled with yellowing journals. Asli began reading them, discovering that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her magic. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision.

Personality & Motivation: Asli is a woman of intense passions. When she cares for something, she cares deeply for it, and she isn't likely to back down once she's set her mind on something. She tends to care about people more than ideals, and has little time for those who would sacrifice others for a 'greater good.'

Powers & Tactics: Miras doesn't have a lot that could directly stop a fight. She prefers to use her illusions or mobility to tie up opponents, waiting until they make a mistake and let her freeze them in place or trap them behind a quickly-made wall.


Complications:

Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street.

Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her.

Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be.

Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals.

Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict.

Abilities: 0 + 4 + 0 + 6 + 8 + 8 = 26PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 18 (+4)

Combat: 8 + 12 = 20PP

Initiative: +6

Attack: +4, +10 Ranged

Grapple: +4

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5

Saving Throws: 6 + 6 + 6 = 18PP

Toughness: +10 (+0 Con, +10 Force Field)

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

Reflex: +8 (+2 Dex, +6)

Will: +10 (+4 Wis, +6)

Skills: 60R = 15PP

Concentration 6 (+10)

Diplomacy 6 (+10)

Knowledge (Arcana) 7 (+10)Skill Mastery

Knowledge (Art) 7 (+10)Skill Mastery

Knowledge (Current Events) 2 (+5)

Knowledge (Streetwise) 2 (+5)

Knowledge (Popular Culture) 2 (+5)

Knowledge (Theology and Philosophy) 2 (+5)

Language 3 (Arabic, English [Native], Latin, Turkish)

Notice 8 (+12)Skill Mastery

Perform (Dancing) 1 (+5)

Perform (Singing) 6 (+10)Skill Mastery

Sense Motive 8 (+12)

Feats: 17PP

Accurate Attack

All-Out Attack

Attack Focus (Ranged) 6

Defensive Attack

Dodge Focus 4

Move-By Action

Power Attack

Ritualist

Skill Mastery (Knowledge [Art, Arcana], Notice, Perform [singing])

Powers: 1 + 10 + 24 + 6 + 1 + 12 = 54PP

All powers have the Magic descriptor

Enhanced Feat 1 (Quick Change) (Illusory Robes) [1PP]

Force Field 10 (Turn Aside Blows) [10PP]

Ruh Kalit 10.5 (21 PP, Feat: Alternate Power 3) [24PP]

BE: Insubstantial 4 (Feat: Subtle) (Body of Smokeless Fire) [21/21PP]

AP: Blast 10 (Feats: Affects Insubstantial) (Fling the Fires) [21/21PP]

AP: Transform 10 (Inanimate to inanimate) (Shape the World [20/21PP]

AP: Illusion 7 (Visual & auditory) (Weave the Wind Solid) [21/21PP]

Super Senses 6 (Magic Awareness [Tactile], Detect Magic [Visual]) [6PP]

Super Senses 1 (+Ranged on Magic Awareness) [1PP]

Working of Deosil 5 (10PP, Feat: Alternate Power 2) [12PP]

BE: Speed 5 (250 ft, Extra: Linked [Quickness]) + Quickness 5 (x50, Extra: Linked [speed]) (In the Blink of An Eye) [10/10PP]

AP: Healing 5 (Extras: Affects Objects [+1], Flaw: Distracting) (Like it Never Happened) [10/10PP]

AP: Paralyze 10 (Flaw: Action/Full) (Time Stop) [10/10PP]

Drawbacks: (-0) = -0PP

DC Block:

ATTACK    RANGE   SAVE                      EFFECT
Unarmed   Touch   DC 15 Toughness (Staged)  Damage (Physical)
Blast     Ranged  DC 25 Toughness (Staged)  Damage (Magic, Fire)
Paralyze  Ranged  DC 25 Fortitude(Staged)   Helpless

Abilities (26) + Combat (20) + Saving Throws (18) + Skills (15) + Feats (17) + Powers (54) - Drawbacks (0) = 150/150 Power Points

Edited by Raveled

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Player Name: Raveled

Character Name: Starlight

Power Level: 10 (150PP)

Trade-Offs: None

Unspent PP: 0

Progress To Bronze Status: 0/30

In Brief: Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.

Alternate Identity: Leyla, Elizabeth Moya

Identity: Unnamed Grue Drone (Secret)

Birthplace: Gruen Prime

Occupation: Student at FCU, intern at Albright Institute

Affiliations: FCU, Albright Institue

Family: Genetically related to all of the Grue Unity

Age: 7

Apparent Age: Mid-twenties

Gender: Technically neuter, nominally female

Ethnicity: Grue

Height: Any, normally 5' 4" or 6' 4"

Weight: 340 lbs.

Eyes: Any, normally green or pure gold

Hair: Any, normally blue-black or none

Description: As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.

As Starlight, she is as a towering woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.

Power Descriptions: Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.

On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries

History: Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.

That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.

After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.

The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.

The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.

Personality & Motivation: Liz is something of a person of contrasts. On the one hand, her Grue nature compels her to explore. As such she has a love of the novel and strange. She tends to get bored if things stay the same, and so is always looking for new experiences. She is very passionate about these new hobbies, leaping in with both feet and committing herself fully to a brand-new past time, usually burning out in a few weeks.

In addition, the Light has instilled in her a deep and abiding desire for justice and liberty. She feels driven to help whenever and whomever she can. One of the surest ways to get Liz on your side is to present yourself as the underdog, and one of the surest ways to make her your enemy is to try and control what others do!

Powers & Tactics: Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


Complications:

Secret Liz strives to keep her identity a secret, as well as her past. Largely because...

Grue Defector ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

Rival ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

Legacy ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

A Special Kind of Evil Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.

