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Character Edits, v6


Dr Archeville

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Changes needed to be made to Mercury:

- Drop Force Field from the Magic array

- Add Create Object 7 in its place

- Drop Ref and Will Saves down to 0/+10 and +10 respectively

- Add 1 Rank of Equipment: Armored Breastplate (3ep, +3 Toughness), Cellphone (1ep), Laptop Computer (1ep)

- Add 2 Ranks of Defensive Roll. That should bring Toughness saves up to +4/+7

DONE BY AA

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Some Eli edits to do. Those that are :science: based.

I'm going to use 2pp to buy 8 ranks in Craft: Electronics, 1pp to buy Inventor, and 1pp to buy Skill Mastery (Computers, Craft: Electronics, Knowledge: Physical Sciences, Knowledge: Technology).

Ecal thinks quick, and edits quicker

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Done, but I'd advise you to upload the image to the wiki and get the stupid-long link edited. - Ecal

Please change the first paragraph of Warlock's description to the following:

Blake, now slightly more than skin and bones, looks a bit more normal than he did before. He has a slight tan, and a mild amount of muscles on his body, and turned his hair back to its normal shade with a glamour charm. He wears a heavy black robe over a nice suit with a black vest and tie. He wears a black domino mask, and has a black fedora. His robes, however, have lightning bolts in white along the sleeves and along the bottom of the robe. He also has an alchemical symbol as a pin on his robes.

Blake, now slightly more than skin and bones, looks a bit more normal than he did before. He has a slight tan, and a mild amount of muscles on his body, and turned his hair back to its normal shade with a glamour charm. He wears a heavy black robe over a nice suit with a black vest and tie. He wears a black domino mask, and has a black fedora. His robes, however, have lightning bolts in white along the sleeves and along the bottom of the robe. He also has an [url=http://www.google.com/imgres?imgurl=http://www.dreamstime.com/alchemical-symbols-and-magickal-sigils-thumb9290938.jpg&imgrefurl=http://www.dreamstime.com/alchemical-symbols-and-magickal-sigils-image9290938&usg=__bXOxLyH8E271BbHGIR7RGHa4NT4=&h=298&w=400&sz=47&hl=en&start=0&zoom=1&tbnid=9TGIdNZBVMn-zM]alchemical symbol[/url] as a pin on his robes.

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Ecalsneerg says ding

I found this in Gizmo's I am... thread today. And I love it. Can I get it added to Colt's sheet?

The following is the code to replace everything before the description thread. It should look something like this:

Players Name: quotemyname[floatr]Colt_SL.png[/floatr]

Power Level: 15 (231/239)

Trade-Offs: +5 Attack / -5 Damage (ranged); None (Melee); None (Defensively)

Unspent PP: 8

Progress to Gold: 89/90

Characters Name: Billy Renolds

Alternate Identity: Colt, Billy the Kid, Peacemaker, Quickshot, Trickfire, Rapidfire Renolds

Height: 5'11''

Weight: 165lbs

Hair: Brown

Eyes: Brown

D.O.B.: September 14th, 1988 (projected for this dimension)

[b][u]Players Name[/u][/b]: quotemyname[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a4/Colt_SL.png][/floatr]

[b][u]Power Level[/u][/b]: 15 (231/239)

[b][u]Trade-Offs[/u][/b]: +5 Attack / -5 Damage (ranged); None (Melee); None (Defensively)

[b][u]Unspent PP[/u][/b]: 8

[b][u]Progress to Gold[/u][/b]: 89/90


[b][u]Characters Name[/u][/b]: Billy Renolds

[b][u]Alternate Identity[/u][/b]: Colt, Billy the Kid, Peacemaker, Quickshot, Trickfire, Rapidfire Renolds

[b][u]Height[/u][/b]: 5'11''

[b][u]Weight[/u][/b]: 165lbs

[b][u]Hair[/u][/b]: Brown

[b][u]Eyes[/u][/b]: Brown

[b][u]D.O.B.[/u][/b]: September 14th, 1988 (projected for this dimension)

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Done. Also, your large backstories make finding the mechanics in code form a nightmare :P

Small additions to Protectron, based on something in its fluff that I neglected to reflect in its stats:

the ability to detach its head (which housed tiny mechanical arms and tools) that could completely disassemble or reassemble the body

Feats

add Improvised Tools [cost 1PP]

Powers

add Additional Limbs 2 (2 tiny robotic arms in the neck; Note: Sustained Duration; Flaw: Limited [only when Anatomical Separation is active]) [1PP]

[b]Additional Limbs 2 ([/b]2 tiny robotic arms in the neck; [i]Note[/i]: Sustained Duration; [i]Flaw[/i]: Limited [only when Anatomical Separation is active][b])[/b] [1PP]


And for Dead Head:

Feats

add All-Out Attack and a second rank of Takedown Attack [cost 2pp]

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Geckoman

He has 4 shiny power points to spend. So let's... hit some higher caps. DUNDUNDUN

Abilities:

+2 Constitution [2PP] [total 16/20 (+3/+5)]

Feats:

Attack Specialisation 1 [1PP] [total Attack Specialization (Unarmed) 3] I want to up his Attack itself, but it's only 4pp, whacanyado?

Defensive Roll 1 [1PP]

Also, in his Equipment, drop his suit down to Protection 2

So he's now PL9 with his Geckorangs, PL 10 unarmed, and PL12 Defensively

Now with fancy codeblock...

[b][u]Players Name[/u][/b]: Ecalsneerg

        [b][u]Power Level[/u][/b]: 14 (205/205PP)

        [b][u]Trade-Offs[/u][/b]: +1 Attack for -1 DC, +1 Defence for -1 Toughness

        [b][u]Unspent PP[/u][/b]: 0

    [b][u]Progress to Gold:[/u][/b] 78/90 (35PP pre-bump [PL8/125PP > PL11/161PP], 42PP post-bump)


        [b][u]Characters Name[/u][/b]: Geckoman

        [b][u]Alternate Identity[/u][/b]: Christopher Kenzie

        [b][u]Height[/u][/b]: 5'10''

        [b][u]Weight[/u][/b]: 160 lbs

        [b][u]Hair[/u][/b]: Brown

        [b][u]Eyes[/u][/b]: Brown


        [b][u]Description[/u][/b]: Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity.


        [b][u]History[/u][/b]: Chris Kenzie wasa bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they?


        Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that [i]smarted.[/i]


        But, the [i]piece de resistance[/i] was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits.


        Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to.


        So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he?


        While at the school, Chris became Geckoman near fulltime, going to classes and then heading out on patrol. Eventually he got roped into one of the superteams, Young Freedom. Thus, with the addition of training, he has very little free time, all of which he tries to spend with his girlfriend.


        [b][u]Personality & Motivation[/u][/b]: Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even [i]sans[/i] guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true.


        Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence.


        [b][u]Powers & Tactics[/u][/b]: Geckoman has the proportionate agility and healing power of a gecko, giving him Olympic-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases.


        He also possesses a variety of gadgets, most notably wrist-mounted electrical 'zappers' that fire bolts of high-powered electrical energy. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers.


        [b][u]Complications[/u][/b]:

        Accident (tends to be a little... careless): Chris is way too cocky for his own good, often participating in blatantly idiotic schemes with the potential to cause damage to himself and anything around him. Anyone who has seen him fly would testify to this.


        Enemy (Spellbound): The mysterious inventor of Geckoman's gadgets and airship appeared, calling herself Spellbound. She wants her stuff back, and won't stop until Geckoman gives it to her.


        Secret (identity): Chris Kenzie attempts to keep his identity secret as much as he can. However, much of Claremont know it, as would anyone who has spent time with both (he doesn't act any differently in or out of costume)


        Regeneration: While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs.


        Responsibility (being a superhero, Elizabeth Lawlett, school, Young Freedom): Oh god. Between passing school so he can graduate and hit college, maintaining his relationship with Liz, his solo superheroics and training with Young Freedom. And he's unwilling to ditch any. He [i]wants[/i] to do well in school. He [i]wants[/i] to be a superhero. And he loves Liz.


        Wacky Relationship Hijinks! His archenemy, Spellbound [i]is[/i] Liz Lawlett. Trouble is, neither knows the other's secret identity. This is probably the Complication of all Complications.


[b][u]Stats[/u][/b]: 6+10+6+4+0+12 = 38pp

Str: 16 (+3)

Dex: 20/24 (+5/+7)

Con: 16/20 (+3/+5)

Int: 14 (+2)

Wis: 10 (+0)

Cha: 22 (+6)


[b][u]Combat[/u][/b]: 18+16 = 34pp

Attack: +9, +11 Geckorangs, +15 Unarmed

Grapple: +12

Defense: +15/+13 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed

Knockback: -3/-2, -2/1 w/o costume

Initiative: +11/+9


[b][u]Saves[/u][/b]: 2+4+6 = 12pp

Toughness: +9 [+7 FF]/+7 [+5 FF] (+5/+3 Con, +2 costume, +2 Defensive Roll)

Fortitude: +7/+5 (+5/+3 Con, +2)

Reflex: +10/+8 (+6/+4 Dex, +4)

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


[b][u]Skills[/u][/b]: 152r = 38pp

Acrobatics 9 (+14/+16, Skill Mastery)

Bluff 16 (+22, Skill Mastery)

Craft (Electronic) 6 (+8)

Craft (Mechanical) 6 (+8)

Computers 3 (+5)

Diplomacy 9 (+15, Skill Mastery)

Disable Device 8 (+10)

Escape Artist 8 (+13/+15)

Gather Information 9 (+15)

Investigate 13 (+15)

Knowledge (Behavioral Sciences) 3 (+5)

Knowledge (Popular Culture) 8 (+10)

Knowledge (Technology) 8 (+10)

Language 2 (French, English [Native], Spanish)

Notice 10 (+10)

Pilot 13 (+18/+20, Skill Mastery)

Search 8 (+10)

Stealth 8 (+13/+15)

Survival 5 (+5)


[b][u]Feats[/u][/b]: 47pp

Attack Specialization (Geckorang)

Attack Specialization (Unarmed) 3

Beginner's Luck

Challenge (Fast Taunt)

Connected

Defensive Roll

Dodge Focus 5

Equipment 20

Evasion

Fearless

Improved Initiative

Luck 2

Power Attack

Quick Draw

Set-Up

Sneak Attack

Skill Mastery (Acrobatics, Bluff, Diplomacy, Pilot)

Takedown Attack

Taunt

Teamwork 2


[quote name="Equipment]Geckoman Costume: Protection 2, Subtle [4 ep]

Geckoman Mask: Commlink, flash goggles [1 ep]

Grappling Gun: [b]Super-Movement 1[/b] [Swinging] [2ep]

Utility Belt Array 4 (8ep, Feats: 2 Alternate Powers) [10ep]

[list][u]BP[/u]: Geckorangs [[b]Blast 2[/b], Feats: Improved Ranged Disarm, Mighty 3] [8ep]

[u]AP[/u]: Smokebombs [[b]Obscure Visual 3[/b] (25' radius), Independent] [6ep][/list]

Utilities: Cell phone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool, Young Freedom teleport beacon (2 ep)


[b]The Pitchoo [or Ptychozoon][/b] (65 ep)

Size: Huge, Strength: 40, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12

[i]Features[/i]: Auto-pilot, Computer, Navigation System, Remote Control

[i]Powers[/i]: [b]Blast 10[/b] (electrical blasts; [i]PFs[/i]: Accurate

[u]AP[/u]: Blast 7 (Extras: Area - Shapeable),

[u]AP[/u]: [b]Obscure 7[/b] (Visual + Olfactory Senses, 500ft radius, [i]Extras[/i]: Independent, Total Fade, Flaws: Range [Touch])),

[b]Communication 5[/b] (5 miles), [b]Concealment 2[/b] (radar), [b]Immunity 9[/b] (life suppport),

[b]Super-Senses 3[/b] (radar; Accurate Radio sense)


[u]AP[/u]: [b]The Skink Cycle[/b] (43ep)

[i]Size[/i]: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9

[i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

[i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Morph 4[/b] (normal motorcycle)


[u]AP[/u]: [b]Geckomobile[/b] (50ep)

[i]Size[/i]: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12

[i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen

[i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Communication 5[/b] (5 miles), [b]Morph 4[/b] (normal sedan), [b]Super-Senses 3[/b] (radar; Accurate Radio sense)


[b]The Arborealair[/b], 15ep

[i]Situated by the Wading river, and in Wharton State Forest, the Arborealair is an underground cave accessible two ways: by underwater cave, or climbing an ancient tree and sliding down the middle of it. It has enough space for guests to sleep, a computer room, and even a hangar.[/i]

[i]Size[/i]: Large; [i]Toughness[/i]: 10; [i]Features[/i]: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

[/quote]



[b][u]Powers[/u][/b]: 6+4+1_1+13+1+4+2+4 = 36pp

[i]All powers are of the genetic and mutation descriptors[/i]


[b]Enhanced Dexterity 4 ([/b][i]Power Feats:[/i] Dodge Focus 2[b])[/b] [6pp]


[b]Enhanced Constitution 4[/b] [4pp]


[b]Immunity 2[/b] (disease, poison; [i]Flaws:[/i] Limited to half effect [-1]) [1PP]


[b]Leaping 1[/b] (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp]


[b]Regeneration 12[/b] (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Feats: Regrowth) [13pp]


[b]Speed 1[/b] (10 MPH) [1pp]


[b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]) [4pp]


[b]Super-Senses 2[/b] (Infravision, Low-Light Vision) [2pp]


[b]Super-Senses 4[/b] (Normal Olfactory, [i]Extras:[/i] Accurate 2, Acute, Tracking) [4pp]




[b][u]DC Block[/u][/b]:

Unarmed - 18/Toughness --- Bruised, Staged

Unarmed/Sneak Attack - 20/Toughness, Bruised, Staged

Geckorang - 20/Toughness --- Bruised, Staged, Ranged

Geckorang/Sneak Attack - 22/Toughness --- Bruised, Staged, Ranged

Pitchoo's Blast 10 - 25/Toughness --- Bruised, Staged, Area



[b][u]Costs[/u][/b]: Abilities (38) + Combat (34) + Saves (12) + Skills (38) + Feats (47) + Powers (36) - Drawbacks (00) = 205/205 Power Points

Doktor'd

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DONE BY SHAENTHEBRAIN

Mercury

  • -Drop Illusion 3 and Morph 7 from the Magic Array, freeing up 2PP.

    -Add Action (Full) and Distracting to Transform, increasing the Rank from 3 to 5.

    -Increase Defence from +2 to +3 (using those 2PP).

    -Drop Enhanced Defence 10 to 8 on the Talaria Device (freeing up 2PP within the Device and thus bringing my Defence back to cap).

    -Add Flight 1 (Drawback: Minimum Speed) and Speed 1 to the Talaria (thus using up my 2PP and leaving me back where I started, PP wise.)

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DONE BY SHAENTHEBRAIN

Tarrantula

Change to new template

Add:

Feats

Fast Task (Feint)

Skill Mastery (Notice, Stealth, Acrobatics, and Search)

Move-by Action

3pp total

Powers

Speed 2 (Flaw: Limited [Only usable when swinging]); 1pp

4 out of 12 free pp's used. 8 left.

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Mercury

  • Increase Magic from 7 to 8 and remove the Power Loss Drawback. (3pp spent).

    This should increase the Blast, Create Object and Move Object AP Ranks to 8. I would also like to remove the Disruption Drawback from the Transform AP.

    Increase Comprehend to 3 - I'd like to add the ability to understand all written languages. (2pp spent)

    Increase Attack and Defence Saves by +1 each (4pp spent).

    One rank of Equipment which I will be devoting to the headquarters discussed in the Unreal Estate thread (1pp spent).

