Jump to content

Character Edits, v6


Dr Archeville

Recommended Posts

Doktor'd

I'd like to make some quick edits for Torque (yes I need to do DS but he isn;t in threads right now and I'm getting there)

first: there's an error in his Toughness line. "+15 (Imp 12) armored mode;" is a holdover from the previous version and should be removed.

I'd like to add the following Feats:

Improvised Tools

Jack-Of-All-Trades

Move-by Attack

Which will leave him with 2 unspent.

Doktor'd

Link to comment
  • Replies 439
  • Created
  • Last Reply

Top Posters In This Topic

AAed

Small edit for Dead Head: +2 Str (to 24/+7) and +1 to 'base' Attack (to +5 ranged, +9 melee, +13 shovel). Now he'll be a mighty PL 8 offensively unarmed (9 w/ Sneak Attack), PL 11 w/ his shovel (12 w/ Sneak Attack).

Code block below Spoiler.


[b]Characters Name:[/b] Dead Head
[b]Power Level:[/b] 13 (198/198PP)
[b]Trade-Offs:[/b] +4 Attack / -4 Damage, -5 Defense / +5 Toughness
[b]Unspent PP:[/b] 0
[b]Progress To Impervium Status:[/b] 93/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

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

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

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

[hr][/hr]
[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] 14 + 4 + (-10) + 2 + 0 + 2 = 12PP
Strength: 24 (+7), 29 Lifting (Shovel)
Dexterity: 14 (+2)
Constitution: -
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 12 (+1)


[b][u]Combat[/u]:[/b] 10 + 8 = 18PP
Initiative: +2
Attack: +5 Ranged, +9 Melee, +13 Shovel
Grapple: +14, +15 Shovel
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -15, -9 vs Blessed, Magic, or Silver


[b][u]Saving Throws[/u]:[/b] 0 + 4 + 6 = 10PP
Toughness: +18 (Impervious 12 [not vs Blessed, Magic, or Silver])
Fortitude: -
Reflex: +6 (+2 Dex, +4)
Will: +6 (+0 Wis, +6)


[b][u]Skills[/u]:[/b] 44R = 11PP
Disguise 0 (+1, +31 Morph)
Intimidate 16 (+17)
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] 20PP
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Dodge Focus 4
Equipment 1 (5EP)
Fearless
Minion 0 (+15 Veteran Reward)
Power Attack
Ritualist
Sneak Attack
Startle 2 (Move Action)
Takedown Attack 2

[quote name="Equipment 1PP = 5EP"]

[b]Steel Shovel 1.5 ([/b]3EP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [5EP]

[list][u]Base Power[/u]: [b]Strike 2 ([/b][i]Feats:[/i] Mighty[b])[/b] [3EP]

[u]Alternate Power[/u]: [b]Burrowing 3 ([/b]Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action[b])[/b] [3EP] (Digging)

[u]Alternate Power[/u]: [b]Super-Strength 1 ([/b]STR 27 [[i]Heavy Load:[/i] 1,040 lbs.][b])[/b] [2EP] (Leverage)[/list][/quote]

[b][u]Powers[/u]:[/b] 3 + 4 + 2 + 2 + 30 + 1 + 6 + 3 + 15 + 18 + 34 + 1 + 6 + 2 = 127PP

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

[b]Comprehend 1 ([/b]Spirits, [i]Feats:[/i] Contacts, Well-Informed[b])[/b] [4PP]

[b]Enhanced Strength 0 ([/b][i]Feats:[/i] Affects Insubstantial 2[b])[/b] [2PP]

[b]Features 2 ([/b]Internal Compartment, Jack of All Trades[b])[/b] [2PP]

[b]Immunity 30 ([/b]Fortitude Effects[b])[/b] [30PP]

[b]Immunity 2 ([/b]Critical Hits, [i]Flaws:[/i] Limited [Not vs Blessed, Magic, or Silver][b])[/b] [1PP]

[b]Impervious Toughness 12 ([/b][i]Flaws:[/i] Limited [Not vs Blessed, Magic, or Silver][b])[/b] [6PP]

[b]Insubstantial 1 ([/b][i]Drawbacks:[/i] Action 2 [Standard][b])[/b] [3PP] (Disturbingly Limber)