Abilities: 0 + 6 + 0 + 4 + 8 + 8 = 26PP

Strength: 16/10 (+3/+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 18 (+4)

Combat: 8 + 8 = 16PP

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +8, +20 Create Object

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -6

Saving Throws: 6 + 4 + 4 = 14PP

Toughness: +10 (+0 Con, +9 Protection, +1 Density)

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

Reflex: +7 (+3 Dex, +4)

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

Skills: 48R = 12PP

Bluff 8 (+12)Skill Mastery

Concentration 8 (+12)

Diplomacy 4 (+8)Skill Mastery

Disguise 1 (+5/+25)Skill Mastery

Knowledge: Pop Culture 3 (+5)Skill Mastery

Knowledge: Life Sciences 3 (+5)Skill Mastery

Language 3 (English, Lor, Spanish) (Grue: Native)

Notice 8 (+12)Skill Mastery

Perform 1 (Piano) (+5)

Perform 1 (Singing (+5)Skill Mastery

Sense Motive 8 (+12)Skill Mastery

Feats: 17PP

Attack Specialization (Mystic Light Array) 3

Connected

Dodge Focus 6

Improved Initiative

Luck 2

Move-By Action

Skill Master 2 (Bluff, Diplomacy, Disguise, Knowledge [Pop Culture, Life Sciences], Notice, Perform [singing], Sense Motive)

Uncanny Dodge (Auditory)

Powers: 10 + 4 + 9 + 14 + 25 + 3 + 3 = 68PP

Density 3 (Extra: Duration [Continuous], Flaw: Permanent, Feat: Innate) [10PP] (Alien)

Enhanced Strength 6

Protection 1

Immovable 1

Super-Strength 1

Flight 2 ( 25 MPH) [4PP] (Magic)

Protection 9 [9PP] (Force Shield, Magic)

Morph 4 (Any humanoid; Extra: Duration [Continuous]; Feats: Quick Change 2) [14PP] (Alien)

Mystic Light Array 11 (Feats: Alternate Power 3) [25PP] [Magic & Light)

  • BE: Blast 10 (Feats: Homing, Indirect) [22PP]
    AP: Create Object 10 (Str 50, Feats: Tether, Stationary) [22PP]
    AP: Environmental Control 7 (Bright Light, Extras: Range [Perception], Independent, Feat: Slow Fade 1) [22PP]
    AP: Healing 10 (Feat: Stabilize) [21PP]

Super-Senses 3 (Magic Awareness [Mental]) [3PP]

Super-Senses 3 (Detect Magic [Visual]) [3PP]

Drawbacks: -3 = -3PP

Vulnerability (Mental, Frequency: Common, Intensity: Major) [-3PP]

DC Block:

ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC 18 Toughness (Staged)    Damage (Physical)

Blast           Ranged    DC 25 Toughness (Staged)    Damage (Energy, Light)

Create Object   Ranged    DC 25 Reflex                Trapped

NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (26) + Combat (16) + Saving Throws (14) + Skills (12) + Feats (17) + Powers (68) - Drawbacks (3) = 150/150 Power Points

:arrow: This is my take on the latest Lightbringer, a concept that has been tried several times here but always seems to fail. The one unifying factor between the known Lightbringers in recent history (White Rose & Thorn and Beacon) is that they were outsiders -- Rose & Thorn were German Jews working for the Allies in WW2, and Beacon was a black hero in the 1950s. To that end I decided to pick a Grue as the latest Lightbringer -- it's hard to find someone more outcast in the setting than a free Grue, unless your character is from the Terminus!

:arrow: Mechanically, this is a mashup of two very powerful concepts: the Lightbringer (think magic Green Lantern, but without a power ring) and a Grue warrior, a shapeshifting alien with some psychic powers. It took a bit of work to make the two fit into a 150PP budget and still hit PL 10 caps.

:arrow: Of note, this character has none of the aforementioned psychic powers that Grue sometimes possess. Since these are mostly of the "crushing your mind in my vice and wringing out your precious secret-juice," I figured that this character has chosen to ignore that part of her legacy for now and focus on her mystic light powers. She'll probably pick up Drain Will and Mind-Reading as APs later on.

:arrow: Quick nod to Geez3r's builds: What isn't here, and what does that tell you about the character? Notably there's no Complication for not understanding human culture; she's got a +5 bonus to Pop Culture and Skill Mastery, she can pass as human just fine.

:arrow: And to round out the shameless plugging, what about Gizmo's ideas of overlap? Where does this character overlap with others? Well, the most obvious answer is the four Claremont PCs that happen to be aliens. How does she differentiate herself from them? Partly by being able to blend in to Earth culture perfectly fine, partly by being in college instead of high school, and partly by being a member of an existing alien culture, the Grue.

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Character Name: Nacht-Krieger

Power Level: 14

Trade-Offs: +2 Att/-2 Dam, +4 Def/-4 Tou

Unspent Power Points: 0

In Brief: A Nazi monster empowered by the Shattenwalt, now employed by SHADOW

Alternate Identity: Johann Dietrich Meinhoff

Identity: The general public believes that Johann perished during WW2.

Birthplace: Munich, Germany

Occupation: Assassin and professional monster

Affiliations: SHADOW

Family: Deceased

Description:

Age: 73

Apparent Age: Mid-thirties

Gender: Male

Ethnicity: German

Height: 5' 11"

Weight: N/A

Eyes: N/A

Hair: N/A

Nacht-Krieger is a living shadow, a flat stick figure of a human being drawn in charcoal. His movements are blindingly fast, from one place to another in the blink of an eye. In combat he strikes with a disconcerting fluidity, often warping his 'body' in impossible ways to get around or through an opponent's defenses.

Power Descriptions: Nacht-Krieger is no longer human in any conventional sense. He has been transformed by the powers of the Shattenwalt into a living shadow, a thing of darkness and menace. He fades away into shadows and is as substantial as them, but he can focus his limbs into monomolecular blades capable of slicing through just about anything.

History:1 Johann Meinhoff started life as a bully on the streets of Munich, but after being presented with a magic ring that allowed him to channel the powers of the Shattenwalt by Willem Kantor, he swiftly rose to the rarefied heights of Nazi society. As one of the Reich's Ubersoldaten he commanded strikes deep behind enemy lines, using his command over shadows to escape from the Liberty League and the Allies of Liberty rather than face them outright. After the war, he was imprisoned off the coast of Freedom City by the twin heroes White Rose and White Thorn; when he escaped in the 50s Thorn gave his life to reseal the monster underneath Pyramid Plaza.

There, cut off from human contact, Nacht-Krieger slowly went insane. After long months he learned to touch the true power of the Shattenwalt, not just through his ring but with his soul. In time he was contacted by the reborn William Kantor, now going by Overshadow. With Overshadow's aid he enacted a ritual to integrate the power of the Shattenwalt into his very being and so escaped from his second prison. Driven mad by direct contact with the predatory darkness beyond the borders of our world, he became a barely-controlled sadist, a monster among monsters and Overshadow's willing attack dog.

Personality & Motivation: Johann Meinhoff was always a bully, delighting in the pain and misery of others, but working under Willem Kantor and prolonged contact with the stuff of the Shattenwalt has warped his mind until he lives for nothing but to bring pain and death to others. He is a monster in body and soul now.