    Please add the following Complications to the sheet:

    Power Loss - Magic: Evander must be free to speak and gesture to cast his magic. If he is bound and/or silenced, he cannot use spells.

    Disruption: Mercury's spell of transmutation takes a lot of intensive focus. He needs to conentrate hard while employing it. Should he fail a Concentration check while maintaining it, the power can go awry in... unusual ways.

Doktor'd

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Done by Geez, marked as done by Ecal

11pp for Dead Head, who's now PL 12!

3pp for Skills: +5r Know (Arcane), +2r Know (Pop Culture), +5r Know (theology)

1pp to raise Protection (to 17), and 1pp to raise Impervious Toughness by 2 (to Imp 12)

6pp to recreate (a tiny) Magic Array

Necromantic Powers 2 (4pp; PFs: 2 Alternate Power) [6PP]

BE: Enhanced Anatomic Separation 1 (Extra: Variable Split; brings total to Anatomic Separation 2 [Variable Split])

AP: Enhanced Feats 4 (Fearsome Presence 4 [20 feet, DC 14])

AP: Morph 2 (any humanoid, +10 Disguise; Flaw: Limited [only into people who have died, excluding himself]; PFs: Covers Scent, Precise)

He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew.

And I'm going to truncate his background/history/powers fluff, since it's all up in his earlier char sheet and on his Wiki page. Click the spoiler box for a codeblock.


[b][u]Characters Name[/u]:[/b] Dead Head
[b]Power Level[/b]: 12 (180/180PP)
[b]Trade-Offs[/b]: +1 Attack / -1 Damage, -5 Defense / +5 Toughness
[b]Unspent PP[/b]: 0
[b][u]Progress to Impervium Status[/u][/b]: 75/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

[b][u]In Brief[/u][/b]: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children!

[b][u]Alternate Identities[/u][/b]: Burton "Burt" Lee
[b][u]Identity[/u][/b]: Secret
[b][u]Birthplace[/u][/b]: Durham, North Carolina, USA
[b][u]Occupation[/u][/b]: Advocate, Ghostbuster, Psychopomp
[b][u]Affiliations[/u][/b]: Midnighters
[b][u]Family[/u][/b]: David Lee (father), Jamie Lee (mother), Keith Lee (brother), Katherine Lee (sister), numerous aunts, uncles, and cousins; all believe Burton Lee died ten years ago.

[b][u]Age[/u][/b]: 33 (DoB: October 1977)
[b][u]Apparent Age[/u][/b]: early 20?s
[b][u]Gender[/u][/b]: Male
[b][u]Ethnicity[/u][/b]: Caucasian (some Irish on his mother's side, some English from his father's side)
[b][u]Height[/u][/b]: 6'2" (1.88 m)
[b][u]Weight[/u][/b]: 170 lbs. (77.11 kg)
[b][u]Eyes[/u][/b]: Ectoplasmic Blue-Green Flames (formerly green flames, formerly blue)
[b][u]Hair[/u][/b]: White-Gray (formerly platinum blonde)

[b][u]Description[/u][/b]: Dead Head is a mostly preserved corpse, dry though not [i]quite[/i] mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1469]Avenger[/url]'s old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body).

[spoiler]Old Appearance: Dead-Head's skin used to be shriveled and rotting, and purplish-grey in color. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice usually sounds like a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket; his current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smelled as bad as he looked.[/spoiler]

[b][u]Power Descriptions[/u][/b]: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go [i]through[/i] him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers.

[spoiler]Old: Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go [i]through[/i] him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with an emerald light, which flares when using his Animate Dead and Resurrection abilities.[/spoiler]

[b][u]History[/u][/b]: For full history and background, see [url=http://www.freedomplaybypost.com/wiki/Dead_Head]his Wiki page[/url], or the earlier char sheet at the beginning of this thread.

[floatl][img=http://www.toonopedia.com/evilrnie.jpg][/floatl]By September 2009, he had made his way to Freedom City, perhaps [i]the[/i] hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue [i]kaiju[/i], but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knew a few powerful and skilled [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1910]mages[/url] and [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3968]benevolent necromancers[/url], who could help him relearn those abilities.

[b][u]Personality & Motivation[/u][/b]: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of [i]Tales from the Crypt[/i]'s Crypt Keeper. He is, in fact, very much like a member of [i]The Addams Family[/i]: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider) unnerves some people.

He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers).

[floatr][img=http://images2.wikia.nocookie.net/dcanimated/images/thumb/7/75/Scarecrow.png/275px-Scarecrow.png][/floatr][b][u]Powers & Tactics[/u][/b]: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could.

He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew.


[b][u]Complications[/u][/b]:
[b]Appearance[/b]: It's a zomumbie! Eek!
[b]Enemies[/b]: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up.
[b]Pain don't hurt[/b]: Dead Head feels no pain, literally. He wouldn't know there's a knife stuck in his back unless someone points it out to him. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it.
[b]Spare Change? Chaaange?[/b]: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or [url=http://www.freedomplaybypost.com/viewtopic.php?f=28&t=1469]Avenger[/url]'s closet).
[b]Temper/Hatred[/b]: Dead Head has a special dislike of those who harm children or disturb the dead.


[b][u]Abilities[/u][/b]: [12 + 4 + -10 + 2 + 0 + 2 = 10pp]
Str 22/+6
Dex 14/+2
Con ---
Int 12/+1
Wis 10/+0
Cha 12/+1

[b][u]Combat[/u][/b]: [8 on Attack, 12 on Defense = 20pp]
Initiative +2
Attack +4 (ranged), +8 (melee), +12 (shovel)
Grapple +14, +15 w/ Shovel
Defense +6 (+6 Base, +0 Dodge Focus), +3 flat-footed
Knockback -14, -8 vs. blessed, magical or silver attacks

[b][u]Saves[/u][/b]: [0+4+6 = 10pp]
Toughness +17 (Impervious 12 [not vs. blessed, magical or silver attacks])
Fort ---
Ref +6 (+2 Dex, +4)
Will +6 (+0 Wis, +6)

[b]Skills[/b]: [40 ranks = 10pp]
Intimidate 12 (+13)
Knowledge (arcane lore) 9 (+10)
Knowledge (life sciences) 2 (+3)
Knowledge (popular culture) 4 (+5)
Knowledge (theology & philosophy) 9 (+10)
Sense Motive 4 (+4)

[b][u]Feats[/u][/b]: [15 feats]
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Equipment 1 (5EP, Shovel)
Fearless
Minion 0 (+15 Veteran Reward)
Power Attack
Ritualist
Sneak Attack
Startle
Takedown Attack 2

[quote name="Equipment"][b]Steel Shovel 1.5[/b] (3 points; [i]PFs[/i]: Alternate Power x2)
[b]Strike 2[/b] ([i]PFs[/i]: Mighty)
[b]Burrowing 3[/b] (5 mph / 50 feet per Move action through soil; 2.5 mph / 25 feet per Move action through hard clay or packed earth)
[b]Super-Str 1[/b] (aids in leverage-based tasks)[/quote]

[b][u]Powers[/u][/b]: [3 + 2 + 3 + 1 + 31 + 6 + 3 + 6 + 17 + 39 + 1 + 3 = 115pp]

[b]Anatomic Separation 1[/b] ([i]Extra[/i]: Variable Split) [3PP]

[b]Comprehend 1[/b] (spirits) [2PP]

[b]Enhanced Feats 3[/b] (Affects Insubstantial 2 for unarmed, Jack of All Trades) [3PP]

[b]Feature 1[/b] (internal compartment) [1PP]

[b]Immunity 32[/b] (critical hits, Fortitude effects; [i]Flaw[/i]: Limited [can be critical’d by blessed, magical or silver]) [31PP]

[b]Impervious Toughness 12[/b] ([i]Flaw[/i]: Not vs. blessed, magical, or silver attacks) [6PP]

[b]Insubstantial 1[/b] (disturbingly limber; [i]Drawback[/i]: Action 2 [Standard]) [3PP]

[b]Necromantic Powers 2 ([/b]4pp; [i]PFs[/i]: 2 Alternate Power[b])[/b] [6PP]
[list][u]BE[/u]: [b]Enhanced Anatomic Separation 1 ([/b][i]Extra[/i]: Variable Split; brings total to [b]Anatomic Separation 2[/b] [Variable Split][b])[/b]

[u]AP[/u]: [b]Enhanced Feats 4 ([/b]Fearsome Presence 4 [20 feet, DC 14][b])[/b]

[u]AP[/u]: [b]Morph 2 ([/b]any humanoid, +10 Disguise; [i]Flaw[/i]: Limited [only into people who have died, excluding himself]; [i]PFs[/i]: Covers Scent, Precise[b])[/b][/list]

[b]Protection 17[/b] [17PP]

[b]Regeneration 37[/b] (recovery +14 [+9 total], injured 6 [no action], staggered 5 [move action], disabled 5 [1 minute], resurrection 7 [1 minute]; [i]Extra[/i]: True Resurrection (free); [i]PFs[/i]: Persistent, Regrowth) [39PP]

[b]Speed 1[/b] (10 mph / 100 feet per Move action) [1PP]

[b]Super-Senses 4[/b] (Darkvision 2 [[i]Drawback[/i]: Noticeable], Magic Awareness [Mental], Mental Awareness [Mental]) [3PP]

[b][u]Drawbacks[/u][/b]: [0]
None

[b][u]DC Block[/u][/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Melee DC 21 Toughness Damage
Shovel Melee DC 23 Toughness Damage
+2 more to DC w/ Sneak Attack
[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a7/DeadHeadHF.png][/floatr][b]Players Name:[/b] Dr Archeville
Totals: Abilities 10 + Combat 20 + Saves 10 + Skills 10 (40 ranks) + Feats 15 + Powers 115 - Drawbacks 0 = 180/180 Power Points
Characters Name: A Mutt (a pun on the name of a certain other critter)
    Alternate names: Carcass, Scraps
Power Level: 6/10 (150/150pp) Trade-Offs: None Unspent PP: 0 [floatr] Ain't he the cutest thing?![/floatr]In Brief: Dead Head's faithful hound! Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though. History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle. Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children. Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [8 on Attack, 8 on Defense = 16pp] Attack +4 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) Notice 13 (+15) Stealth 13 (+15) Survival 8 (+10) Feats: [18 feats] Attack Focus (Melee) 2 Dodge Focus 2 Fearsome Presence 10 Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [22 + 3 + 11 + 26 + 10 + 1 + 9 = 82pp] Concealment 10 (all senses; PFs: Close Range, Selective) [22PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.
Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] Immunity 11 (life support, need for sleep, starvation/thirst) [11PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; Extra: Duration [Continuous]; PFs: Selective, Subtle) [26PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.
Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP] BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) [9/9PP] AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) [9/9PP] Protection 1 [1PP] Super-Senses 5 (darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [9PP] Drawbacks: [-4PP] Disability (no hands; very common, moderate; -4PP) DC Block

Unarmed/Claws Melee DC 18 Toughness Damage (Staged)
Jaws, Standard Melee DC 19 Toughness Damage (Staged)
+2 more to DC w/ Sneak Attack
Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged)
ATTACK             RANGE      SAVE                 EFFECT
Totals: Abilities 20 + Combat 16 + Saves 6 + Skills 12 (48 ranks) + Feats 18 + Powers 82 - Drawbacks 4 = 150/150pp
:arrow: Removing Player Reward that let me bump my PL 7 slot to PL 10. :arrow: :arrow: Begin 105pp (PL 7). Earned pp: 5 (Oct 2009) + 6 (Nov 2009) + 1 (Dec 2009) + 3 (Jan 2010) + 1 (Feb 2010) + 4 (Mar 2010) + 6 (Apr 2010) + 4 (May 2010) + 4 (Jun 2010) + 5 (July 2010) + 3 (Aug 2010) + 6 (Sep 2010) +6 (projected for Oct 2010) = +54pp earned. 105 + 54 = 159pp = PL 10. :arrow: Using that Reward instead for a Minion. I'd considered a crow or raven, but wanted to keep it in the Voodoo pantheon, and the only bird primarily associated with them are chickens and black roosters.
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Mwahaha! Come, Barnaby! Ve haff vork to do!

Push

Push's edits this month aren't that complex, mostly involving playing "catch-up" with a few missed items. Working from 8 pp:

-First, there's a power stunt I used three times in as many threads, a Kinetic Uppercut that I've become rather attached to. It's awfully handy when the hammer isn't available, and I've decided it to be well worth the price to AP it off of Kinetic Control. A bit of reclassification is in order, however.

AP: Strike 13 (Augmented Strike) (Power Feats: Improved Critical 2; Extras: Penetrating 5, Knockback 6) [26/26]

-Second, Push has been suffering a bit of tech envy recently due to a few threads with Ironclad and Dragonfly (they've got all the shiny toys!) so he's started boning up on what he does best; mechanic's work. Lots of reading and studying on his off hours when he's not either on the hunt or on patrol, and working at the L.A.I.R has dusted off skills he hadn't been practicing since he left Gear City. 4 PP to add 4 Intelligence to his core Attributes. That'll also raise his Craft and Knowledge (Mechanical) modifiers, respectively.

-Third, L.A.I.R renovations and adjustments to Lazarus! This one's the big one for this month. 2 Ranks in Equipment (2 PP), and adding:

Add Cover Facility extra to L.A.I.R. (1 EP)

Add Communications extra to L.A.I.R (AEGIS lending Push a special system, it’s bugged (obviously), but he can keep an eye on a much wider scale, 1 EP)

Upgrade Security System by 2 and Defense System by 2 (4 EP) (both of these, he’s asked Ironclad and Warlock to help him soup up the security system, wards, and anti-intruder equipment inside the L.A.I.R, especially after Party Crashers)

Increase LAIR’s Toughness by 5 (1 EP, he’s reinforced the basement heavily since the demon attack)

Add Alternate Movement (Flight) to Lazarus (AEGIS tech he’s talked them into sparing for the purposes of conserving his kinetic energy, 1 EP)

Add Nitro Injectors to Lazarus (modifications with nitrous, 1 EP)

Upgrade Undercover Shirt from Push's Equipment with Undercover Vest, 1 EP (+3 Toughness, Subtle))

-Fourth, 1 PP to add a very special tweak to his barrier:

Force Field 10 (kinetic energy barrier; Power Feats: Subtle; Extras: Impervious x10) [21pp]

-And fifth, a couple of additions to his lore; a revised list of his current aliases, as well as a brief description in his backstory of his fling with Her. (Anastasia Wyrd, or Associate Professor Wyrd). All of the edits are applied in the Code Block for your convinience.

[i]“Why did I become a vigilante? Well… when you can throw kinetic energy like some guys throw softballs, it’s either that or deliver pizzas.â€[/i]


[b][u]Players Name:[/u][/b] Quinn 

[b][u]Characters Name:[/u][/b] Push 

[b][u]Power Level:[/u][/b] 11 (163/171 PP)

[b][u]Trade-Offs:[/u][/b] -2 Attack / +2 Damage, -2 Defense / +2 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Bronze Status:[/u][/b] 21/30


[b][u]In Brief:[/u][/b] Street-smart vigilante with a smart mouth and a habit of getting in way over his head. Also an excellent cook.


[b][u]Alternate Identities:[/u][/b] Gabriel Quinn (real identity, from Gear City), Tom Walker (owner of Lazarus Auto and Industrial Repair), Mr. Stone (AEGIS investigator).

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Gear City

[b][u]Occupation:[/u][/b] Mechanic

[b][u]Affiliations:[/u][/b] Michael Sharpe, owner of Lazarus Auto Repair and former employer; AEGIS.