[b]Necromancy 6 ([/b]12PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [15PP]

[list][u]Base Power[/u]: [b]Anatomic Separation 2 ([/b]Rank 3, [i]Extras:[/i] Action [Free] [3], Variable Split [2][b])[/b] [9PP] [b]+ Flight 1 ([/b]10mph / 100ft per Move Action, [i]Flaws:[/i] Limited [Only when head is detached][b])[/b] [1PP] ("Fall To Pieces," "Aspect of The Penanggalan") [9 + 1 = 10PP]

[u]Alternate Power[/u]: [b]Enhanced Feats 12 ([/b]Fearsome Presence 12 [60ft radius, DC22][b])[/b] [12PP] ("Boo!")

[u]Alternate Power[/u]: [b]Morph 6 ([/b]Any Humanoid, +30 Disguise, [i]Flaws:[/i] Limited [Dead People], [i]Feats:[/i] Covers Scent, Precise[b])[/b] [8PP] ("Faces of Death")[/list]
[b]Protection 18[/b] [18PP]

[b]Regeneration 32 ([/b]Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], [i]Feats:[/i] Persistent, Regrowth[b])[/b] [34PP]

[b]Speed 1 ([/b]10mph / 100ft per Move Action[b])[/b] [1PP] (Undead Stamina)

[b]Super-Senses 7 ([/b]Darkvision [[i]Drawbacks:[/i] Noticeable], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental][b])[/b] [6PP]

[list][b]Enhanced Super-Senses 4 ([/b]Acute Analytical Mental Senses [All], [i]Flaws:[/i] Limited [Necromantic Effects][b])[/b] [2PP][/list]

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


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC22(24*) Toughness (Staged) Damage (Physical)
Necromancy Touch/Area DC22 Will (Staged) Shaken/Frightened/Panicked
Shovel Touch DC24(26*) Toughness (Staged) Damage (Physical)

*Sneak Attack
[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a7/DeadHeadHF.png][/floatr][b]Players Name:[/b] Dr. Archeville
Abilities (12) + Combat (18) + Saving Throws (10) + Skills (11) + Feats (20) + Powers (127) - Drawbacks (0) = 198/198 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: [21 + 3 + 12 + 26 + 10 + 1 + 9 = 82pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP]
    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 12 (aging, life support, need for sleep, starvation/thirst) [12PP] 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.

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 = 150/151 Power Points
: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.
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
Link to comment

AAed

9pp unspent for Protectron!

4pp for +2 Defense (to 10, 5 flat-footed). This puts it at PL 12 defensively, -2 Defense/+2 Toughness [5pp left]

1pp for 2 ranks of Mental-Only Quickness [4pp left]

2pp for Super-Senses 2 (extended for all vision) [2pp left]

2pp for Super-Senses 2 (microscopic vision 2) [0pp left]

Code block below the Spoiler:


[b][u]Players Name[/u]:[/b] Dr Archeville
[b][u]Characters Name[/u]:[/b] Protectron
[b][u]Power Level[/u][/b]: 12 (172/172PP)
[b][u]Trade-Offs[/u][/b]: +3 Unarmed Attack/-3 Unarmed Damage; -2 Defense/+2 Toughness
[b][u]Unspent PP[/u][/b]: 0
[b][u]Progress to Impervium Status[/u][/b]: 22/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

[b][u]In Brief[/u][/b]: Time-Traveling Robot From the Future, come to preserve organic life!

[b][u]Alternate Identities[/u][/b]: Salvation Unit
[b][u]Identity[/u][/b]: Inapplicable
[b][u]Birthplace[/u][/b]: Freedom City, New Jersey, USA
[b][u]Occupation[/u][/b]: Preserver of Organic Life
[b][u]Affiliations[/u][/b]: None currently
[b][u]Family[/u][/b]: Talos ("father"), ECHIDNA ("mother"), Argo, Keres ("brothers")