Nacht-Krieger's only driving force in his not-exactly-life seems to be to hurt others, to bring them misery and terror. He most often does this as Overshadow's personal assassin and attack dog, but it is possible that if he does not get sufficient excursions to slake his taste for pain, he will seek out appropriately challenging victims on his own.

Powers & Tactics: Nacht-Krieger is an assassin and killer, a monster who stalks the shadows. He will almost never face an opponent openly, preferring instead to use stealth and misdirection to get a drop on his targets. When combat has been joined he will use his terrifying appearance to wrong-foot an opponent. If death threatens, he is smart enough to retreat and try to fight again another day. He has no compunction about leaving minions or supposed allies behind, even wounding them intentionally to slow down his pursuers.


Abilities: 8 + 6 + 8 + 4 + 2 + 8 = 36PP

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 18 (+4)

Combat: 16 + 20 = 36PP

Initiative: +11

Attack: +8, +16 melee

Grapple: +20

Defense: +18 (+10 Base, +8 Dodge Focus), +5 Flat-Footed

Knockback: -12

Saving Throws: - + 10 + 10 = 20PP

Toughness: +10 (+4 Con, +6 Protection, Impervious 10)

Fortitude: ---

Reflex: +13 (+3 Dex, +10)

Will: +11 (+1 Wis, +10)

Skills: 76R = 19PP

Intimidate 16 (+20) Skill Mastery

Knowledge (Arcane Lore) 3 (+5)

Notice 14 (+15) Skill Mastery

Profession (Soldier) 4 (+5)

Search 8 (+10)

Sense Motive 14 (+15) Skill Mastery

Stealth 17 (+20) Skill Mastery

Feats: 31PP

All-Out Attack

Attack Focus (Melee) 8

Challenge 2 (Accelerated Startle, Accelerated Stealth)

Dodge Focus 8

Fearless

Fearsome Presence 6

Improve Initiative 2

Power Attack

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

Startle

Powers: 6 + 20 + 30 + 16 + 10 + 22 + 10 + 3 = 111PP

All powers have the Magic descriptor

Concealment 6 (Shadow; All visual and auditory; Flaw: Limited [when in shadows]) [6PP]

Immunity 40 (All energy attacks; Flaw: Half effect) [20PP]

Immunity 30 (Fortitude Effects) [30PP]

Insubstantial 3 (Extra: Duration [default is Shadow Form, Sustained Active effect to remain corporeal; Feat: Innate) [16PP]

Protection 10 [10PP]

Strike 8 (Extra: Penetrating [12]; Feat: Extended, Mighty) [22PP]

Super-Movement 5 (Air-Walking 2, Wall-Crawling 2, Trackless) [10PP]

Super-Senses 2 (Darkvision; Feat: Innate) [3PP]

Drawbacks: -3 + (-2) = -5PP

Weakness (x2 vs Light descriptor; Frequency: Common) [-3PP]

Weakness (Insubstantial does not count against effects with Silver descriptor ) [-2PP]

Abilities (36) + Combat (36) + Saving Throws (20) + Skills (19) + Feats (31) + Powers (111) - Drawbacks (5) = 248/248 Power Points

1This is a condensed version of the backstory given on page 213 of the Freedom City setting book.

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Character Name: Hooded Menace

Power Level: 10 (160 PP)

Trade-Offs: None

Unspent Power Points: 0

In Brief: An aspiring archeologist, now the earthly avatar for Apep.

Alternate Identity: Brandon Dunn

Identity: Secret (the general public is unaware of the existence of Apep)

Birthplace: Cedar Falls, Iowa, United States

Occupation: Student, supervillain

Affiliations: Freedom University

Family: Father (estranged), mother (estranged).

Description:

Age: 22 (DoB: 1990)

Gender: Male

Ethnicity: Caucasian

Height: 6' 4"

Weight: 220 lbs

Eyes: Black

Hair: Black

Brandon Dunn is a large, well-built man who towers over most anyone he meets. His skin is unnaturally pale and his eyes and hair are matte black and cut short. Apep's power provides him with any sort of clothes he can imagine, as long as its black; he usually appears in black jeans, a white muscle shirt, and a black hoodie with the image of a coiling serpent on the back, picked out in white.

Brandon is not an agile man and prefers to stand in one place, glowering if need be. When utilizing his powers shadows boil around him threateningly, obscuring his features and seeming to leech the very light from the environment.

Power Descriptions: Brandon Dunn has access to the collective powers and abilities of Apep, an ageless cthonic god. Or at least most of them -- Apep's power was divided ages ago and now Brandon seeks to gather them all. Primarily, he can summon snakes made of shadow-stuff; to strike out at people, to wrap them up, to create extra arms, or even to block blows aimed at him.

History: Brandon Dunn was an inquisitive child, always digging deeper for answers. Often literally. He grew up on a farm in Iowa, and he was never happier than when he was digging along the property line, or in the fields and forests beyond. He grew to love history and the past, and nothing thrilled him more than turning up some stone arrowheads, or brass bullet shells, or some animal bones long picked clean. Once he found a half-complete dinosaur skeleton. He donated it to the local high school; they sold it to a collector for several thousand dollars. The money was spent to buy the football team new training equipment.

That was the way things worked in Brandon's home town. Sports were the most important thing for most of the citizens. Brandon's parents sure didn't care what he dug out of the ground; they just cared that he was big and strong, but he was utterly indifferent to sports. Part of it was that he was simply clumsy, but an equal part was he simply had no desire to work hard at pushing other people around.

As the end of high school neared and college loomed, all Brandon could think of was getting out of his little town. He applied to every single college that had a half-decent archeology department (even then he knew that he wanted to spend his life digging in the dirt) and tried for every scholarship that was vaguely applicable. When the replies came back, the best choice was Freedom College.

Brandon had grand dreams for college. A meeting of minds, a place where he would be judged base on his genius. He thought it would be free of the cliques that plagued his high school experience and to a degree he was correct; at Freedom College, everyone belonged to a single clique instead, the party crowd. Brandon, though, wanted to study hard and a good job, so he once again found himself on the outside.

So he persevered and studied hard, and landed an internship with the Hunter Museum of Natural History. It was announced that the museum would be participating in a dig in Egypt's Valley of the Kings, and Brandon volunteered. He was chosen and sent on his way. The expedition explored several tombs recently uncovered after a hard rain, including one that bore no dynasty markings; in fact it seemed to be from an era long before pharaohs were interred in the valley.