[b][u]Family:[/u][/b] Robert and Susan Quinn (Parents), Rafael Quinn (brother)


[b][u]Age:[/u][/b] 20 (DoB: Sept, 1990)

[b][u]Apparent Age:[/u][/b] N/A

[b][u]Gender:[/u][/b] Male

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 5’2’’

[b][u]Weight:[/u][/b] 120 lbs

[b][u]Eyes:[/u][/b] Grey

[b][u]Hair:[/u][/b] Black


[b][u]Description:[/u][/b] When it comes to hero work, Quinn prefers his costume to be light, easy to move in, and somewhat intimidating. A black wool cap covers his head, with a really long red scarf obscuring his lower face. He generally wears an old brown leather longcoat (his most expensive piece of clothing, very worn, but very comfortable, with the small cape on the back and extra billow for dramatic moments), a pair of black fingerless gloves, brown work boots (he also uses them in the shop, the boots are both tough and durable), black jeans and an oversized gray sweater or hoodie. He also carries a messenger bag that is usually loaded up with a few toys, some made by Michael, others pinched from Professor Wyrd. When going incognito, he generally sticks to blue jeans, hoodies, and more wool caps, those being his favourite kind of hats, along with the messenger bag. Overall, it’s big, warm, gives his arms plenty of room to move, and extremely comfortable. Just the way he likes it.


[b][u]History:[/u][/b] [i]“Don’t I have a wiki page or something?â€[/i]


Gabriel Quinn was going nowhere. Fast. An “alleged†car, no home, and going back to his parents was out of the question. College had been fun, but the fact was that nobody in Gear City (Universe equivalent of Detroit, like FC is equivalent of NYC) gave a damn about some fresh-faced kid with a smart mouth even with a degree. People would complain about the economy being in the tank and how nobody had a job at all, but Gabe didn’t really care. All he knew was he was broke, homeless, and hungry, and his fancy diploma in Automotive Engineering wouldn’t do squat except keep a small fire burning. Still, he was vaguely optimistic. Sure, he was sleeping in the back of his car, but at least the seats were fairly comfortable. And he had a blanket too.


Then...the Incident happened.


Quinn was walking down an alleyway in the Industrial district of Gear City, a fence to his right, and a big old abandoned factory on the other side. He was carrying a small package that some suit had given to him, saying he’d pay him a couple of bucks to drop at some apartment. As he started to turn to go up the steps of the building, a bright light shone from the windows of the factory. Followed by a wave of energy that literally blew through the concrete walls and pushed outwards. Gabe got it full-force, holding up his hands in a vain attempt to stop it, and blacking out as the wave hit.


The light was from an attempt at a perpetual motion machine…while the blast was from a failed attempt at a perpetual motion machine. The Notorious Professor Wyrd was attempting to harness pure kinetic energy in the hopes of somehow creating this machine that would give the world infinite energy! Sure, he’d had to pinch a lot of stuff using his robots, and sure, the failures would be catastrophic, but who cares about collateral damage? Science must be done! Unfortunately, one of his earlier experiments interfered with the process, and the machine (fortunately for the Professor, who was behind a rather large blast shield at the time), erupted with immense force. And ended up hitting poor Quinn. Of course, the Professor didn’t know this at the time, but he was awfully curious where all that kinetic energy went, besides causing a great deal of damage to his lovely laboratory. And the surrounding buildings. Fact is, aside from the wall that Gabe had hit, there wasn’t much left surrounding the factory but toppled apartments and ruined buildings. And a nice-sized crater. Not that Wyrd was overly concerned, of course.


When Gabriel woke up, he was being poked and prodded by a guy in a pair of rough-cut jeans and flannel shirt, with a big ol’ beard. Called himself Michael, Michael Sharpe. He was lying on a cot in the back of a garage, where he’d apparently been out cold for a couple of days. At least, that’s when Mike found him lying in the middle of what was left of lower Industrial. Quinn reached up and shook his hand hello, feeling a weird buzz travel up his arm and settle into the pit of his stomach at the movement. It was very small, though, almost imperceptible. Odd. The toolbox falling off the shelf hitting him on the head shortly after only increased the buzzing feeling. As well as giving him a sizeable headache. Every movement seemed to increase it, until finally it got so bad he was nearly vibrating. Michael, being wise in the ways of the world, particularly old-school comic books, suggested he try different ways of making it disperse. Belching didn’t work. Neither did farting. Sharpe, out of curiosity, gave him a full dinner, but that didn’t help either. Eventually, Gabe finally just pointed a finger-gun, pictured that buzzing feeling flowing out it (he was very bored at the time), and pointed it at a blank space of wall. Ten seconds later, he was staring through a very nice hole in the wall, about the same size as him, the buzzing feeling was gone, and Mike was looking a mite irked. The two became fast friends after that, Mike giving Gabe regular things to do around the shop, while Gabe tried to come to grips with what he could do. Movement, kinetic energy seemed to gather to him, and he could trigger it’s release via visualizing. Some experiments on tin cans and the like also showed a distinct ability towards fine motor control, and contact with moving objects also seemed to have a bleeding effect. They bounced about terms, and eventually came up with the idea of a kinetic battery. Mike knew cars, and so did Gabe. A battery that stored up movement energy seemed plausible, but they were mystified at how Quinn could’ve ended up being one. 


Mike gave the homeless Gabriel a cot in the garage, and a job, having become somewhat fond of Quinn. As for the man himself, he was tired, confused, and in possession of some incredibly weird abilities. The two of them agreed that perhaps it was best to keep it on the down-low for now, but with the emergence of some great heroes (particularly that awesome Centurion guy out in Freedom City), then maybe this could give Gabe something to aim for, a goal in life. Gabe was…less than impressed. But as he said, when you’re a walking kinetic battery, it’s either vigilante work or delivering pizzas. Mike, excited to be part of a real comic book story, went out and assembled a costume for Quinn…then promptly took the spandex back and exchanged it for some comfortable “working†clothes.


Over the course of his career in Gear City, he tangled more than once with Professor Wyrd, and the two have long enjoyed a friendly rivalry wherein Wyrd does something that results in a building falling over, Push chases after him, more collateral damage (with no fatalities, of course), with the two eventually clashing, powers to crazy new device that usually either fails or explodes, and Wyrd ends up tossed in jail again. Wyrd is one of the few villains that Push actually enjoys fighting, considering the professor himself has sworn to help humanity, even if his methods are extremely questionable. That, and both of their gifts at snark complement each other quite nicely. For a while he also embarked on a whirlwind romance with a young woman named Anna, the two dating for several years. However, in a tragic turn of events, Push discovered her identity as Wyrd’s daughter, Anastasia. Unable to decide between the hero who she constantly fought and bantered with, and the kind young man who dated her alter ego, she sought to use a device to combine the two. Push, forced to escape, revealed his real identity as her laboratory burned down around them. She fled into the flames as he tried to pursue her, but sadly, he was unable to find her before he himself had to escape.


However, sometimes things don’t turn out as they should. Sometimes you can encounter an enemy that you never would have expected. One day, the Gear City Museum was holding a large exhibit of Christian artifacts from days of yore, from all sorts of denominations. One of the visitors to that exhibit was a rather small man, wearing a dapper charcoal suit, top hat, and holding a diamond-tipped cane. His features were angular, almost seeming to blur if you looked too closely at him, and he had a toothy grin that he flashed at anyone who seemed to stare.


When Push responded to the emergency call (leaping from a nearby building over the police cordon and through an upper window), he found the museum pitch-black, the light sucked from nearly everything. Standing there, looking over the exhibit, and surrounded by the dry husks of what were human beings, was the gentleman in the suit. He turned to Quinn, and tipped his hat, introducing himself.


His name, he said, in a quiet and polite voice…was Mr. Scratch. And he had been expecting Gabriel to arrive. He wanted to introduce himself. And he wanted to ensure that Push saw what he was about to do.


He lifted a single white-gloved hand, murmuring a strange language, and the husks stood, staring at Push with blank eyes and lumbering forward as Mr. Scratch tipped his hat again, stepping backwards into the blackness and vanishing with a whisper. The husks went down quickly, but the police, upon bursting in, saw the hero surrounded by the broken bodies just as the lights came on. And drew the wrong conclusions. The fact that Push had only been vaguely heard of in rumors and connections with collapsed warehouses full of unconscious criminals didn't help either. 


The young hero, blindsided by a small army of SWAT officers pointing firearms at him, and having just finished fighting unholy [i]things[/i] that shouldn’t have existed at all…panicked. And bolted. Quinn unfortunately had to blast several cops away as he ran for it, disappearing into the depths of the city. A news crew caught the running fight on TV, giving him the actual moniker of Push for the first time. Realizing that to clear his name of whatever Scratch had done to the tourists was to bust Scratch himself, wherever he was, Gabriel packed up and left Gear City, leaving Mike behind in the hopes of keeping him out of the mess he'd found himself in. Thus began a long investigation that has taken him everywhere from LA to New York City, perpetually chasing the enigmatic Mr. Scratch (who by this point Push had realized was both incredibly powerful and very clever, essentially a cross between Dr. Strange and Batman. Not that Push really cared about the odds, he still had to be stopped...). And being followed by Professor Wyrd, who was quite irritated about his favourite hero being blamed for something and leaving before he could defeat him properly and gloat about it. AND being chased occasionally by Agent Kent, the fed assigned to Push's case, a nice guy, but SO persistent...hindsight, maybe Quinn should have surrendered when the SWAT team pointed those guns. So much trouble...


Freedom City was the latest stop on the search, and it was there that Quinn finally heard something about Scratch. After following several minor leads and misadventures, not to mention a brief tussle with one of AEGIS's finest agents, Codename Victory, Push was captured by the government agency and offered a deal; capture Scratch in exchange for his name being cleared. He took it. Exonerated of his crimes, with the backing (albeit grudging) of an extremely effective government organization, and a new hideout beneath a refurbished auto repair, Push settled down in Freedom City, and began to marshal his newfound resources to bring Scratch down for good. Granted, it’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown (although he has kept in infrequent contact with Mike via "letters from home", and the occasional postcard). If Freedom City needs yet another hero, then he’ll step up yet again, this time with a lighter heart and a chance at redemption, as the Kinetic King, the Sensei of Shockwaves, that one damned vigilante that never seems to quit, no matter the odds…


Push.


[b][u]Personality & Motivation:[/u][/b] Gabriel Quinn, alias Push, is not the most likeable guy on the planet. He generally acts fairly lazy, snarks whenever he feels the urge, and never holds back from commenting on what, to him, is blatantly absurd. Frequently, he'll deny any possibility of him being a "hero", instead stating that he's just a guy trying to make his way in the world with abilities he didn't ask for.


That’s the façade he likes to present. The fact is, Push IS a hero. He complains about his work 24/7, deliberately mocks or avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes, prefers to take the taxi rather than fly, acts lazy and sardonic…but if someone needs help, he’ll still hat up and wade in, blasts flying. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the snark, and he knows it. 


The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders... And that Mr. Scratch has to be brought down, no matter who, or what he is. If nothing else, that is what will keep him a hero, a vigilante. If the centre has to hold, then someone has to Push back.


[b][u]Power Descriptions:[/u][/b] The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When his force-field is active, there seems to be a small storm of warps and static crackles surrounding his body.


[b][u]Powers & Tactics:[/u][/b] Push is essentially a kinetic battery. He can collect and charge kinetic energy in himself, using his body to store the energy, and then can release it in various forms. While he is personally fond of the straightforward blast wave, increasing strength and adjusting space and radius as needed, time has taught him to use imagination in his abilites, especially when dealing with adaptive individuals with a mess of tools like Professor Wyrd. For example, he’s learned how to literally suck all the kinetic energy from a person, temporarily paralyzing them as they become unable to move, trapped in a form of stasis. He’s also learned how to exude an immense amount of force in large orb around him (which he regularly uses to intimidate people, walls cracking on either side of him tends to scare people). Another example is his adaption of kinetic force to be able to fly, albeit slightly uncontrolled. Simply pushing excess force from his hands or feet allows him to lift and maintain a steady speed in the air, able to steer by adjusting his hands and feet. More than once he’s accidentally flown into a building, though. Adapting to that, he’s managed to craft a force field that is fundamentally similar to his kinetic absorption abilities, essentially creating a field of kinetic energy that surrounds him and depletes the energy of things before they strike him. It doesn’t always work, as sometimes an attack is moving faster than the field can deplete it, but it can reduce the strike enough to protect him from most of the blow. He hasn’t mastered extending it, however, usually keeping it right over the top layer of his coat, and pushing it outwards in times of extreme emergency. In addition, he has managed to adapt his kinetic control on a less destructive level, essentially using an ersatz form of telekinesis as he manipulates the very slight kinetic energy surrounding everything (since most everything is moving on some level).


Generally, he prefers to start a fight by testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. In anticipation of possible times he’d have to go toe-to-toe, Quinn managed to convince Professor Wyrd (during one of the rare times the two had to work together to beat a larger villain) to make a special warhammer, capable of conducting the kinetic energy that Quinn could produce. Gabriel usually doesn’t bring the thing out unless he’s expecting to go to the wall, but he’s used it more than once to even the odds against a larger foe. He's also got a few toys cobbled together by Mike after a rare visit back to Gear City, and some other gadgets pinched from Wyrd after a few of their battles. Push's numerous experiences in Freedom City thus far have also forced him to re-examine his use of powers vis-a-vis fine control and larger-scale strikes. After taking into consideration the very nature of his abilities, not to mention a few jarring accidents that have impacted him heavily (the warehouse incident, for example), Quinn has taken time to practice and hone his control over his kinetic abilities; specifically developing countermeasures to protect others during large area blasts, among other things. While this has had the expected side-effect of leaving him more open to opponents as he uses the aforementioned countermeasures, he considers it an acceptable risk given the circumstances.


[b][u]Complications:[/u][/b]


[b]By Devil Be Driven[/b] - Mr. Scratch, the one foe Push will always drop everything to chase. If he even catches a whiff of the name anywhere, he has to investigate, or at least stop to inquire, despite anything else that might be happening. 


[b]Catalogue of Nightmares[/b] - Besides the Museum Massacre, Push has been in hot pursuit after Scratch for nearly two years. In that time, he's seen a lot of things both pleasant and unpleasant, but some things particularly stick in his mind. More than once he's run into eldrich forces left by Scratch, fell creatures of Old Night left to either delay or harry him...or stumbled upon the remains of particularly nasty things the Gentleman Warlock has done. (i.e Fear or mental effects might skip the save roll altogether due to the rather nasty memories being hauled up to the forefront of his mind, seeing a zombie pile-up on another hero might make him relive the Museum and act accordingly, etc.)


[b]Force Field Fizzle[/b] - Due to the rather unorthodox nature of Push's force field (that of reducing the energy of something before it hits him), the field itself might not work on various forms of energy or magic. Sometimes things go awry.


[b]Haunted and Harried[/b] - Being a wanted man by more than one party has made Push's life sometimes...complicated. He was on AEGIS's Most Wanted List for a couple of years, several of his old Rogues' Gallery from back in Gear City who want either revenge or answers might be hot on his trail, heaven knows what Scratch has planned (though he has summoned, or Push thinks he's summoned, some nasty eldrich creatures to chase and harry Push more than once), and all of this combines to make it very difficult to get any peace and quiet.


[b]No Sense Of Direction[/b] - This guy could get lost going in a straight line. With a map.


[b]Tank’s Running Low[/b] - Can run low on stored kinetic energy at inopportune moments, leading to weakened attacks or loss of control.


[b]The Building Jumped Out In Front Of Me![/b] - Push's luck involving buildings always seems to be questionable. While his accuracy with his kinetics has definitely improved, something inevitably seems to go wrong whenever architecture is involved; whether through a villain ducking a shot and it connecting with a support pillar purely by chance, or a tiny bit too much power being put into a shot when he's knocking down a door.