Brandon worked hard and ingratiated himself to the scientists leading the expedition, so he was allowed to follow the first group to enter the tomb. They broke the seals and entered the stone structure, discovering that it was fairly small and in fact seemed to be a natural stone corridor leading to a single, square room with a low roof. The interior of the room was covered in hieroglyphs and other, more arcane symbols, and dead center was a single ceramic jar bearing the image of a coiled snake. As he was examining the jar, his clumsiness struck and Brandon tripped over his own feet, knocking the jar off its plinth and shattering it. A cold, dark fog filled the tomb almost immediately and Brandon felt like he was going to die. Instead a voice spoke to him, promising him power and revenge on his enemies if he just bowed to the will of Apep. The terrified student agreed at once and became heir to a power from before the beginning of time.

In ancient Egypt, the most evil of deities was the snake-god Apep. It was a cthonic deity, a thing of darkness and chaos from before the creation of the world, and it longed to return all of creation to that primordial darkness. It was held back by, among other things, the power of gods like Horus and Ra. In time, though, the priest-sorcerers of Egypt grew concerned with the growing power of the snake-god's cult. To defy it they enacted the ritual of the Binding of Apep, which forced the god to take a corporeal form and allowed it to be cut in eight pieces, and the eight pieces to be sealed in specially prepared jars. Many of these had since been looted or otherwise removed from the tombs and temples where they were placed, but at least one remained to be upset by Brandon Dunn.

Empowered, Brandon walked out of the Valley of Kings and traveled the world, hunting down more of the jars that held Apep's essence. Now he's tracked the remainder to Freedom City, so he has returned there. He lost his job at the Hunter Museum lost any chance of graduating, but he doesn't care. Now he has a new goal, a new purpose, and a new friend whispering in his ear from the shadows...

Personality & Motivation: Brandon feels slighted by the world; with more supportive parents or a different home town or a better college experience, he could have become one of the great scientists of history! Now he's out for the revenge against all those who've wronged him. He often comes across as angry and bitter to others, but he knows in his mind that he's fully justified; or at least that's what the voice whispering in his ear tells him.

Apep's motives are both impossible to fully comprehend and deceptively simple. It wants to destroy the world, indeed all that exists, and will do so by any means necessary. Not because it's angry at the world or because it lost something, simply because the order and life of creation is anathema to its existence and it wishes to return to the primordial chaos that existed before time began. That being said, Apep is not a raving monster of destruction. It is quite content to play the (millennial) long game, accruing power and resources before striking.

Powers & Tactics: Hooded Menace has had time to explore his news powers and he's found that he has some distinct advantages. Usually he'll start a fight by blanketing the area in suffocating darkness, then striking at his enemies from concealment. He prefers to focus on one until it is dealt with, but he's not above tying down one or two foes to cut down on the number of attackers. If he's outmatched, he'll attempt to withdraw under cover of darkness and make good his escape.


Abilities: 8 - 2 + 6 + 4 + 2 + 4 = 22PP

Strength: 18 (+4)

Dexterity: 8 (-1)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 12 + 8 = 20PP

Initiative: +3

Attack: +6 Melee, +6 Ranged, +10 Shadow Snake Array

Grapple: +14, +18 w/ Additional Limbs, +23 w/ Super-Strength

Defense: +10 (+4 Base, +6 Shield), +2 Flat-Footed, +5 Flat-Footed w/ Shield

Knockback: -5

Saving Throws: 7 + 6 + 6 = 19PP

Toughness: +10 (+3 Con, +7 Protection)

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

Reflex: +5 (-1 Dex, +6)

Will: +7 (+1 Wis, +6)

Skills: 80R = 20PP

Climb 8 (+12)

Concentration 4 (+6)

Gather Information 8 (+10)

Intimidate 12 (+14)Skill Mastery]

Investigate 3 (+5)

Knowledge (Arcane) 3 (+5)

Knowledge (History) 7 (+10)Skill Mastery]

Knowledge (Theology & Philosophy) 3 (+5)

Language 4 (Ancient Egyptian, French, English [Native], Hebrew, Latin)

Notice 9 (+10)Skill Mastery]

Search 10 (+12)

Sense Motive 9 (+10)Skill Mastery]

Feats: 8PP

Accurate Attack

Defensive Attack

Improved Grab

Improved Pin

Move-By Action

Power Attack

Skill Mastery (Intimidate, Knowledge [History], Notice, Sense Motive)

Startle

Powers: 12 + 4 + 7 + 35 + 12 + 4 = 74PP

All powers have the Divine descriptor

Additional Limbs 4 (8 limbs, +4 Grapple) + Elongation 4 (50 ft. Extra: Projection) [12PP] (Shadow Limbs, Shadow)

Enhanced Feat 3 ( Challenge [Fast Startle], Fearless, Quick Change 2) [4PP]

Protection 7 [7PP]

Shadow-Snake Array 15 (30 PP array, Feats: Accurate 2, Alternate Powers 3) [35PP]

BE: Strike 6 (Extra: Autofire [10], Linked [super-Strength] [+0], Feats: Affects Insubstantial 2, Mighty) + Super-Strength 5 (Effective lifting Str 40, Extra: Linked [+0]) [29/30PP] (Shadow-Arm Strike, Shadow)

AP: Blast 10 (Extra: Penetrating) [30/30PP] (Boiling Shadow Toss, Shadow)

AP: Snare 10 (Extra: Constricting) [30/30PP] (Shadow Snakes Bind, Shadow)

AP: Obscure 10 (Visual & Mental, 10 000 ft [~2 miles], Extra: Independent) [30/30PP] (Shadow Fall, Shadow)

Shield 6 [12PP] (Shadow Arms Intercepting, Shadow)

Teleport 6 (20 miles, Feat: Subtle, Flaw Long-Range Only, Medium [shadows]) [4PP] (Shadow Walk)

Drawbacks: -3 = -3PP

Vulnerable(Light Energy, Frequency: Common, Intensity: Moderate) [-3PP]

Abilities (22) + Combat (20) + Saving Throws (19) + Skills (20) + Feats (8) + Powers (74) - Drawbacks (3) = 160 Power Points

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Character Name: Phantasmagore

Power Level: 14 (232/232)

Trade-Offs: +3 Def/-3 Tou

Unspent Power Points: 0

In Brief: Grue Arcane master of illusion and mental magics

Alternate Identity: None

Identity: The general public is not aware of the existence of Phantasmagore.

Birthplace: Gruen-Prime

Occupation: Evil sorcerer

Affiliations: Grue Arcane

Family: Genetically related to all of the Grue Unity

Description:

Age: Several hundred years

Apparent Age: Middle age

Gender: Asexual, nominally male

Ethnicity: Grue

Height: Any, normally 5' 8"

Weight: 150 lbs

Eyes: Any, normally pale green

Hair: Any, normally none

Phantasmagore is an masculine humanoid with brick red skin and pale, sharp green eyes -- more or less identical to uncounted trillions of Grue across the galaxy. Unlike most Grue though his build is thin, almost skeletal; he also eschews the close-fit Grue uniform for a billowing cape of black with red underlining, over a loose robe the same shade of green as his eyes. The cape has a stiff collar which rises above his bald head, and his hands are encased in flaring black gloves.

Power Descriptions: Phantasmagore is a master of illusion and fear magic, and a skilled summoner as well. While he prefers to use illusions to confuse and trick his opponents, he can summon spectral weapons to attack them, influence their emotions, or even summon objects made of pure arcane force. As a last resort, he can veil himself from living minds to escape.

While he's mostly neglected his innate Grue abilities in favor of arcane secrets, he can change his form to facilitate his escape.

History: Phantasmagore is an old, old Grue. He is one of the original drones who were chosen by the Meta-Mind to experiment with magic, and in time his will and force of personality broke out from under that telepathic monster's control. Like the other Grue Arcane, he rebelled against the control of the Unity only to be driven from Gruen-Prime, eventually settling on a shadow world far from the grasp of the Unity itself.

The Grue sorcerers withdrew from each other, each pursuing their own projects. Phantasmagore delved into the infernal realms, seeking allies among demons and other twisted wizards. In time he became a master of the insidious magic of the mind, and used this skill to try and take over the Grue Arcane. He tried enacting a ritual that would bind the other alien sorcerers to his will, but they detected his working at the last moment and broke into his tower, ruining the spell. He fled to the Underworld and perfected his formidable mind-magics there.

When Phantasmagore returned to our world, he quickly ensconced himself on a primitive planet, ruling it as a god-king. His power was unmatched, until a former Grue drone now bearing the mystic White Light appeared and challenged his rule. She broke his grip on the natives and chased him off the world. It was the first time he and Starlight had met and matched each other, but far from the last. Again and again they tested one another, almost as if drawn by destiny to be each others' rival.

Eventually Starlight traveled to Earth and established herself there as a superhero. Phantasmagore created a base for himself on Europa and began to observe the little blue orb. He is tired of the game the two of them play, and is determined to finish it by killing Starlight.

Personality & Motivation: Phantasmagore is a meglomaniac, convinced that he is the greatest sorcerer in existence -- and he will not rest until the universe acknowledges this! He prefers to dominate whatever group he is a part of, either through sheer force of will or through subtle magics. He prefers bombastic displays of ego, both to cow his opponents and reinforce his own sense of self-worth.

The alien sorcerer wants nothing less than complete domination of the galaxy, through whatever means he can achieve it. Time and again he's attempted to use vast rituals to impose his will on entire planets at a time. As well, he likes to teach tidbits of knowledge to the natives of whichever planet he's focusing on at the moment -- nothing boosts his ego quite like a cult of aliens proclaiming him as the arcane god he knows himself to be!

Powers & Tactics: Phantasmagore never fights fair if he can avoid it -- in fact, he never fights an opponent face-to-face if he can avoid it! He prefers to work through allies and proxies. He almost never fights without demons or golems to aid him, and his tactics usually revolve around confusing his foes long enough for him to make a clean escape. If caught in a one-on-one battle, he will use his illusions and shape-shifting to confuse and wrong-foot his opponent and strike them when they are least expecting it.


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

Strength: 10 (+0)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 20 (+5)

Charisma: 20 (+5)

Combat: 12 + 16 = 28PP

Initiative: +8

Attack: +6, +14 Magic Array

Grapple: +28 Move Object

Defense: +17 (+8 Base, +9 Dodge Focus), +4 Flat-Footed

Knockback: -5

Saving Throws: 5 + 8 + 9 = 22PP

Toughness: +11 (+2 Con, +9 Protection)

Fortitude: +7 (+2 Con, +5)

Reflex: +12 (+4 Dex, +8)

Will: +14 (+5 Wis, +9)

Skills: 132R = 33PP

Bluff 19 (+24) Skill Mastery

Concentration 10 (+15)

Craft (Art) 17 (+20) Skill Mastery

Diplomacy 19 (+24)

Disguise 0 (+5/+45)

Gather Information 10 (+15)

Knowledge (Arcane) 17 (+20) Skill Mastery

Knowledge (Theology & Philosophy) 12 (+15)

Language 3 (English, Lor, Infernal) (Grue: Native)

Notice 15 (+20)

Sense Motive 10 (+15) Skill Mastery

Feats: 21PP

Attack Specialization (Magic Array) 4

Dodge Focus 9

Improved Initiative

Equipment 4

Ritualist

Skill Mastery (Bluff, Craft [Art], Knowledge [Arcane], Sense Motive)

Europa Crystal Palace (PL14 HQ) [16EP]

Size: Huge [3EP]

Toughness: +15 [2EP]

Features: [12 EP]

  • [*:3lsa40ok]Communications
    [*:3lsa40ok]Concealed
    [*:3lsa40ok]Defense System (Blast 14)
    [*:3lsa40ok]Infirmary
    [*:3lsa40ok]Isolated
    [*:3lsa40ok]Laboratory
    [*:3lsa40ok]Library
    [*:3lsa40ok]Living Space
    [*:3lsa40ok]Power 3
    [*:3lsa40ok]Workshop

Concealment 10 (All Senses, Feat: Close) [21PP]

ESP 15 (All senses, Feat: Subtle) [61PP]

Powers: 3 + 47 + 24 + 9 + 7 = 90PP

Immunity 3 (Aging, Disease, Poison) [3PP] (Alien)

Magic Array 23.5 (42PP, Feat: Alternate Power 5) [47PP] (Magic)

BE: Illusion 14 (All senses, Flaw: Phantasm) {42/42}

AP: Blast 14 (Extra: Alternate Save [Will]) {42/42}

AP: Create Object 14 (Extra: Movable) {42/42}

AP: Emotion Control 14 (Extra: Area/Targeted [shapeable]) {42/42}

AP: Teleport 15 (Same Solar System, Feats: Easy, Change Direction, Change Velocity, Turnabout) {34/42}

AP: Concealment 10 (All Senses, Flaw: Phantasm, Feat: Close, Selective) {12/42}

Morph 8 (Any Humanoid, Extra: Duration [Continuous]) [24PP] (Alien)

Protection 9 [9PP] (Magic)

Super-Senses 7 (Magic Awareness [Mental], Detect Magic [Tactile], Ranged [normal Tactile]) [7PP]

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

None

Abilities (38) + Combat (28) + Saving Throws (22) + Skills (33) + Feats (21) + Powers (90) - Drawbacks (0) = 232/232 Power Points

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An HQ for my villain Phantasmagore. One part Doc Manhatten's crystal Mars palace from Watchmen, one part Marvin the Martian's base.