[b]Trouble Magnet[/b] - Somehow, fate always seems to conspire to have something inconvenient or disastrous happen near him at the worst possible moment.


[b]Wyrd’s Weird Gear[/b] - Due to some of the extra gear in the messenger bag having been pinched from Dr. Wyrd, there might be some technical hiccups.


[b][u]Abilities:[/u][/b] 2 + 8 + 6 + 4 + 4 + 2 = 26 pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 12 (+1)


[b][u]Combat:[/b][/u] 16 + 8 = 24 pp

Initiative: +8 (+4 Base, +4 Improved Initiative)

Attack: +8 Base, +9 Ranged w/ Goggles

Grapple: +9, +21 Telekinesis (+22 /w Goggles)

Defense: +9 (8 pp) (+4 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback: -12*/-1 (*Force Field up)


[b][u]Saving Throws:[/b][/u] 4 + 4 + 6 = 14pp

Toughness: +12/+6* (+3 Con, +9 [Force Field, when active]) (*when Force Field is not active & wearing Undercover Shirt) (Impervious 10/0)

Fortitude: +7 (+3 Con, +4) [4pp]

Reflex: +8 (+4 Dex, +4) [4pp]

Will: +8 (+2 Wis, +6) [7pp]


[b][u]Skills:[/u][/b] 48r = 12pp

Bluff 12 (+13)

Concentration 4 (+6) 

Craft (Mechanical) 8 (+10)

Drive 6 (+10)

Knowledge (Technology) 8 (+10)

Notice 10 (+12)


[b][u]Feats:[/u][/b] 28 PP

All-Out Attack

Dodge Focus 5

Equipment 11

Fearless

Interpose

Improved Initiative

Luck 2

Move-By Action

Power Attack

Precise Shot

Quick Change

Taunt

Uncanny Dodge 1 (Hearing)


[quote][i]Equipment wrote[/i]: 55/55 EP 

Commlink – 1 EP

Camera – 1 EP

Gas Mask – 1 EP

Multi-Tool – 1 EP

PDA – 1 EP

Rebreather – 1 EP

Smoke Bomb (Obscure (Visual), 10 ft.) - 4 EP

Sleep Bomb (Fatigue Burst, 40 ft.) - 12 EP

Undercover Vest (+3 Toughness, Subtle) – 4 EP

(All of this except shirt contained in Messenger Bag)


Vehicle: "Lazarus" - Heavily Modified Black/Gold Motorcycle) (10 EP) 

[i]Strength[/i]: 15, [i]Speed[/i]: 5 (250mph), [i]Defense[/i]: 10, [i]Toughness[/i]: 10, [i]Size[/i]: Medium; [i]Feature[/i]s: Alternate Movement (Flight), Caltrops, Nitro Injectors, Oil Slick, Remote Control, Smokescreen.


Hideout: "Lazarus Auto and Industrial Repair (L.A.I.R.)" - (Formerly) Abandoned Car Garage (19 EP)

[i]Size[/i]: Medium, [i]Toughness[/i]: 15, [i]Features[/i]: Cover Facility, Communications, Computer, Concealed, Defense Systems 3 (Stun 11 [shock coils], Snare 11 [net-launchers], Paralyze 11 [stasis module]), Fire Prevention System, Garage, Library, Living Space, Power System, Security System 3 (DC 35), Workshop.[/quote]


[b][u]Powers:[/u][/b] 4 + 4 + 10 + 20 + 30 = 68PP


[quote][b]Device 1[/b] (Targeting Goggles MK1; Hard To Lose; 5dp) [4pp]

[device][b]Enhanced Feat 2[/b] (Accurate Attack, Attack Focus [Ranged]) [2dp]

[b]Super-Senses 3[/b] (Direction sense, Distance Sense, Infravision) [3dp][/device]

[b]Device 1[/b] (Warhammer, 5 points, Easy to Lose, Power Feats; Restricted 1 [Kinetic controllers]) [4pp]

[device][b]Strike 3[/b] ([i]Power Feats:[/i] Improved Critical, Mighty)[/device][/quote]

[b]Flight 5[/b] (250 MPH / 2,500 feet per Move action) [10pp]


[b]Force Field 10[/b] (kinetic energy barrier; [i]Power Feats:[/i] Subtle; [i]Extras:[/i] Impervious x10) [21pp]


[b]Kinetic Control 13[/b] ([i]Kinetic Battery Array[/i], 26pp effects; [i]Power Feats[/i]: Alternate Power x5) [31pp]

[u]BE:[/u] [b]Blast 13[/b] (Kinetic Energy Blast) [26/26]

[u]AP:[/u] [b]Paralyze 13[/b] (Kinetic Energy Drain; [i]Extras:[/i] Alternate Save [Fortitude], Ranged [Ranged]; [i]Flaws:[/i] Action [Full]) [26/26]

[u]AP:[/u] [b]Move Object 13[/b] (Kinetic Manipulation; Str 65) [26/26]

[u]AP:[/u] [b]Strike 11[/b] (Kinetic Shockwave; [i]Power Feats:[/i] Selective; [i]Extras:[/i] Area [General, 50-ft. Burst], Penetrating 2, Knockback 2) [26/26PP]

[u]AP:[/u] [b]Enhanced Strike 10[/b] (Augmented Warhammer; adds to Warhammer for [b]Strike 13[/b]; [i]Power Feats:[/i] Improved Critical 1 (2, 18-20); [i]Extras:[/i] Penetrating [1, effective DMG 15], Knockback 14 [effective DMG 28]) [26/26 PP]

[u]AP:[/u] [b]Strike 13[/b] (Augmented Strike) ([i]Power Feats:[/i] Improved Critical 2 (18-20); [i]Extras:[/i] Penetrating 5, Knockback 6) [26/26]


[b][u]Drawbacks:[/u][/b] 3PP

[b]Recurring Nightmares[/b] (DC10, must roll below 10) [-3PP]


[u][b]DC Block:[/b][/u]

[code]    ATTACK                 RANGE     SAVE                       EFFECT

Unarmed                Touch     DC 15 Toughness (Staged)   Damage

Warhammer              Touch     DC 19 Toughness            Damage

Augmented Warhammer    Touch     DC 28 Toughness            Damage

Augmented Strike       Touch     DC 28 Toughness            Damage

Blast                  Ranged    DC 28 Toughness            Damage

Shockwave              Ranged    DC 26 Toughness            Damage

Drain                  Ranged    DC 28 Fortitude            Paralyze
Abilities (26) + Combat (24) + Saving Throws (14) + Skills (12) + Feats (26) + Powers (70) - Drawbacks (3) = 171/171pp
Crow Crow's is even simpler. Renaming a few of his powers, adding another rank to the Device, shifting his Teleport to outside his array, and swapping it with a Drain Toughness power (for those particularly resilient foes.) AP: Drain Toughness 4 “Rune of Ethereal Drain†(Power Feats: Incurable) [5 pp] All the edits are, as usual, in the spoilered code block.
[u][b]Player’s Name:[/b][/u] Quinn

[u][b]Character’s Name:[/b][/u] Crow

[u][b]Power Level:[/b][/u] 7 (105/109 PP)

[u][b]Trade-Offs:[/b][/u] N/A

[u][b]Unspent PP:[/b][/u] 0

[u][b]Gold Status:[/b] [/u] 4/30


[u][b]In Brief:[/b][/u] A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn...without any superpowers.


[u][b]Alternate Identities:[/b][/u] Morgan Crowe

[u][b]Identity:[/b][/u] Secret

[u][b]Birthplace:[/b][/u] Boston, USA.

[u][b]Occupation:[/b][/u] Student and attendee of the Claremont Institute.

[u][b]Affiliations:[/b][/u] Irish Pantheon, various insundri minor gods and spirits (troubleshooter)

[u][b]Family:[/b][/u] Patrick Crowe - Red Hand (father), The Morrigan (mother).


[u][b]Age:[/b][/u] 17 (DoB: Oct. 31, 1992)

[u][b]Apparent Age:[/b][/u] N/A

[u][b]Gender:[/b][/u] Male

[u][b]Ethnicity:[/b][/u] Caucasian

[u][b]Height:[/b][/u] 5’10â€

[u][b]Weight:[/b][/u] 180 lbs (approx.)

[u][b]Eyes:[/b][/u] Gold (vaguely hawklike)

[u][b]Hair:[/b][/u] Black


[u][b]Description[/b][/u]: Morgan Crowe is, for a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He’s every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don’t have the same “pretty†look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. 


When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest, a pair of black gloves with steel plates across the back of the hand, black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, reaching down to his ankles, gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous Celtic runes, that burn whenever he taps into them. Combined with the darkened face once he pulls up his hood, he looks every inch a dangerous bird of prey. 


[u][b]History[/b][/u]: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet...he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking.


He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him...and then recieved a ringing blow across the head. Turning, there stood Patrick Crowe, his shirt stretched by new-grown muscles, face grinning, eyes flashing, and the teacher bore down upon him roaring an ancient Celtic war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university with Crowe giving and asking no quarter, until finally the villain lay defeated on the steps of the school, broken and battered. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero...and after a visitation from the gods of the ancient Celtic pantheon himself, who informed him of a long-lost connection between his family and the legendary Cuchulainn, he decided he liked the idea of being a hero. Keeping the weapons, he took on the moniker Red Hand, and made an armored costume to fight with. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion, and decided to settle down there for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). It was about a year or two before Centurion's death that Red Hand began to feel the age of his years, and he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was a day after his arrival...that he was asked to pay a visit to a very important figure.


He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility...the Morrigan. She paced around him as he knelt, asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol...Crowe did not deny her.


It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and Morgan were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at Morgan hungrily...then stopped. And stared. Her face appeared puzzled...then confused...then astonished...then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy...had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero!


She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps...but Morgan...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day...and now, for some unearthly reason...he'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody.


It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht, mostly since his mother's denial. He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show...when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher...then cracked the bad guy over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then recieved a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin.


Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path...but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now seventeen and full of bantam courage, told her he'd handle it...and actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately...she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed...and made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags.


As Crowe went upstairs to pack, he opened his closet...and found something. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He read it...then burst out laughing.


"Consider this a wager. On the future. Good luck, Crow. -M."


He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's!


[u][b]Personality & Motivation:[/b][/u] Looking at Crowe, it's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him, but he's long learned that while determination is a good thing, taking time to plan and "fight smart" hurts a hell of a lot less than simply stubbornly charging in head-first and "fighting stupid". His main motivation is, has, and always will be to become a great hero, to forge his own legend like his dad and great ancestor, to be a great hero that people would tell stories about. With time and experience, that'll likely change, but for now, he's a young man with a great legacy to live up to, not to mention a whole truckload of issues that still need dealing with. He's doing the best he can.


[u][b]Power Descriptions:[/b][/u] Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat into him.


[u][b]Powers & Tactics:[/b][/u] Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and coat once he found out precisely what his mother's gift does, and one of his favorite tactics is to stick with his usual regular punches, letting a villain get overconfident, right before letting loose an absolutely devastating haymaker with the Rune of Earth, or a flurry of minor punches from all directions with the Rune of Air.


[u][b]Complications:[/b][/u]


[b]Struggling [/b]- He's a young student attending the Claremont Institute. What is this thing you call cash flow?


[b]Not Subtle, Yet Quick To Anger[/b] - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Mentioning his mother period is a really good way to set him off as well.


[b]Eyes Of The Gods [/b]- The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for Crow.


[b]Reputation [/b]- A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve.


[b]Sins Of The Father [/b]- Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation.


[b]Seventh Deadly Sin [/b]- Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. Rack all that up, and while he might not have a swelled head, he could stand to learn a bit of humility.


[b]Rules of Red Hand[/b] - Crow always tries to live by the three rules taught by his father; "Enter into battle with joy", "Protect those who can't protect themselves", and "Never be afraid to fight dirty". To break one of those rules, entering into battle out of rage or recklessness, failure to protect someone, or not fighting smart, causes him a great deal of pain, as well as a distinct feeling of failure.


[u][b]PL:[/b][/u] 7 (105)


[u][b]Abilities[/b][/u]: 28 pp

STR 16 (+3) (6 pp)

DEX 18 (+4) (8 pp)

CON 16 (+3) (6 pp)

INT 10 (+0) (0 pp)

WIS 14 (+2) (4 pp)

CHA 14 (+2) (4 pp)


[u][b]Combat[/b][/u]: 14 + 14 = 28PP

ATK: +7 

DEF: +7 (+3 flat-footed)

Init: +7

Grapple: +10 


[u][b]Saves[/b][/u]: 7 pp

TOU +7 (+3 Con, +4 Defensive Roll) 

FORT +5 (+4 Con, +1) 

REF +7 (+4 Dex, +3)

WILL +5 (+2 Wis, +3) 


[u][b]Skills[/b][/u]: 16 pp=64 r

Acrobatics 1 (+5) 

Bluff 8 (+10) 

Gather Info 6 (+8)* 

Intimidate 10 (+12)*

Languages 1 (Gaelic) (Base: English) 

Knowledge: History 5 (+5)

Knowledge: Arcane Lore 6 (+6)

Notice 10 (+12)*

Sense Motive 10 (+12)*

Stealth 8 (+4)


[u][b]Feats[/b][/u]: 18 pp 

All-Out Attack,

Beginner’s Luck,

Defensive Attack,

Defensive Roll 2,

Evasion 2,

Fearless,

Improved Initiative,

Luck,

Move-By Action,

Power Attack,

Quick Change,

Skill Mastery (Gather Info, Intimidate, Notice, Stealth)

Startle,

Stunning Attack,

Takedown Attack,

Uncanny Dodge (auditory), 


[u][b]Powers[/b][/u]: [12 pp] 


[quote][b]Device 3[/b] "Runic Coat" (Hard To Lose, 15 dp) [12 pp]


[device][i]Runic Array 2.5[/i] [5 dp]

[b]Strike 4[/b] "Rune of Earth Strike" (Power Feats: Mighty, AP 3)

[u]AP:[/u] [b]Healing 4[/b] "Rune of Revival" (PF: Regrowth, Flaws: Personal) [5 pp]

[u]AP:[/u] [b]Concealment 4[/b] "Rune of the Veil" (Visual, Flaws: Partial) [5 pp]

[u]AP:[/u] [b]Drain Toughness 4[/b] “Rune of Ethereal Drain†([i]Power Feats:[/i] Incurable) [5 pp]


[b]Immunity 2[/b] "Minor Rune of Protection" (Heat, Cold) [5 dp]


[b]Teleport 3[/b] "Rune of Wind Walk" (PF: Subtle, Turnabout, Flaws: Short-Range) [5 dp][/device][/quote]


[u][b]DC Block:[/b][/u]


[code]Attack                Range              Save                                  Effect

Unarmed            Touch              DC18 Toughness (staged)   Damage

Earth Strike        Touch              DC22 Toughness                 Damage

Ethereal Drain    Touch              DC19 Fortitude           Damage 

And that should be everything. Cheers!

Doktor'd

Link to comment

Edits done by Geez3r

Time for the monthly updates.

Changeling +5pp Monthly Rewards

Not done by Ecal, but apparently someone did it earlier.

Is now, level 12, so to bring her up to caps,

+1 Defense 2pp

+1 Protection 1pp

+1 Attack Specialization (Swords) 1pp

Also, Skill Edits

-2 Disguise

+2 Notice

+1 Bluff

+3 Singing

Total Spent: 1pp

[b][u]Power Level:[/u][/b] 12 (175/175PP)

[b][u]Trade-Offs:[/u][/b] +5 Defenses / -5 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Silver Status:[/u][/b] 25/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


[b][u]In Brief:[/u][/b] A human raised by the fae who has only recently found her way back to the human world.