Europa Crystal Palace (PL14 HQ) [15EP]

Size: Huge [3EP]

Toughness: +15 [2EP]

Features: [10 EP]

  • [*:3nwt4gmd]Communications
    [*:3nwt4gmd]Concealed
    [*:3nwt4gmd]Defense System (Blast 14)
    [*:3nwt4gmd]Infirmary
    [*:3nwt4gmd]Isolated
    [*:3nwt4gmd]Laboratory
    [*:3nwt4gmd]Library
    [*:3nwt4gmd]Living Space
    [*:3nwt4gmd]Power
    [*:3nwt4gmd]Workshop

Concealment 10 (All Senses, Feat: Close) [20PP]


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Size: Gargantuan [3EP]

  • Str: 50 [8EP]
  • Toughness: 10 [5EP]
  • Defense: 6 [0EP]
Features [64EP]
  • Alarm [1EP]
  • Navigation System 2 [2EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Fire Prevention System [1EP]
  • Infirmary [1EP]
  • Living Space [1EP]
  • Teleport Beacon
  • Power [55EP]
[container]Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) [12EP]

Engine Systems Array 10 (20PP, Feat: Alternate Power 1) [21EP]

BE: Flight 10 (10,000 MPH) [20EP]

AP: Super-Movement 2 (Space Travel) [5EP]

Super-Senses (Radar, Accurate, Acute, Analytical, Radius, Extended 3 [x10,000 increment]) [8EP]

Super-Senses (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) [5EP]

Immunity 9 (Life Support) [9EP]

3 + 8 + 5 + 0 + 64 = 80 EP

Edited by Raveled

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Power Level 6 (74 pp)

Abilities: STR: 4 (-3), DEX: 20 (+10), CON: N/A (--), INT: 10 (+0), WIS: 10 (+0), CHA: N/A (--) [-16PP]

Skills: Climb 4 (+14), Notice 4 (+4), Sense Motive 4 (+4), Stealth 0 (+30) [3PP]

Feats: Accurate Attack, Agile Climber, All-Out Attack, Defensive Attack, Evasion, Improved Critical (Blast), Improved Initiative, Hide in Plain Sight, Power Attack [9PP]

Powers: [71PP]

Blast 2 (Extra: Autofire)

Protection 2

Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects)

Shrinking 20 (Feats: Innate, Permanent)

Combat: Attack +0 (+10 Shrinking), Defense 10 (5 flat-footed), Initiative +9, Grapple -13, Knockback -1 [0PP]

Saves: Toughness +2, Fortitude N/A, Reflex +10, Will +6 [11PP]

Drawbacks: [-4PP]

Vulnerability (Fire Effects, Frequency: Common, Intensity: Major)

Abilities -16 + Skills 3 + Feats 9 + Powers 71 + Combat 0 + Saves 11 - Drawbacks 4 = 74

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Power Level 10 (117 pp)

Abilities: STR: 10 (+0), DEX: 16 (+3), CON: N/A (--), INT: 10 (+0), WIS: 10 (+0), CHA: N/A (--) [-14PP]

Skills: Notice 4 (+4), Sense Motive 4 (+4), Stealth 0 (+26) [2PP]

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Improved Critical (Blast), Hide in Plain Sight, Move-By Action, Power Attack [7PP]

Powers: [87PP]

Blast 8 (Extra: Blast [General])

Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects)

Protection 8 (Extra: Impervious 4)

Shrinking 16 (Feats: Innate, Permanent)

Combat: Attack +0 (+12 Shrinking), Defense 12 (6 flat-footed), Initiative +0, Grapple -16, Knockback -8 [0PP]

Saves: Toughness +8, Fortitude N/A, Reflex +10, Will N/A [7PP]

Drawbacks: [-4PP]

Vulnerability (Fire Effects, Frequency: Common, Intensity: Major)

Abilities -14 + Skills 2 + Feats 7 + Powers 87 + Combat 0 + Saves 7 - Drawbacks 4 = 85

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Power Level 10 (138 pp)

Abilities: STR: 10 (+0), DEX: 20 (+5), CON: N/A (--), INT: 16 (+3), WIS: 14 (+2), CHA: 20 (+4) [17 PP]

Skills: Knowledge (Tactics) 12 (+15), Notice 6 (+8), Sense Motive 10 (+13), Stealth 0 (+26) [7 PP]

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Evasion, Hide in Plain Sight, Master Plan 2, Move-By Action [8PP]

Powers: [83PP]

Blast 2

Communication 3 (Radio, Extra: Area, Feat: Selective, Subtle)

Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects)

Protection 8

Shrinking 20 (Feats: Innate, Permanent)

Combat: Attack +4 (+16 Shrinking), Defense 16 (8 flat-footed), Initiative +5, Grapple -20, Knockback -4 [16PP]

Saves: Toughness +8, Fortitude N/A, Reflex +12, Will +6 [11PP]

Drawbacks: [-4PP]

Vulnerability (Fire Effects, Frequency: Common, Intensity: Major)

Abilities 17 + Skills 7 + Feats 8 + Powers 83 + Combat 16 + Saves 11 - Drawbacks 4 = 138

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Section 13 is an 'ultra patriotic' villain group. They are mostly concerned with controlling the world's governments. When possible, they prefer to force others to do their dirty work through blackmail or outright mind control.


Section 13 was established during World War II as a department of the OSS. Their purpose was to coordinate the actions of superpowered allied agents, specifically those unaffiliated with the Liberty League or the Allies of Freedom. The group was officially disbanded after V-J day, but in fact they remained active through the Cold War, as an informal group of intelligence agents mainly in the CIA and NSA. Their goal remained the same, using the country's superpowered resources in advancing American interests abroad. Their methods change as they saw themselves in more desperate times. They put any pressure they could think of on potential recruits, but their favorite one was blackmail.

In 1978, Chicago accountant Lynn Webb published the book "My Time as a Secret Soldier." In it, Mrs. Webb outed herself as a superhuman with the ability to 'ghost' though walls. She alleged that Section 13 had threatened her family and her career unless she infiltrated various Russian embassies abroad. The controversy raised by the book caused lawmakers in Washington to investigate allegations against Section 13, and after three years of sub-committee meetings, twenty members of America's intelligence community, mainly from the CIA and NSA, were let go without ceremony. Nineteen were dead with a year; the last, Roland Ritter, disappeared without a trace.

Throughout the eighties and nineties, several acts of super-terrorism abroad served to remove politicians and other public figures that espoused 'anti-American' views. However it wasn't until the 2000s that law-enforcement agencies began to suspect that there might be a single, well-coordinated organization behind these strikes. A few years later the name 'Section 13' began showing up on many ultraconservative websites as a group "not afraid to take action, to wrest control of America back from the weak-willed parasites that control it and make this country great again!"


Section 13 is structured into cells. Most of the 'front' organization falls under various domestic terror cells. Some of these merely write and distribute propaganda, others gather intelligence, and still others carry out attacks against various governmental or private organizations world-wide. The vast majority of Section 13 is unpowered individuals, perhaps with some military or paramilitary training, but there is a core group of superpowered agents that answer directly to Roland Ritter.

Director Roland Ritter was your typical All-American son, born in Delaware in 1923 and planning a smooth rise through college and into business. World War II interrupted those plans, and with patriotic fervor he enlisted in the US Navy. When word came down that the military was looking for subjects to test a serum on, one that would turn an ordinary soldier into a match for a regiment, he quickly volunteered. He received a variation on the same compound given to Jack Simmons, but instead of making him a superhuman soldier it accelerated his mind until he outstripped the primitive computing machines of the day. He was transferred to the Office of Strategic Services, where he eventually found himself drawn to the fledgling Section 13. The challenges of coordinating the actions of dozens of unique supercapable agents around the world appealed to him, and he soon he rose to command organization. After the war he officially joined the CIA, but he never lost contact with his subordinate agents from Section 13, and for almost forty years they continued their goal of utilizing superpowered agents to advance America's interests in any way necessary. Now, the man who plans the day down to the smallest detail is facing the one hazard even he can't avoid: Death. Roland's body has been preserved for these sixty-plus years by the same drug that gave him his frightening mind, but now he fears that his life will end before he can see America strong and triumphant over her old enemies.

Roland Ritter is a man of average height and broad build, a linebacker or a farmer. He seems to only wear exquisitely tailored suits of a style fifty or sixty years out of date. Everything about him is crisp and clean, from his polished, patent leather shoes, to his sharp, clean haircut (touched just at the wings by grey), to the polished gold watch he sets his life by. He maintains an air that all events are proceeding exactly as he wishes, and his most often-uttered phrase is "all according to plan."

Tin Man -- Curtis Coeman didn't want to be in the military, but the draft picked up thousands like him -- young men from lower class families with indifferent prospects. He was sorted into the Army and had the bad fortune to be assigned to a unit training in England, for a landing on Europe in early June of 1944. He was part of the same squad as Malcolm Dawes and they hit the beach together, came under fire from the same pillbox together. While Malcolm had a leg ripped to shreds, Curtis nearly died from the attack. While Malcolm went back to the States, Curtis went to an Army hospital. There, he was approached by a scientist who offered to rebuild him, make him tougher, faster, stronger. Since Curtis's other prospect was to spend the rest of his life in a hospital bed he agreed readily.

Bonfire -- Natalie Nowak was born into a simple rural family

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Player Name: Raveled

Character Name: Critical

Power Level: 7 (105/105 PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Engineered to be a slave, he lives as free as possible.

Alternate Identity: Adam Frei, Adem

Identity: Public

Birthplace: Inside the Stellar Khanate

Occupation: Adventurer, professional superhero.

Affiliations: None

Family: None

Description:

Age: 20 (DoB: Year [Optionally, Day & Month])

Gender: Male

Ethnicity: Genetically engineered lifeform

Height:

Weight:

Eyes: Green/Green

Hair: Green/Black

Adam Frei is a short, slim man with dark hair and dark, green eyes. His face is rounded and open, and his skin has the sort of tan that comes from being out of doors most of your life.

Power Descriptions: Adem has been genetically engineered to be an ideal gladiatorial opponent, naturally strong, tough, and

(Describe what their powers look like, if applicable)

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation: Adem is a free-spirited individual, always focused on the moment and how he can wring maximum enjoyment from it rather than planning for the future. He's not malicious, he just prefers to enjoy what he has now rather than what he could have in the future. This includes flirting with just about any woman who enters his line of sight.

Adem is a performer, and never happier then when he can show off his athleticism, his good looks, or his quick wit.

If there is one thing Adem is truly passionate about, it is freedom and liberty. He has been a slave, been a commodity who only existed to fight and die at the pleasure of others; he cannot and will not sit by when those with power use it to crush or subdue others.

Powers & Tactics:

(In-character descriptions of how they do what they do)


Complications

Not From This Planet Adem was born far, far away from Earth. Earth culture and Earth customs are strange to him; while he's assimilated well enough not to raise too much suspicion, he could still commit a faux pas.

Green-skinned Alien Adem has an alien machine that helps disguise his non-human features, but if something happens to the disguise it would be very difficult for him to hide.

Couch Surfer Adam Frei has no fixed address, and relies upon the kindness of (mostly female) strangers to not be sleeping on the street.

Bounty Head Adem is a runaway slave in the Khanate, and his genes are a valuable commodity elsewhere. Bounties hunters are coming.

Shiver Shiver Adem has no body fat; cold environments are even less pleasant for him than they would be other people.

Ladies Man Adam Frei has a hard time not hitting on women.

Rubber Band Luck Adem has wildly varying luck. When things go right, they go very, very right, and when things go wrong it is spectacular.

"I call it improvising!" Adem lives in the now, and that means he can go off a plan pretty easily.