[b][u]Alternate Identities:[/u][/b] Etain Maher

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Newry, Ireland

[b][u]Occupation:[/u][/b] None

[b][u]Affiliations:[/u][/b] None

[b][u]Family:[/u][/b] Emmett and Clarissa Maher (Both deceased)


[b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

[b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

[b][u]Gender:[/u][/b] Female

[b][u]Ethnicity:[/u][/b] Caucasion

[b][u]Height:[/u][/b] 5'2"

[b][u]Weight: [/u][/b]150 lbs

[b][u]Eyes:[/u][/b] Hazel

[b][u]Hair:[/u][/b] Black


[b][u]Description:[/u][/b] 

[floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers.

Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors.


[b][u]Power Descriptions:[/u][/b] Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it.


[b][u]History:[/u][/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen.


One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day.


This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely.


She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of.


The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma.


She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side.


Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont.


[b][u]Personality & Motivation:[/u][/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people.


[b][u]Powers & Tactics:[/u][/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out.


[b][u]Complications:[/u][/b]


[b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

[b]Fish Out Of Water[/b]: She is learning how to live with the modern society, but still finds herself confused most the time.

[b]Anchored[/b]: She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm.

[b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.


[b][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

Str 12 (+1)

Dex 14 (+2)

Con 16 (+3)

Int 14 (+2)

Wis 18 (+4)

Cha 20 (+5)


[b][u]Combat:[/u][/b] 20 + 34 = 52pp

Initiative: +2

Attack: +10 (+12 /w Swords)

Grapple: +11

Defense: +17 (+8 flat footed)

Knockback: -3, -1 without Force Field



[b][u]Saving Throws:[/u][/b] 5 + 6 + 6 = 17pp

Toughness: +7; +3 without Protection

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

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

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



[b][u]Skills:[/u][/b] 48r = 12pp

Bluff 5 (+10)

Concentration 6 (+10)

Craft (Sewing) 8 (+10)

Handle Animal 2 (+7)

Knowledge (Arcane Lore) 8 (+10)

Languages 1 (Native: Latin, English)

Notice 6 (+10)

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

Perform (String Instruments) 2 (+7)

Ride 2 (+4)

Sense Motive 1 (+5)


[b][u]Feats[/u][/b]: 8PP

Animal Empathy

Attack Specialization (Swords)

Attractive

Equipment [free from Player Reward]

Interpose

Minion 8 [free form Player Reward]

Move-By Action

Quick Change

Redirect

Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff

[quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])[/quote]


[b][u]Powers[/u][/b] 42 + 4 + 7 = 53pp


[b]Glamour Array 18.5[/b] (37 points; [i]PFs[/i]: Alternate Power x5) [42PP]


[list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression [10-ft. radius]) [37/37PP]


[u]AP[/u]: [b]Dazzle 11[/b] (visual and auditory; [i]PF[/i]: Reversible) [34/37PP]


[u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1]; [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [23/37pp]


[u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/37PP]


[u]AP[/u]:  [b]Paralyze 11[/b] [i]Extras[/i]: General Area Cylinder [i]PF[/i]: Reversible [34/37pp]


[u]AP[/u]:  [b]Nullify 11[/b] (Mental Effects) (PFs: Selective, Extras: General Area Cylinder)) 34/37pp[/list]


[b]Protection 4[/b] [4PP]


[b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




[b][u]Drawbacks:[/u][/b] -3pp


[b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]



[b][u]DC Block:[/u][/b]

[code]ATTACK   RANGE    SAVE              EFFECT

Unarmed  Touch    DC 16 Toughness   Damage (Staged)

Swordbrella Melee  DC 19  Toughness  Damage (Staged)

Dazzle   Ranged   DC 21 Ref/Fort    Blinded & Deafened

Strike   Melee    DC 27 Toughness   Damage (Staged); Affects Insub 2, Variable Descriptor
Abilities (34) + Combat (54) + Saving Throws (17) + Skills (12) + Feats (8) + Powers (53) - Drawbacks (-3) = 175/175pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 8 + 4 + 20 - 2 + 4 - 2 = 32PP Strength: 26 (+8) (18, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 4 = 24PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +1 (+2 Base, -1 Growth), +1 Flat-Footed Knockback: -10 (-6 from Toughness 12, -4 for Large) Saving Throws: 0 + 2 + 2 = 4PP Toughness: +12 (+12 Con) Fortitude: +8 (+8 Con, +0) Reflex: +5 (+3 Dex, +2) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+5) Notice 6 (+8) Stealth 4 (+2; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

Unarmed           Touch          DC 23 Tough       Damage (Staged)

Strike            Touch Cone     DC 13 Reflex

                                 DC 13/11 Will     Damage (Staged)

Dazzle            Touch Area     DC 19 Reflex

                                 DC 19/14 Fort     Deafened

Emotion Contorl   Touch Area     DC 19 Reflex

                                 DC 19/14 Fort     Fear (Staged)
Abilities (32) + Combat (24) + Saving Throws (4) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 105/105Power Points
[b][u]Character Name:[/u][/b] Silhouette

[b][u]Power Level:[/u][/b] 9 (142/142PP)

[b][u]Trade-Offs:[/u][/b] +1 Defense/-1 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Silver Status:[/u][/b] 37/60

[i]Bronze Player Reward[/i]: Equipment 4 for Silhouette, Equipment 1 & Minion 7 for Changeling; 3 Equipment/Minion/Sidekick ranks left.


[b][u]In Brief:[/u][/b] An ambush type character who specializes more in hostage rescue and information gathering then more obvious forms of fighting and super herotry.


[b][u]Alternate Identity:[/u][/b] Caroline Wendle

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Athens, GA

[b][u]Occupation:[/u][/b] Graphic Designer

[b][u]Affiliations:[/u][/b] Good

[b][u]Family:[/u][/b] Demarco, Marilyn, Alison, Trent Wendle


[b][u]Age:[/u][/b] April 20th 24

[b][u]Gender:[/u][/b] Female

[b][u]Ethnicity:[/u][/b] Caucasion/Hispanic

[b][u]Height:[/u][/b] 5'4

[b][u]Weight:[/u][/b] 128

[b][u]Eyes:[/u][/b] Grey

[b][u]Hair:[/u][/b] Brown


[b][u]Description:[/u][/b] Carrie is a bit underweight for her age, and as such lacks noticable hips. She is rather frumpy comfortable clothing. Her hair is cut just above her collar, and is usually tied back whenever she's working or going around. She lives on a budget, and as such can't afford anything but basic grooming. Her habits as a night owl tends to make her have perpetual bags under her eyes.


Her costume per say isn't actually really a costume as it was a second hand biker one piece suit spray-painted black with a cloth full face mask. It's more form fitting them most of her regular clothing and has several pockets, though she can't actually carry anything in those pockets except cloth and paper since items none flat items won't change shape with her. She doesn't have any logos or contrast in her outfit since the point of it is to black out her body so when she goes flat against walls she can more effectively masquerade as a shadow. Because of this, on more then one occasion she has been accused of being a ninja.


[b][u]History:[/u][/b] Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd. 


When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college. 


While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman. 


After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment. 


[b][u]Personality & Motivation:[/u][/b] Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party.


Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. For that reason, she generally avoids being very chummy with other heros. This generally leads to a mask of rather deep cynical sarcasm for most situations. This tends to pull over into her social life. That and the fact that she is not gainfully employed (she works mostly freelance) gives her a ton of free time which she uses mostly to play games and do research on subjects that peek her interests.


[b][u]Powers & Tactics:[/u][/b] She can turn 2D, or completely flat without altering her overall mass. She can do it both in a horizontal sense as well as a vertical so she can either look like a shadow without a person on the way or black oval on the floor. The way she fights with this in general is surprise attack from her flat form, dodge and repeat. In an ideal situation, whoever it is she's attacking would never see her coming and not get back up. Though given the rarity of that situation with the large amounts of freaks and geeks going supervillian she plays entirely by defense after the first initial attack and looks for openings to try another. She can do this to individual parts of her body as well, and as such can slip out, under, through most traditional forms of restraining and holding. When not fighting, which is her prefered method to deal with anything while she's suited up is to get what she comes for and leave without the villian being the wiser. Usually it helps when other heros are already on the scene as an adequite distraction.



[b][u]Complications:[/u][/b]

[b]Secret:[/b] She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it.

[b]No Weapons:[/b] She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot.

[b]Family:[/b] She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events.

[b]Struggling:[/b] Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income.

[b]Weak Stomach:[/b] Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties.


[b][u]Abilities:[/u][/b] 2+6+2+4+4-0=18PP

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat:[/u][/b] 10+16=26PP

Initiative: +7 

Attack: +5 (+9 Melee)

Grapple: -1

Defense: +10 (+8, +2 Dodge Focus), +4 flat-footed

Knockback: -4, -2 flat-footed



[b][u]Saving Throws:[/u][/b] 5+5+4=14PP

Toughness: +8 (+1 Con, 3 Protection, +4 Defensive Roll), +4 flat-footed

Fortitude: +6 (Con +1, +5)

Reflex: +7 (+2 Dex, +5)

Will: +7 (+3 Wis, +4)



[b][u]Skills:[/u][/b] R 112 = 28PP

Acrobatics 12 (+15)

Climb 4 (+5)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Disguise 6 (+6)

Drive 2 (+5)

Escape Artist 4 (+7)

Gather Information 4 (+4)

Knowledge (Physics) 6 (+8)

Knowledge (Behavioral Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Art) 8 (+10)

Knowledge (Technology) 4 (+6)

Language 1 (English [native], Spanish)

Notice 8 (+10)

Search 4 (+6)

Sleight of Hand 4 (+7)

Stealth 12 (+15)


[b][u]Feats:[/u][/b] 23PP

Acrobatic Bluff

Attack Focus 4 (Melee)

Blind-Fight

Defensive Roll 2 (+4 Toughness)

Dodge Focus 2

Equipment 2 [free from Player Reward]

Grappling Finesse

Improved Critical (Strike)

Improved Initiative

Improved Trip

Improvised Tools 

Luck

Move-By Action

Redirect

Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

Takedown Attack

Ultimate Reflex Save

Weapon Bind

Well-Informed

[i]See also Enhanced Feats, under Powers[/i]


[quote name="Equipment"][b][u]2008 Mini Cooper[/u][/b]

[list][b]Speed 5[/b] (250 mph)

[u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 8; [i]Features:[/i] Navigation System; Cost: 10 ep[/list]

[/quote]



[b][u]Powers:[/u][/b] 4 + 15 + 3 + 11 = 33PP


[b]Device 1[/b] (Armor, Mask, 5PP, Flaws: Hard-To-Lose) [4pp]

[list][b]Immunity 2[/b] (Dazzle [Visual])


[b]Super Sense 3[/b] (darkvision, radio)[/list]


[b]Dimensional Control (2-D Form)[/b] [15 PP]

[list][b]Concealment 4[/b] (All visual senses; [i]Flaw[/i]: Limited [To one side]) [4 PP]


[b]Enhanced Feat 7[/b] (Elusive Target, Evasion 2, Hide in Plain Sight, Improved Block, Improved Defense 2) [7 PP]


[b]Insubstantial 1[/b] ([i]Flaw[/i]: Limited [by width]) [4 PP][/list]


[b]Protection 3[/b] [3PP]


[b]Strike 8[/b] (barehanded blade; [i]Extra[/i]: Penetrating 2; [i]Power Feats[/i]: Mighty) (11 pp)


[b][u]DC Block[/u][/b]

Unarmed --- 16 / Toughness --- Bruised (Staged)

Strike --- 24 / Toughness --- Bruised (Staged); Penetrating 2



[b]Abilities 18 + Combat 26 + Saves 14 + Skills 28 (112r) + Feats 23 + Powers 33 - Drawbacks 0 = 142/142 Power Points[/b]

Link to comment

Edits!

Crusader

Done by Ecal

3pp to spend:

Saves: +3 to his Will save, bringing it to a total of +4. That'll do it for him.

Arcturus:

Done by Ecal, but in future include a breakdown as well as a code block

10pp to spend, but with a new PL, well...

Complications: Added several. God knows he needed better ones.

Skills: Dropped Gather Information entirely, and rearranged his other skills.

Powers: Overhauled Arc's alternate form to bring him up to new PL11 caps (moreso than he had been, anyway); upgraded his Alternate Form to rank 11, and I dropped everything other than his Alt form out of the array.

Code block under the spoiler.


[hr][/hr]

[floatr][img=http://i175.photobucket.com/albums/w142/GranspearZero/sm-marcturus.jpg][/floatr]

[b][u]Player Name[/u]:[/b] GranspearZX

[b][u]Character Name[/u]:[/b] Arcturus

[b][u]Power Level[/u]:[/b] PL11 | 162/163 PP

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 13/30


[b][u]In Brief[/u]:[/b] A typical teenager with an atypical beast living inside him.


[b][u]Alternate Identities[/u]:[/b] Marcus Irons

[b][u]Identity[/u]:[/b] Public

[b][u]Birthplace[/u]:[/b] Chicago, IL

[b][u]Occupation[/u]:[/b] High School Student

[b][u]Affiliations[/u]:[/b] Claremont Academy, Parkhurst Mystics

[b][u]Family[/u]:[/b] Richard Irons (father, 43. Also known as the supervillain "Khimera";), Lyrica Irons (mother, 40, also known as the supervillainess "Runic"). Married for 20 years.


[b][u]Age[/u][/b]: 17 (DoB: March 1994)

[b][u]Apparent Age[/u][/b]: N/A

[b][u]Gender[/u][/b]: Male

[b][u]Ethnicity[/u][/b]: African American

[b][u]Height[/u][/b]: 6' (8' 4" in bear form)

[b][u]Weight[/u][/b]: 225 lbs (475lbs. in bear form)

[b][u]Eyes[/u][/b]: Brown (red in bear form)

[b][u]Hair[/u][/b]: Black


[b][u]Description[/u]:[/b] In his normal form, Marcus seems like a normal kid. Tall and broad-shouldered, he's a bit on the heavy side, and looks like he was built for sports. His head is usually shaved bald, and his facial hair is trimmed into a nice, even goatee. Despite his size, Marcus is deceptively agile--he's no gymnast, but he's actually capable of more mobility than a tank. His brown eyes are often half-closed, and he always looks a little worn out--not that there's anything wrong with him. He simply looks disengaged from everything around him unless he's specifically focused on a person or a conversation... or even his studies. He has a notably brighter look about him when he's busy. Someone might actually catch him smiling on occasion.


    In his 'beast' form, he's a lot more intimidating. Standing well over eight feet tall, Marcus--or Arcturus, as he prefers--is a particularly grim-looking beast of a man. Largely resembling a brown bear, Arcturus's fingertips ending in vicious claws. Covered in black fur, his most notable marking is the white, crescent-shaped patch across his upper chest.


    [b][u]History[/u]:[/b] Marcus Irons lead somewhat of a sheltered life. Being an only child, he couldn't remember a time when he wasn't in the company of at least one of his parents, and he never wanted for anything. That certainly wasn't to say that he was spoiled; Richard Irons was a gruff disciplinarian, almost military in his imposition of order on his only son. While both parents often had to go away on business from time to time, he more often than not spent that time with his father. Richard taught him all sorts of things--fishing, hunting, and even how to fight when he started getting bullied at school. His mother was a lot less heavy handed; she wouldn't let Marcus get away with just anything, of course, but she gave him considerably more freedom. It gave him plenty of chance to wonder why his parents had so many books on occult subjects, but he rarely acted on the impulse to read any of them. He had enough problems with just algebra.