Abilities: 6 + 6 + 6 + 0 + 2 + 8 = 28PP

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 18 (+4)

Combat: 6 + 8 = 14PP

Initiative: +3

Attack: +7 Melee, +7 Ranged

Grapple: +15

Defense: +10 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -3/-1

Saving Throws: 1 + 3 + 3 = 7PP

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

Fortitude: +4 (+3 Con, +1)

Reflex: +7 (+3 Dex, +3)

Will: +4 (+1 Wis, +3)

Skills: 40R = 10PP

Acrobatics 10 (+15)

Bluff 7 (+11, +15Attractive)

Diplomacy 7 (+11, +15Attractive)

Gather Information 4 (+10)

Knowledge (Galactic) 5 (+5)

Language 2 (English, Galstandard, KhanateNative)

Notice 5 (+6)

Feats: 16PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attractive

Connected

Defensive Roll 2

Dodge Focus 3

Luck 2

Uncanny Dodge (Auditory)

Taunt

Powers: 10 + 5 + 17 + 1 + 2 + 2 = 37PP

Device 3 (15 PP, Easy to Lose, Feat: Subtle) (Gladiatorial Weapon) (Alien, Technology) [10PP]

Battle Mode 10 (14PP, Feat: Alternate Power 1) [15PP]

BE: Strike 4 (Extra: Autofire [7] Feat: Mighty, Stunning Attack, Takedown Attack) (Battle Sticks) (Bludgeoning) [20PP]

AP: Blast 7 (Battle Staff) (Kinetic) [20PP]

Device 1 (5 PP, Hard to Lose, Feat: Subtle) (Holo-costume Ring) (Alien, Technology) [5PP]

Enhanced Feat 1 (Quick Change) (Holo-costume) [1PP]

Morph 4 (Adam Frei form, +20 Morph) [4PP]

Device 5 (20 PP, Hard to Lose, Feat: Subtle) (Monocle Computer) (Alien, Technology) [17PP]

Communication 5 (Radio, Feat: Subtle) (Earbud Communicator) [6PP]

Comprehend 3 (Understand & Read Any Language, Speak Any One Language) (Universal Communicator) [6PP]

Enhanced Feat 4 (Attack Focus [Ranged] 4) (Telemetry Computer) [4PP]

Super-Senses 4 (Radio, Direction Sense, Distance Sense) (On-Board Computer) [4PP]

Leaping 1 (x2, move action) (Faster, Stronger, Higher) (Alien, Genetic, Mutation) [1PP]

Immunity 2 (Disease, Poison) (Perfect Biology) (Alien, Genetic, Mutation) [2PP]

Super-Senses 2 (Visual Counters Obscure [Darkness]) (Slitted Eyes) (Alien, Genetic, Mutation) [2PP]

Drawbacks: (-4) = -4PP

Weakness to Cold (Major [DC x 2]) [4PP]

DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

(NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.)

Totals: Abilities (28) + Combat (14) + Saving Throws (7) + Skills (10) + Feats (16) + Powers (37) - Drawbacks (4) = 108/105 Power Points

Edited by Raveled

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Player Name: Raveled

Character Name: Reactor

Power Level: 7 (105/105)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief:

Alternate Identity: Anthony 'Tony' Costa

Identity: Secret

Birthplace:

Occupation: Student

Affiliations: Claremont Academy

Family:

Description:

Age: ??? (DoB: Year [Optionally, Day & Month])

Apparent Age: (if applicable)

Gender: Male

Ethnicity: Caucasian

Height:

Weight:

Eyes:

Hair:

(Describe what they look like!)

Power Descriptions:

(Describe what their powers look like, if applicable)

History:

(Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.)

Personality & Motivation:

(Describe here)

Powers & Tactics:


Complications:

Chip on His Shoulder Tony has a lot of pride. Pride in his blue-collar background, pride in his technical skill, and pride in the power of his suit. The quickest way to get a reaction out of him, especially an angry reaction, is to insult him.

Future Me Scares Me

Abilities: 0 + 4 + 2 + 6 + 2 + 4 = 18PP

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 12 (+1)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 14 (+2)

Combat: 6 + 8 = 14PP

Initiative: +6

Attack: +3 Melee, +3 Ranged, +7 Blast, +7 Strike

Grapple: +3

Defense: +7 (+4 Base, +3 Flat-Footed), +2 Flat-Footed

Knockback: -3

Saving Throws: 4 + 3 + 4 = 10PP

Toughness: +7 (+1 Con, +6 Protection)

Fortitude: +5 (+1 Con, +4)

Reflex: +5 (+2 Dex, +3)

Will: +5 (+1 Wis, +4)

Skills: 48R = 12PP

Computers 2 (+5)

Craft (Electronics) 7 (+10)

Craft (Mechanical) 7 (+10)

Disable Device 2 (+5)

Knowledge (Physical Sciences) 7 (+10)

Knowledge (Technology) 12 (+15)

Notice 6 (+7)

Sense Motive 5 (+6)

Feats: 8PP

Dodge Focus 3

Eidetic Memory

Equipment 3Gold Reward

Improved Initiative

Inventor

Online Research

Uncanny Dodge (Auditory)

Urban Exploration Kit [4EP]

Gas Mask [1EP]

Flashlight [1EP]

Multitool [1EP]

Climbing Rope [1EP]

Motorcycle

Cobbled-Together Warehouse Working Space [11EP]

Size: Medium [1EP]

Toughness: +10 [1EP]

Features

  • Concealed 2
  • Fire Prevention System
  • Garage
  • Gym
  • Laboratory
  • Library
  • Security System
  • Workshop

Powers: 41 + 2 = 43PP

Armor (43PP; Feat: Drawback: Action/Full Round) (Name) (Descriptor) [41PP]

Enhanced Feat 1 (Improvised Tools) (Name) (Descriptor) [1PP]

Flight 2 (25MPH) (Plasma Jets) (Descriptor) [4PP]

Protection 6 (Armor Plating) (Descriptor) [6PP]

Immunity 5 (Cold, heat, high pressure, radiation, breathe underwater) (Name) (Descriptor) [5PP]

Super-Senses 2 (Counters Visual Obscure [Darkness]) (Name) (Descriptor) [2PP]

Array 11.5 (23PP, Feats: Alternate Power 2) (Name) (Descriptor) [25PP]

BE: Blast 7 (Extra: Autofire [7], Feat: Accurate 2) (Plasma) (Name)

BE: Blast 7 (Extra: Area/General [burst], Feat: Progression/Area 2 [25 ft/rank]) (Plasma) (Name)

BE:

Enhanced Strength 10 (Extra: Linked/Super-Strength [+0]) + Super-Strength 2(Str 30, Feat: Bracing, Extra: Linked/Enhanced Strength [+0]) (Name) (Descriptor) [15PP]

Strike 2 (Feat: Accurate 2, Mighty, Takedown Attack) [6PP] (Name) (Descriptor)

Armor AI (2PP) (Keet) (AI, Technology) [2PP]

Enhanced Feat 1 (Power Attack) (Name) (Descriptor) [1PP]

Feature 1 (Library) (Name) (Descriptor) [1PP]

Drawbacks: (-0) = -0PP

DC Block

 

(see below)
Totals: Abilities (18) + Combat (14) + Saving Throws (10) + Skills (12) + Feats (8) + Powers (43) - Drawbacks (0) = 105/105 Power Points Edited by Raveled

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