    Marcus and his father had just come from celebrating his 15th birthday a few weeks early, watching a Blades game. He thought it would be an unforgettable night; the two of them stuck around the stadium and he managed to get Andre Leroux to sign his jersey. It was, in fact, a night he'd always remember, but not for the reasons that Marcus thought. They went home, and hours later he was awakened by the breaking of glass and a lot of yelling. Marcus arrived in the living room just in time to see a group of men tackle his father. Without thinking he rushed to try and help, leaping uselessly on one of their backs, only to get thrown off. The landing hurt, but something else in him snapped... Everyone was especially surprised when the 15 year-old boy came back at the SWAT-geared man, grabbing him by the collar with a clawed hand and slinging him across the room.


    The next few moments were a blur. The room flooded with more people and he remembered something giving him a nasty shock. He remembered his father's voice, sounding uncharacteristically desperate, and then... nothing. He woke up several days later in the hospital, with a strange man in his room, introducing himself as Duncan Summers. That was when he learned the truth--his parents were wanted supervillains. At first, he didn't believe it. His parents, as far as he knew, hadn't even had so much as a speeding ticket. Sure, his dad was over six and a half feet tall and intimidating as all hell, but imagining his father as a monster? No way.


    Seeing the evidence, however, was sobering. His father could transform, just as he had that night, only his form was... far less friendly on the eyes. He had a body count well into the triple digits, most before he was born. He wasn't sure he'd be able to cope with the reality that his father was even capable of the destruction of which he'd been accused.


    His mother's involvement was considerably more obscure. As the sorceress Runic, she had managed to suppress his father's transformation through the use of her knowledge and research on magical artifacts and symbols, allowing them to lead normal lives. She was wanted for hiding him, among other things... and Marcus was almost certain that it contributed to her not showing up when his father was carted off to jail. He wasn't stupid--he realized that his father never fought back, and that he'd plead guilty, skipping a trial entirely. Marcus wasn't sure what to do next... Summers provided him with an option.


    [b][u]Personality & Motivation[/u]:[/b] Marcus is surprisingly mature for his age, often coming off as stand-offish, humorless, and far more serious than necessary. He's actually notoriously big-hearted and loyal to the people who actually earn his trust, and something of a pacifist at heart--contrary to the look and overall aggressive nature of the Beast Rune on his back.  It's certainly not that he isn't capable; on the contrary, it's knowing that he could potentially lose control and seriously hurt someone that keeps him from doing anyone serious, crippling harm. Seeking largely to guard against the stigma of his parents' pasts, Marcus makes it a point to know as much as he can about both the magical and physical world and how they interact with one another.


    [b][u]Powers & Tactics[/u]:[/b] Marcus is a brawler, plain and simple. Being especially good at it, his fists are often the first course of action for him. When he can actually plan ahead, he does so--more with a working knowledge of the situation than any real magical backup, other than his animal form. When especially pressed for a solution, he's been known to use the Beast Rune in its rawest form, able to transform into something other than his 'default' bear form.


    [hr][/hr]

    [b][u]Complications[/u]:[/b]

    [b]Aspect of the Beast:[/b] Marcus is exceptionally aggressive and blunt in his bear form, and finds it difficult to back out of a fight.

    [b]Colorblind[/b]: In his bear form, Arcturus can't really distinguish colors; everything looks grayscale.

    [b]Phobia[/b]: Marcus can't swim. It's less of a problem in his human form, but his fear of drowning causes him to avoid large bodies of water whenever possible.

    [b]Secret[/b]: Marcus's mother, Runic, is an international thief and forger, and has crossed and double-crossed numerous heroes and villains in her career. His father, the previous holder of the Beast Rune, destroyed an entire town before the power was stripped from him. If anyone did a little digging, it would cause Marcus a colossal headache and earn him a lot of enemies and unwanted attention.

    [b]Temper[/b]: Marcus has full control over his transformation... usually. Typically, however, pain causes his usually strict control to slip--whether it's physical, or seeing a friend get hurt.

    [b]Wardrobe Malfunction[/b]: Typically, Marcus wears something of a uniform underneath his clothes--his normal clothes typically don't survive his transformations.


    [b][u]Abilities[/u][/b]: 0 + 2 + 12 + 2 + 2 + 0 = 18 PP

    [b]Strength[/b]: [28] 10 (+9/+0)

    [b]Dexterity[/b]: 12 (+1)

    [b]Constitution[/b]: [26] 22 (+8/+6)

    [b]Intelligence[/b]: 12 (+1)

    [b]Wisdom[/b]: 12 (+1)

    [b]Charisma[/b]: 10 (+0)


    [b][u]Combat[/u][/b]: 18 + 18 = 36PP

    [b]Initiative[/b]: +5

    [b]Attack[/b]: +9 [+10 melee] / +8 [+9 melee, +14 unarmed]

    [b]Grapple[/b]: +10 (+23 in bear form)

    [b]Defense[/b]: +11 (+9 Base, +2 Dodge Focus), +5 flat-footed / +10 (+9 base, +2 Dodge Focus, -1 Size), +5 flat-footed

    [b]Knockback[/b]: -3 (-9 in bear form)


    [b][u]Saving Throws[/u][/b]: 5 + 8 + 8 = 21PP

    [b]Toughness[/b]: +6 (+6 Con) / +11 (+8 Con. +3 Protection)

    [b]Fortitude[/b]: +11 (+6 Con, +5) / +13 (+8 Con, +5)

    [b]Reflex[/b]: +9 (+1 Dex, +8)

    [b]Will[/b]: +9 (+1 Wis, +8)


    [b][u]Skills[/u][/b]: 76R = 19PP

    Acrobatics 9 (+10)

    Climb 3 (+3, +8 in bear form)

    Craft [Artistic] 9 (+10)

    Intimidate 7 (+7, +17 in bear form)

    Knowledge [arcane lore] 9 (+10)

    Knowledge [earth sciences] 3 (+4)

    Knowledge [life sciences] 3 (+4)

    Knowledge [physical sciences] 4 (+5)

    Languages 2 [English (base), Greek, Latin]

    Notice 4 (+5)

    Search 4 (+5)

    Sense Motive 5 (+6)

    Stealth 9 (+10, +6 in bear form)

    Survival 5 (+6)


    [b][u]Feats[/u][/b]: 13PP

    Artificer

    Attack Focus [Melee] 1

    Attack Specialization [Unarmed] 2*

    Challenge - Forceful Intimidation*

    Dodge Focus 2

    Fearless

    Fearsome Presence 8*

    Improved Grab

    Improved Grapple

    Improved Initiative

    Improved Pin

    Luck 1

    Ritualist

    Skill Mastery [Acrobatics, Intimidate, Craft (artistic), Knowledge (arcane lore)]

    Takedown Attack 1

    *Bear Form


    [b][u]Powers[/u][/b]: 55PP

    [b]Alternate Form 11 ([/b][i]Duration[/i]: Sustained; [i]Source[/i]: Magic)[/b] (Beast Rune Bear form, Magic) [55PP]

    [list][b]Enhanced Feats 11 ([/b]Attack Specialization [unarmed] 2; Challenge [Powerful Intimidation]; Fearsome Presence 8 [DC18, 40 ft][b])[/b] [11PP]

    [b]Enhanced Skill 2 ([/b]Intimidate +8[b])[/b] [2PP]

    [b]Enhanced STR 10 [/b][10PP]

    [b][u]AP[/u]:[/b] [b]Super Strength 4 ([/b]19.2 ton heavy load; PFs: Bracing, Groundstrike[b])[/b] [1PP]

    [b]Features 1 ([/b]fur-covered hide [cold/sunburn immunity][b])[/b] [1PP]

    [b]Growth 4 ([/b]Large; +8 Str, +4 Con, -1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate[b])[/b] [12 PP]

    [b]Leaping 4 ([/b]x25; running jump: 475 ft., standing long jump: 237 ft., vertical jump: 118 ft.[b])[/b] [3PP]

    [b]Protection 3[/b] [3PP]

    [b]Strike 1 ([/b]claws; [i]PF[/i]: Mighty[b])[/b] [2PP]

    [b]Super-Senses 9 ([/b]Danger Sense [Olfactory], Detect Lies [Olfactory], Low Light Vision, Extended Smell 2 [x100], Scent, Tracking 2 [normal speed][b])[/b] [9PP][/list]


    [b][u]DC Block[/u]:[/b]

    [code]ATTACK            RANGE     SAVE                     EFFECT

Unarmed           Touch     DC15/24 TOU (Staged)     Damage (Physical)

Strike 1 (claws)  Touch     DC25 TOU (Staged)        Damage (Physical)
Abilities (18) + Combat (36) + Saving Throws (21) + Skills (19) + Feats (13) + Powers (55) - Drawbacks (0) = 162/163 Power Points

Link to comment

Ironclad

Ecalsneerg!

:arrow: Boost Fort save by 1 pt, boost Ref save by 1 pt. Saves block becomes

[b][u]Saves[/u]:[/b] 5 + 4 + 6 = 15PP

Toughness: +9/+0 (+0 Con, +9/+0 Protection)

Fortitude: +5 (+0 Con, +5)

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

Will: +7 (+1 Wis, +6)
:arrow: Buy feat Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice). Skills should now look like
[b][u]Skills[/u]:[/b] 52R = 13PP

Computers 10 (+15, Skill Mastery)

Concentrate 9 (+10)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 5 (+10, Skill Mastery)

Disable Device 10 (+15, Skill Mastery)

Knowledge (Technology) 5 (+10)

Notice 8 (+9, Skill Mastery)
:arrow: Add the following to the end of her sheet
[spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a full round.

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

[*]write a program in 6 rounds.[/list]


Knowledge to

[list]
[*]Take 10 as a free action.

[*]Take 20 in 6 rounds.[/list]


Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]

Link to comment

Done by Ecalsneerg, and math corrected as discussed in Chat

Right then! Supercape time! 16 PP to spend.

FIrst off, a significant alteration to Supercape's Radiation Array. Basically he is taking off Penetrating to reduce it to 4PP/Rank, and marching it up to PL 13. This means the Array goes from 50 to 52 base (plus feats) Total cost is 2 PP.

The Alternate Powers need adjusting to compensate for this:

Blast Explosion: Lose Penetrating, Increase to Rank 13

Create Object: Lose Impervious, Increase Rank to 13

Dazzle: Increase Rank to 11, Lose Area Progression

Drain Toughness: Lose Total Fade, Increase Rank to 13

Nauseate: Lose Contagious, Increase Rank to 13

Transform: Increase duration to continuous, Decrease Rank to 9

Teleport: Stays the Same

ESP: Stays the Same

Radiation Aura (an AP from Device): Loose the Immunity Bonus, Increase Rank to 13.

Code for Array


[b]Atomic Force Control 28[/b] (58PP Array; Feats: Alternative Power 8) [66PP]

[list][u]Base Power[/u]: [b]Blast 13[/b] (Radiation Control; Extras: Range [Perception], Secondary Effect ["Afterglow"]; PFs: Affects Insubstantial 2, Incurable, Precise, Subtle, Variable Descriptor [Any Electromagnetic]) [58PP]


[u]Alternate Power[/u]: [b]Blast 13[/b] (Radiation Burst; Extras: Area [Targeted, 40-ft radius Burst], Range [Perception]; PFs: Affects Insubstantial 2, Incurable, Subtle, Triggered 2) [58PP]


[u]Alternate Power[/u]: [b]Create Object 13[/b] (10 5-ft cubes [Quantum Material], STR 50, Toughness +10; Extras: Duration [Continuous], Range [Perception]; PFs: Affects Insubstantial 2, Progression 2 [10 25-ft. cubes], Stationary, Subtle) [58PP]


[u]Alternate Power[/u]: [b]Dazzle 11[/b] (Visual + Radio Senses [radiation pulse]; Extras: Area [General, 50-ft. radius Burst], Range [Perception]; PFs: Subtle, Triggered 2) [58PP]


[u]Alternate Power[/u]: [b]Drain Toughness 13[/b] (Atomic Unbonding; Extras: Affects Objects, Range [Perception]; PFs: Affects Insubstantial 2, Insidious, Reversible, Slow Fade 1 [1 min], Subtle) [58PP]


[u]Alternate Power[/u]: [b]Nauseate 13[/b] (Irradiate; Extras: Range 2 [Perception]; PFs: Affects Insubstantial 2, Reversible, Subtle) [58PP]


[u]Alternate Power[/u]: [b]Transform 9[/b] (Inanimate objects, between solid/liquid/gas states [Atomic Bond Manipulation], 4PP/r; Extras: Range [Perception], Duration [Continuous]; PFs: Precise, Selective [Only certain types of molecules in the material], Subtle) [57PP]


[u]Alternate Power[/u]: [b]Teleport 20[/b] "Anywhere in the universe": (Extras: Accurate; Flaws: Long Range PFs: Change Velocity, Change Direction, Progression (Mass) 3 [1000lbs] + [b]Supermovement 2[/b] (Dimensional 2 [Any non-mystic] PFs: Profression (Mass) 2 [1000lbs]) [52 PP]


[u]Alternate Power[/u]: [b]ESP 20[/b] "Anywhere in the universe" (PFs: Dimensional 2 [Any non-mystic], Subtle) + [b]Communication 20[/b] "Anywhere in the Universe" (Radio medium; PFs: Dimensional 2 [Any non-mystic], Subtle, Variable descriptor -2 [Any energy medium]) [48 PP][/list]
2 PP: +2 Base Defence (to +9 Base) 4 PP: +4 to Fort (which, incidentally was missing in last edit - which brings it up to +2 CON, +8 = +10) 2 PP: +2 to Reflex (+0 DEX, +4 = +4) 4 PP: +4 to Will (+4 WIS, +8 = +12) That makes 12 PP overall. 1 PP +4 to Concentration (to +18 Total) 1 PP +4 to Knowledge (Physical Sciences) (to +20 Total) Code for Combat, Saving Throws, and Skills
[b][u]Combat[/u][/b]: 8 + 18 = 24PP

Initiative: +0

Attack: +4

Grapple: +4

Defense: +9 (+9 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -8



[b][u]Saving Throws[/u][/b]: 8 +4 +8 = 20 PP

Toughness: +16 (+2 Con, +10 Forcefield, +4 Supercape)

Fort: +10 (+2 Con, +8_

Reflex: +4 (+0 Dex, +4)

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




[b][u]Skills[/u][/b]: 64R = 16PP

Concentration 14 (+18)

Diplomacy 9 (+10)

Knowledge (Behavioural Sciences) 6 (+10)

Knowledge (Life Sciences) 6 (+10)

Knowledge (Physical Sciences) 16 (+20)

Knowledge (Theology and Philosophy) 2 (+6)

Languages 3 (French, English [Native], German, Latin)

Notice 6 (+10)

Perform (Orate) 2 (+3)
Makes 14 PP 2 PP Increase Forcefield to Forcefield 10 for a total of +16 Toughness
[b]Force Field 10[/b] [10PP]
Also: A few edits to fluff: Replace "Monologue" with "Man of Inaction", which is a bit broader, and captures his general propensity to both monologue, debate, and think about things without actually disarming the bomb that needs disarming NOW! Lose "Unpredictable Effects" - whilst this may happen, Supercape is now experienced enough to master his powers and has +20 bonus in Physical Sciences Knowledge! Add "pomfretphobia" ever since Dr Simian blasted his mind with his Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot. Powers & Tactics: No longer an inexperienced hero. No longer uses the Contagious nauseate power. Code for fluff changes:
[b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.


In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.


Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome).



[b][u]Complications:[/u][/b]

[b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.

[b]Man of Inaction / Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times. 

[b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.

[b]Pomfretphobia[/b] ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.

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Edits done by Geez3r

Now then, Rene! with 17 PP to spend!

First off +4 WIS (to 30 WIS) for 4 PP.

Giving +2 to will save

Codes for this and Combat/Saves (Including the modifications to devices below)

[b][u]Abilities[/u][/b]: -2 + -4 + 0 + 2 + 20 + 4 = 20pp

Str 8 (-1)

Dex 6 (-2)

Con 10 (+0)

Int 12 (+1)

Wis 30 (+10)

Cha 14 (+2)



[b][u]Combat[/u][/b]: 8 + 4 = 16pp

Initiative: +2 (-2 Dex, +4 Improved Initiative)

Attack: +4

Grapple: +0

Defense: +10 (+4 Base, +1 Defence from coat of mists, +5 Dodge Focus from coat of Mists Device), +2 Flat-Footed

Knockback: -0



[b][u]Saving Throws[/u][/b]: 0 + 2 + 0 = 2pp

Toughness: +8/0 (+0 Con, +8 [Ring of Protection])

Fortitude: +7/0 (+0 Con, +7 [Ring of Protection])

Reflex: +0 (-2 Dex, +2)

Will: +10 (+10 Wis, +0)
That leaves 13 PP Next, 1 Rank to Magic Array for 2 PP (All APs, including Mystic Paintbrush Powers with the exception of Animate Object) Code for Magic Array
[b]]Magic Array 14.5[/b] (mystic; 29 pp Power Feats: Alternate Power 3 [+5 more from Mystic Paintbruch]) [30pp]

[list][u]BE[/u]: [b]Blast 9[/b] (mystic; Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [27pp]


[u]AE[/u]: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; Extras: alternate save (will), range, sleep (+0), mental (+0); Flaws: Action (full round); Power Feats: Accurate 2, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [26/27pp]


[u]AE[/u]:[b] Snare 9[/b] (mystic; Extras: transparent; Flaws: action (full round); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp]


[u]AE[/u]: [b]Stun 9[/b] (mystic; Extras: Range; Flaws: action (full); Power Feats: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [27/27pp]


[u]From Mystic Paintbrush[/u]:


[u]AE[/u]: Animate Object 6 (Animates Pictures 90 PP worth; mystic; Extras: range (perception), duration (continuous), horde; Flaws: Full Action Required, Unreliable (50% failure chance)Power Feats: Progression 3 [10 Objects]) [27pp]


[u]AE[/u]: Dimensional Pocket 9 (mystic; Extras: alternate save [will], range (perception); Flaws: Unreliable (50% failure chance), Action (full) PF: Reversible, Progression 12 [x10k total mass]: Drawbacks: Noticeable [Can see trapped target in painting], Power loss [requires some surface to paint onto])) [27pp]


[u]AE[/u]: Illusion 9 (visual senses, mystic; Extras: Duration (continuous); Flaws: Action (full round); Unreliable (50% failure chance); Power Feats: Progression, Area 11 (4.7 Miles) [27pp]


[u]AE[/u]: Obscure 9 (Visual senses; mystic; Extras: Duration (continuous), Range (perception); Flaws: Action (full round); Unreliable (50% failure chance)Power Feats: Dimensional 2 [any mystic], Progression Area 7 [up to x250 area = 47 mile radius], Variable Descriptor 2 [Can Paint any colour or environmental effect, mystic descriptor]) [27pp]


[u]AE[/u]: Teleport 9 (20,000 miles long range, mystic; Extras: Accurate, Affect Others [+1], Range (perception); Flaws: Long Range, Limited [Requires a picture of target area to paint onto], Unreliable (50% failure chance); Power Feats: Change Direction, Change Velocity, Progression Mass 1 [Carry 250 lbs]) [27pp][/list]

THis leaves me with 11 PP. Ok, I am scrapping Robe of Mists for similar device: this frees up 4 PP so I have 15 PP to spare. The Robe of Mists is becoming a less conspicuous coat of mists, Device 4, Hard To Lose, Subtle costing 13 PP. Powers: Enhanced Feat: Defence +1, Dodge Focus +5 (Bringing Defence up to +10, Flat Footed +2) 7 PP Insubstantial 2: Gasous: 10 PP Flight 1: Subtle, 3 PP Codes for Device Alterations

[b]Device 4[/b] (Coat of Mists; Mystic; Hard to Lose; 20 PP; [i]Power Feat[/i]: Subtle [appears to be normal bland clothing]) [13 PP]

[list][b]Enhanced Traits 7[/b] (Defence +1, Dodge Focus Feat 5) [7 PP]

[b]Insubstantial 2[/b] (Gaseous) [10PP]

[b]Flight 1[/b] (Power Feat: Subtle) [3 PP][/list]
2 PP adding to skills. +1 Skill to Craft (Artistic), Knowledge (Arcane Lore), +2 Skill ranks to Notice, and +4 Skill Ranks to Sense Motive Giving 14 (+15), 14 (+15), 2 (+12), and 4 (+14) respectively. Skill changes code (including WIS increase)
[b][u]Skills[/u][/b]: 56r = 15pp


Craft (Artistic) 14 (+15)

Diplomacy 4 (+6)

Knowledge (Arcane Lore) 14 (+15)

Knowledge (Art) 4 (+5)

Knowledge (History) 4 (+5)

Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Russian, Spanish, Summerian)

Notice 2 (+12)

Sense Motive 4 (+14)

Cheers!

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Wesley

6pp to spend

Luck +2 (4pp to spend)

Enhanced Constitution -4 (8pp to spend)

Mimic +1 (3pp to spend)

Life Control Array .5 (2pp to spend)

+1 AP on the Array (1pp to spend)

[b][u]Power Level[/u]:[/b] 14 (205/206PP)

[b][u]Trade-Offs[/u]:[/b] -2 Defense / +2 Toughness

[b][u]Unspent PP[/u]:[/b] 1

[b][u]Gold Status[/u]:[/b] 56/90


[b][u]Alternate Identities[/u]:[/b] Wesley Knight (birth name)

[b][u]Identity[/u]:[/b] Semi-Secret. Most do not know Knight is Wesley Knight.

[b][u]Birthplace[/u]:[/b] Tunnel Hill, Alabama

[b][u]Occupation[/u]:[/b] Body Artist

[b][u]Affiliations[/u]:[/b] Knights of Freedom

[b][u]Family[/u]:[/b] Marlon Knight (father, deceased), Marie Knight (mother, deceased)


[b][u]Age[/u]:[/b] 21 (DoB: December 13, 1989)

[b][u]Apparent Age[/u]:[/b] early twenties

[b][u]Gender[/u]:[/b] Male

[b][u]Ethnicity[/u]:[/b] African-American

[b][u]Height[/u]:[/b] 6'4"

[b][u]Weight[/u]:[/b] 190 lbs.

[b][u]Eyes[/u]:[/b] green

[b][u]Hair[/u]:[/b] black


[b][u]Description[/u]:[/b] He is a nice looking guy. His features are not too round or sharp. He's fit and athletic. His muscles are not bulging, but they are defined. His hair is done up in thick, well-manicured dreadlocks. They are long enough to reach his shoulder blades. His eyes are an unnaturally bright green. This is due to the mutation. On his chin he keeps a short cropped goatee. His skin a dark brown tone. His arms, neck, back and upper chest have various tattoos he has collected over the years. He almost always seen wearing an a-shirt, loose fit cargo jeans and sneakers.


[b][u]Power Descriptions[/u]:[/b] He uses his biokinetic energy to protect himself from blows and sicknesses and to help him heal faster (Enhanced Constitution). He also uses it to  find life energy on any living thing with his brain. There is a side effect on this that makes his eyes glow even though it is not part of his sight (Super-Senses). He can also use the life energy of others to copy parts of them. Though sometimes the life energies of others take him over (Mimic). His piece de resistance though is his mastery over life energy. It lets him control living things systems directly or indirectly, even turn them into other living things! He and the affected some times glow different color aura depending on what is done (Life Control).


[b][u]History[/u]:[/b] Wesley grew up in a small southern town. His life was not easy. His was the only black family in the town, and the residents did not take kindly to his skin color. In an unrelated incident his parents died in a car accident. This lead Wesley to one act of pure rage that he had been bottling up for years, crippling someone. That put him in prison. When he finally came back they were waiting for him! They tried to lynch him! But his mutant powers kicked in and made the lynchers die. He decided to get out of the town and go to Freedom City. No one would know him there. Heck he could even go by his last name for an alias and no one would care.


[b][u]Personality & Motivation[/u]:[/b] Wesley is a down-to-earth type. He's polite and respectful of others and is an amicable guy despite having a rough life. He never seems down about anything. He is an all around nice guy with genteel southern manners. He's quick to act in the face of danger. He is a hero because he doesn't want anything that happened to him happen to anyone else. He knows this is a lofty goal, but that doesn't mean he can't try.


[b][u]Powers & Tactics[/u]:[/b] The most common tactic is to inflict his enemies with maladies and aid his allies. If the maladies don't work on the enemies and he needs to go on the offensive, he can either mimic his allies' (or his enemies'!) life energy or he can change shape into something dangerous and effective.


[hr][/hr]

[b][u]Complications[/u]:[/b]


[b][u]Abilities[/u]:[/b] 4 + 4 + 4 + 2 + 4 + 2 = 20PP


Str 14 (+2)

Dex 14 (+2)

Con 42/14 (+16/+2)

Int 12 (+1)

Wis 14 (+2)

Cha 12 (+1)


[b][u]Combat[/u]:[/b] 24 + 16 = 40PP


Initiative: +2

Attack: +12

Grapple: +14

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -8/-1


[b][u]Saving Throws[/u]:[/b] 0 + 8 + 8 = 16PP


Toughness: +16/+2 (+16/+2 Con, +0 [Other])

Fortitude: +16/+2 (+16/+2 Con, +0)

Reflex: +10 (+2 Dex, +8)

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


[b][u]Skills[/u]:[/b] 44R = 11PP


Concentration 0 (+16/+2)

Craft (artistic) 4 (+5)

Knowledge (current events) 4 (+5)

Knowledge (life sciences) 4 (+5)

Knowledge (pop culture) 4 (+5)

Knowledge (streetwise) 4 (+5)

Language 2 (Cantonese, English [base], Mandarin)

Medicine 3 (+5)

Notice 8 (+10)

Profession (Body Artist) 3 (+5)

Sense Motive 8 (+10)


[b][u]Feats[/u]:[/b] 9PP


Accurate Attack

All-Out Attack

Benefit (Constitution for Concentration)

Defensive Attack

Luck 4

Power Attack


[b][u]Powers[/u]:[/b] 28 + 58 + 25 + 5 = 116PP


[b]Enhanced Constitution 28[/b] [28pp]


[b]Life Control 24.5[/b] (49pp effects; [i]Power Feats[/i]: Alternate Power 9) [58pp]


* [u]BE[/u]: [b]Morph 4[/b] (anything; [i]Power Feats[/i]: Features [covers scent], Precise), [b]Growth 4[/b], [b]Shrinking 8[/b] ([i]Power Feats[/i]: Normal Movement, Normal Toughness), [b]Flight 3[/b] ([i]Power Feats[/i]: Subtle), [b]Super-Strength 3[/b]

* [u]AP[/u]: [b]Damage 12[/b] ([i]Extras[/i]: Area [Burst, Targeted], Penetrating 3, Selective Attack; [i]Power Feats[/i]: Affects Insubstantial 2, Homing 2 [2 extra], Indirect 3, Progression 2 [Area, 300 feet])

* [u]AP[/u]: [b]Emotion Control 12[/b] ([i]Extras[/i]: Duration [Continuous]; [i]Power Feats[/i]: Mind Blank) and [b]Confuse 12[/b]

* [u]AP[/u]: [b]Fatigue 12[/b] ([i]Extras[/i]: Range 2 [Perception]; [i]Power Feats[/i]: Sedation)

* [u]AP[/u]: [b]Healing 12[/b] ([i]Extras[/i]: Action [Standard], Total; [i]Power Feats[/i]: Persistent)

* [u]AP[/u]: [b]Mind Control 12[/b] ([i]Extras[/i]: Alternate Save [Fortitude], Conscious, Duration [Sustained]; [i]Power Feats[/i]: Mind Blank)

* [u]AP[/u]: [b]Nauseate 12[/b] ([i]Extras[/i]: Range 2 [Perception])

* [u]AP[/u]: [b]Paralyze 12[/b] ([i]Extras[/i]: Alternate Save [Fortitude], Range 2 [Perception])

* [u]AP[/u]: [b]Stun 12[/b] ([i]Extras[/i]: Range 2 [Perception]; [i]Power Feats[/i]: Sedation)

* [u]AP[/u]: [b]Transform 12[/b] (living to living; [i]Extras[/i]: Duration [Continuous]; [i]Flaws[/i]: Range [Touch], Unreliable [5 charges]; [i]Power Feats[/i]: Precise)


[b]Mimic 5[/b] (all traits at once, 25pp; [i]Extras[/i]: Duration [Continuous]; [i]Flaws[/i]: Split Personality) [25pp]


[b]Super-Senses 6[/b] (Detect Life [Mental; Accurate, Acute, Analytical, Ranged; [i]Drawbacks[/i]: Noticeable/Glowing Green Eyes]) [5pp]


[b][u]Drawbacks[/u]:[/b] (-4) + (-3) = -7PP


Recurring Nightmares (Chance of nightmare with every sleep, check of DC 5 causes nightmare, after nightmare is fatigued until restful sleep; -4)


Vulnerability (to Transforms and other attacks that involuntarily change his shape or form, x2 to DC modifier; Uncommon, Major; -3)


[b][u]DC Block[/u][/b]

[code]

ATTACK              RANGE          SAVE                      EFFECT

Unarmed             Touch          Toughness 17 (Staged)     Damage (Physical)

Damage              Touch/Area     Toughness 27 (Staged)     Damage (Biokinetic)

Emotion Control     Perception     Fortitude 22 (Staged)     Emotion Changed

Confuse             Range          Fortitude 22              Confused

Fatigue             Perception     Fortitude 22 (Staged)     Fatigued or Exhausted or Unconscious

Healing             Touch          Fortitude 22 (Staged)     Healed

Mind Control        Perception     Fortitude 22              Mind Controlled

Nauseate            Perception     Fortitude 22 (Staged)     Sickened or Nauseated or Helpless

Paralyze            Perception     Fortitude 22 (Staged)     Slowed or Paralyzed

Stun                Perception     Fortitude 22 (Staged)     Dazed or Stunned or Unconscious

Tranform            Touch          Fortitude 22              Transformed
Abilities (20) + Combat (40) + Saving Throws (16) + Skills (11) + Feats (9) + Powers (116) - Drawbacks (7) = 205/206 Power Points

Edits done by Geez3r

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DONE BY SHAENTHEBRAIN

Gaian Knight

Very simple this time around. Last month, GK borrowed 3pp worth of equipment from my Bronze reward to pay for his HQ. This month, he uses his 3 real pp to pay that back, freeing the reward up for other purposes.

[b][u]Character's Name:[/u][/b] Gaian Knight

[b][u]Power Level:[/u][/b] 11 (172/172)

[b][u]Trade-Offs:[/u][/b] -3 Defense / +3 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Silver:[/u][/b] 22/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url])


[b][u]In Brief:[/u][/b]

Young professor, given powers over the earth by unknown forces, just out to do some good in the world.


[b][u]Alternate Identity:[/u][/b] Tarrant David McLeod

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] United States, west coast

[b][u]Occupation:[/u][/b] Professor of Earth Sciences, Freedom City University

[b][u]Affiliations:[/u][/b] none

[b][u]Family:[/u][/b] Parents (still on the west coast), Brother (location unknown; little contact)


[b][u]Age:[/u][/b] 26 (DoB: October 1984)

[b][u]Gender:[/u][/b] male

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 6'

[b][u]Weight:[/u][/b] ~160lbs

[b][u]Eyes:[/u][/b] green (now flecked with gold)

[b][u]Hair:[/u][/b] brown


[b][u]Description:[/u][/b]

A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€.


His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat keeping the torso well-protected, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side.


[b][u]Power Descriptions:[/u][/b]

Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. 


His magic often causes a noticable earthy-gold glow that becomes more and more apparent as he does bigger and bigger things, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to little rocks following him around in the air.


[b][u]History:[/u][/b]

Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. 


When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened.


Since then he’s spent quite a bit of time learning to control his power, and taking advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one.


[b][u]Personality & Motivation:[/u][/b]

Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he has a new start and just wants to help people, even if he’s aware that may be naïve. Enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time.


[b][u]Powers & Tactics:[/u][/b]

Tarrant is not a practiced fighter (he's pretty awful with that sword, too), and typically subsumes his combat nerves into wry comments and self-depreciating humor. That aside, his ‘fighting style’ is more or less as follows: Priority one: protect people who need protecting. Priority two: stay well away from anyone who looks like they can throw a punch. Priority three: protect yourself from anyone who looks like they can throw anything else...like a bus. Priority four: find a way to take down the enemy with as little possible trouble – trap them, bind them, hit them with a rock. Ambushes are good, and underground is better, where the rock is plentiful and tremorsense/nightvision give him an edge.


[b][u]Complications:[/u][/b]

[b]Honor:[/b] Chivalry. Respect and honor; he’s not an old-school knight, but even before the magic answering machine he was of the “won’t hurt a lady†sort, and though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things...and to fight a fair battle against an enemy he knows (or thinks) is honorable.

[b]Responsibility:[/b] Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach.

[b]Secret:[/b] Identity.

[b]Teleportal:[/b] Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it.


[b][u]Stats:[/u][/b] 2+0+4+4+6+4 = 20pp

Str: 12 (+1)

Dex: 10 (+0)

Con: 14 (+2)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 14 (+2)


[b][u]Combat:[/u][/b] 14+12 = 26pp

Initiative: +0

Attack: +7 Base, +11 Earthshaping

Grapple: +8

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

Knockback: -7


[b][u]Saves:[/u][/b] 8+7+5 = 20pp

Toughness: +14 (+2 Con, +12 Protection, +4 Chestpiece (does not stack with protection))

Fortitude: +10 (+2 Con, +8)

Reflex: +7 (+0 Dex, +7)

Will: +8 (+3 Wis, +5)


[b][u]Skills:[/u][/b] 72r = 18pp

Climb 4 (+5)

Concentration 12 (+15)

Craft (Artistic) 8 (+10) 

Knowledge (Earth Sciences) 13 (+15)

Notice 12 (+15)

Profession (Professor, Earth Sciences) 5 (+8)

Sense Motive 8 (+11)

Sleight of Hand 10 (+10)


[b][u]Feats:[/u][/b] 10pp

Dodge Focus 2

Equipment 5 (25ep)

Luck

Precise Shot

Taunt


[quote name="Equipment]

Goggles (Nightvision/Flash) [4ep] 


Customized Platemail Chestpiece [4ep] 


Masterwork Sculpting/Carving Tools [1ep]


Quality Rock Climbing Gear [1ep]


Flying Islands HQ [15ep]

[i]A handful of large land masses floating above the surface of [url=http://www.freedomplaybypost.com/wiki/Sanctuary]Earth-Sanctuary[/url]. The largest, central 'island' has a very nice castle, of all things.[/i]

[device]Size/Colossal

Toughness/10

Holding Cells (Toughness)

Infirmary

Isolated

Library

Living Space

Pool

Power [[b]Flight ([/b][i]Extras:[/i] Duration [Continuous][b])[/b]]

Power System

Workshop[/device][/quote]


[b][u]Powers:[/u][/b] 1+6+45+2+3+12+7+2 = 78pp


[b]Burrowing 1 ([/b]1mph / 10ft per Move Action[b])[/b] [1pp] (earth, magic) 


[b]Device 1 ([/b]"The Sword", 5pp, [i]Feats:[/i] Indestructible, Restricted 2 [Current Knight], [i]Flaws:[/i] Easy-to-Lose 2[b])[/b] [6pp]

[i]An old and ornate-looking masterwork sword.[/i]

[device][b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5pp][/device]

[b]Earthshaping 18 ([/b]36pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [45pp] (earth, magic)
[list]
[u]BP:[/u] [b]Create Object 16 ([/b]400-foot cube, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [36/36pp]


[u]AP:[/u] [b]Damage 11 ([/b][i]Extras:[/i] Autofire, Range [Ranged], [i]Feats:[/i] Indirect 2, Variable Descriptor [piercing, bludgeoning][b])[/b] [36/36pp]


[u]AP:[/u] [b]Damage 10 ([/b][i]Extras:[/i] Area [General, Shapeable], Range [Ranged], [i]Feats:[/i] Indirect 2, Progression 2 [5 cubes per rank], Variable Descriptor [piercing, bludgeoning][b])[/b] [35/36pp]


[u]AP:[/u] [b]Burrowing 8 ([/b]250mph / 2500ft per Move Action, [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Subtle, Progression [Reverse Area] 8 [Personal to 40ft radius][b])[/b] [33/36pp]


[u]AP:[/u] [b]Move Object 18 ([/b]Strength 90: 1000/2000/3200/6400/16K tons, [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited Material [Earth][b])[/b] [36/36pp]


[u]AP:[/u] [b]Snare 11 ([/b][i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [30/36pp]


[u]AP:[/u] [b]Teleport 8 ([/b]2,000 miles; [i]Extras:[/i] Accurate, Portal [+2], [i]Flaws:[/i] Long-Range[b])[/b] LINKED TO [b]Super-Movement 1 ([/b]Dimensional Movement [Earth-Sanctuary], [i]Extras:[/i] Portal [+2][b])[/b] [32+4= 36/36pp]


[u]AP:[/u] [b]Transform 8 ([/b]Earth into Earth, 250lbs, [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [33/36pp][/list]

[b]Flight 2 ([/b]25mph / 250ft per Move Action, [i]Flaws:[/i] Platform[b])[/b] [2pp] (earth, magic)


[b]Immunity 3 ([/b]Aging, High-Pressure Environments, Suffocation [Underground][b])[/b] [3pp]


[b]Protection 12[/b] [12pp] (earth, magic)


[b]Super-Senses 7 ([/b]Detect Earth [mental]; Accurate 2, Acute, Analytical, Radius, Ranged[b])[/b] [7pp]


[b]Super-Senses 2 ([/b]Tremorsense [tactile], Ranged[b])[/b] [2pp]


[b][u]DC Block:[/u][/b]

[code]Unarmed                  16 DC/Toughness                        damage

Sword                    20 DC/Toughness                        damage

Autofire Blast           26-31 DC/Toughness                     damage

Area Blast               20 DC/Reflex, 20 or 25 DC/Toughness    damage

Snare                    21 DC/Reflex                           entangled, anchored, optionally sense-obscured
Costs: Abilities (20) + Combat (26) + Saves (20) + Skills (18) + Feats (10) + Powers (78) - Drawbacks (0) = 172pp

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Dragonfly

Dragonfly drops a rank of base attack, but picks up another rank of Accurate on her gauntlets, taking her to her attack cap. (net gain: 1pp)

Said gauntlets get another device rank. (net loss: 4pp)

Her shield, force field, and attack array all go up a rank; her attack powers go up to PL10 caps, as do her defenses. The leftover device point goes into a new AP on her array: Stun 10. The electric pimphand shall teach all criminals respect!

Net expense: 3pp. Dragonfly continues to bank the rest.

[b][u]Characters Name:[/u][/b] Dragonfly

[b][u]Power Level:[/u][/b] 10 (145/150)

[b][u]Trade-Offs:[/u][/b] +2 Defense / -2 Toughness

[b][u]Unspent PP:[/u][/b] 5

[b][u]Progress to Silver:[/u][/b] 45/60


[b][u]In Brief:[/u][/b]

Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's.


[b][u]Alternate Identity:[/u][/b] Mara Hallomen

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] France (dual citizen, French/American)

[b][u]Occupation:[/u][/b] inventor; full-time hero

[b][u]Affiliations:[/u][/b] Ironclad, Jill O'Cure, The Lab

[b][u]Family:[/u][/b] Alexander 'Hollow Man' Hallomen (father)


[b][u]Age:[/u][/b] 19 (born December 1991)

[b][u]Gender:[/u][/b] female

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 5'5"

[b][u]Weight:[/u][/b] "I can build death rays, you know."

[b][u]Eyes:[/u][/b] dark blue

[b][u]Hair:[/u][/b] dirty blonde


[b][u]Description:[/u][/b]

On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Very often what she's wearing hasn't been washed recently. Makeup is practically a foreign concept.


When out fighting crime her outfit is a little more clean and constant: slim black pants, a short grey jacket with a stylized black dragonfly on the back, and her devices - currently a pair of large, heavy-looking high-tech gauntlets, a high-tech flexible chestpiece and belt, and a large headset which covers both ears and has a translucent blue visor over her upper face. She prefers boots with a little bit of heel to them – they're not very practical, but she's self-conscious about her height (especially when confronting criminals or working with your standard 6' bombshell heroine).


[b][u]Power Descriptions:[/u][/b]

When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even under her visor, which obscures most of her features). Failed attempts to penetrate her Mental Immunity are met with psychic 'static', resistance, and unintelligible echoes of her multiple running thoughts.


Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her gauntlets emit at the seams and glasswork when charged.


[b][u]History:[/u][/b]

In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. 


Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother died (something he calmly claims he had nothing to do with, of course) she fell into his care.


Little Mara Hallomen indeed was predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information, her only human contact a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways science could not. Even this was cold comfort, however: anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. 


Kept docile, driven, and borderline insane as an intended side-effect of her constant  'health treatments', the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


[b][u]Personality & Motivation:[/u][/b]

Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of assorted substances that are even now still washing out of her system) can make her snide and irate.


Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


[b][u]Powers & Tactics:[/u][/b] 

Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.


[b][u]Complications:[/u][/b]

[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she's alive and her head's in one piece.

[b]Hatred:[/b] People taking advantage of children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.

[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

[b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url].

[b]Secret:[/b] Identity.

[b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.

[b]Visor:[/b] The visor device communicates most of its powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).


[b][u]Stats:[/u][/b] 0+4+0+14+2+2 = 22pp

Str: 10 (+0)

Dex: 14 (+2)

Con: 10 (+0)

Int: 24 (+7)

Wis: 12 (+1)

Cha: 12 (+1)


[b][u]Combat:[/u][/b] 8+8 = 16pp

Initiative: +7

Attack: +4, +10 Gauntlets

Grapple: +4

Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed

Knockback: -0 Base, -4 with Force Field


[b][u]Saves:[/u][/b] 5+4+6 = 15pp

Toughness: +0 Base, +8 with Force Field (+0 Con, +8 Force Field)

Fortitude: +5 (+0 Con, +5)

Reflex: +6 (+2 Dex, +4)

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


[b][u]Skills:[/u][/b] 84r = 21pp

Computers 8 (+15)

Concentration 4 (+5)

Craft (electronic) 10 (+17)

Craft (mechanical) 10 (+17)

Disable Device 8 (+15)

Knowledge (physical sciences) 10 (+17)

Knowledge (technology) 8 (+15)

Languages 4 (English [native], French, Japanese, Russian, Spanish)

Notice 4 (+5)

Perform (stringed instruments) 9 (+10)

Sense Motive 9 (+10)


[b][u]Feats:[/u][/b] 14pp

Ambidexterity

Benefit (wealth)

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck

Master Plan

Online Research

Skill Mastery (Computers, Craft (electronic), Craft (mechanical), Notice)

Speed of Thought


[quote name="Equipment"]Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


Warehouse HQ [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size/Medium

Toughness/10

Concealed

Computer

Defense System

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System

Workshop[/device][/quote]


[b][u]Powers:[/u][/b] 2+4+41+6+4 = 57pp


[b]Datalink 2 ([/b]100ft, mental; mutation[b])[/b] [2pp]


[b]Device 1 ([/b]Visor, 5dp; technology; [i]Flaws:[/i] Easy to Lose; [i]Feats:[/i] Restricted [Datalink][b])[/b] [4pp]

[i]A blue, obscuring visor attached to two ear-covering mounts and covering much of the upper face. It requires Datalink to be used properly.[/i]

[device][b]Super-Senses ([/b]Radio; Uncanny Dodge[b])[/b] [2dp]


[b]Super-Senses ([/b]Visual; Analytical 2, Infravision[b])[/b] [3dp][/device]

[b]Device 9 ([/b]Gauntlets, 45dp; technology; [i]Flaws:[/i] Hard to Lose; [i]Feats:[/i] Accurate 3, Precise, Restricted [Datalink][b])[/b] [41pp]

[i]A pair of heavy, high-tech gauntlets capable of warping and folding space. They require Datalink to be used properly.[/i]

[device][b]Spatial Array 10 ([/b]20pp array; [i]Feats:[/i] Alternate Power 3[b])[/b] (spatial, unless otherwise noted) [23dp]
[list]
[b]Damage 10 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] (blast) [20/20]


[b]Damage 10 ([/b][i]Extras:[/i] Penetrating[b])[/b] (spatial 'blade') [20/20]


[b]Dimensional Pocket 9 ([/b]50 tons; [i]Feats:[/i] Progression 1[b])[/b], [b]Enhanced Feat ([/b]Quick Change[b])[/b] [19+1= 20/20]


[b]Stun 10[/b] ('taser hand', electricity) [20/20][/list]

[b]Protection 8 ([/b][i]Extras:[/i] Force Field (+0); [i]Feats:[/i] Selective[b])[/b] (spatial) [9dp]


[b]Shield 8[/b] (spatial) + [b]Enhanced Feat ([/b]Evasion 2[b])[/b] [8+2= 10dp]


[b]Teleport 1 ([/b]100ft; spatial; [i]Feats:[/i] Turnabout[b])[/b] [3dp][/device]

[b]Immunity 10 ([/b]Mental Effects; [i]Flaws:[/i] Limited [Half]; [i]Feats:[/i] Innate[b])[/b] [6pp]


[b]Quickness 6 ([/b]x100; [i]Flaws:[/i] One Type [Mental]; [i]Feats:[/i] Innate[b])[/b] [4pp]


[b][u]DC Block:[/u][/b]

[code]ATTACK          RANGE           SAVE                                    EFFECT

Unarmed         touch           15 DC/Toughness                         damage (staged)

Blade           touch           25 DC/Toughness                         damage (staged)

Blast           1000'           25 DC/Toughness                         damage (staged)

Pocket          touch           19 DC/Reflex                            trapped 

                                19 DC/Will, -1 per save failed          to escape

Stun            touch           20 DC/Fortitude                         daze/stun/unconscious
Costs: Abilities (22) + Combat (16) + Saves (15) + Skills (21) + Feats (14) + Powers (57) - Drawbacks (0) = 145pp

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Rift

he has not had much real improvement for ages...Its time to fix that!

*Boost Defense by 1 (2PP)

*Upgrade force Field by one (1PP)

*Add 3 to his Fortitude Save (3PP)

*Add 2 to his Will Save (2PP)

*Increase rank in Sonic Control by 1 (2PP) Along with all the powers in his arrays up a rank if Applicable

*Add Move Object 11 to his Main Array (1PP)

*Increase Intelligence by 2 points (2PP) INT bonus is now 6. Initiative is equal to that (Speed of thought) and most of his skills get a boost as well :)

DONE BY SHAENTHEBRAIN

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