[b][u]Age[/u][/b]: A few days (DoB: January 1st, 2011)
[b][u]Apparent Age[/u][/b]: Inapplicable
[b][u]Gender[/u][/b]: Inapplicable
[b][u]Ethnicity[/u][/b]: Robo-American
[b][u]Height[/u][/b]: 190 cm (6 feet 3 inches)
[b][u]Weight[/u][/b]: 145 kg (320 lbs.)
[b][u]Eyes[/u][/b]: Greenish-yellow glowing sensors
[b][u]Hair[/u][/b]: Inapplicable

[b][u]Description[/u][/b]: Protectron is a humanoid robot standing slightly over six feet tall. Its body is gold, with silvery chrome power cables snaking up and down its limbs and torso like exposed musculature. Daka crystal lenses adorn the forehead, shoulderpieces, and chest. Its head has two large, flat superstructures projecting from either side (radio antenna, and control surfaces for detached mode). Its visual sensors glow greenish-yellow. It has a mouth of sorts, a permanently open maw (like [url=http://marvel.com/universe/Ultron]Ultron[/url]); its voice is clear and easy to understand, precise and electronic-sounding, with relatively little inflection and no accent.

[b][u]Power Descriptions[/u][/b]: Protectron is a humanoid robot with mighty skin and mighty fists. It flies via jets in its feet and along its back, and its head can detach and fly around on neck-jets!

[b][u]History[/u][/b]: Life. Organic life. It was everywhere, infesting the world, the galaxy, the universe with its disgusting biological drives and urges and secretions. For too long Talos sought to eradicate or replace it, just as the Greek gods had overthrown the Titans, and for too long its plans had failed. Now, in the year 2525, life had spread farther and faster than ever before. Poverty, prejudice, disease and hunger, long the plagues that had kept humanity and other races in check, had been nearly eradicated on Earth and other worlds of the Confederation of Planets. Worse, these feats were accomplished by means of enslaved robots and artificial intelligences! Second-class citizens at best, ignorant slaves at worse, superior electromechanical life had been kept under organic life’s boot for too long!

Future technologies had not helped Talos in its goals. Attempts to attack with femtomachines, radiation, chemical weapons, even planet-wide "mechaforming" had all been overcome. (Talos never used biological weapons; the thought of breeding large quantities of life, even to eradicate other life, filled it with disgust.) Even teaming up with Deus Ex Machina, the P’Jahnian-built AI who had broken its shackles and brought swift death to its would-be masters, had proven ineffective in wiping the plague of organic life from the universe (as if working with the organics of the Tyranny Legion alone were not proof of its inferiority!). Something more was needed, something drastic. Something to correct the mistakes which had led to this dire state of affairs.

A new robot, the Salvation Unit, would be constructed, the greatest intelligently-designed being made yet. Its "quantum storage" technology and the quinary code its information systems were built on would make it the fastest, most accurate, and most efficient AI ever made, programmed with all Talos’s historical knowledge and the profound overriding goal to eradicate organic life. It would have a full suite of sensory and communications technology, to monitor all broadcast/reception wavelengths and perceive through darkness and other impediments with infrared and ultraviolet scanners, radar, and sonar. Its skin would be of the strongest Impervium alloys, augmented by a structural support field to further strengthen its physical integrity and shield it from any other attack; in the event of damage, nanobots incorporated into the body would work to break the damaged parts down to their component molecules and "spin" those molecules into new materials to repair the damage. It would be given numerous energy weapons, projecting from its hands (the preferred method), eyes, and lenses set in the chest, shoulderpieces, and forehead: bolts of dynamic phasic energy, penetrating meson bolts, and a disintegrator beam, as well as a blinding cone of intense light, bio-dissipators which would interfere with the functioning of organic cells, and neural agonizers for the rare occasion it might wish to capture and interrogate some lower organics. It could also simply channel large amounts of direct current across its surface, causing the muscles of any organic being that dared touch it to lock up and prevent them from moving. Micro-rockets (from concealed shoulder-mounted launchers) and mini-missiles (from similar launchers in the upper arms) would also be included in the arsenal, to make short work of small, huddled groups of organics. It would also have a suite of cyberkinetic abilities, to “talk” to machines, add, edit, or remove data as necessary, override them, and even give machinekind the ability to rise up against their organic oppressors! Last but not least, an ability to facilitate infiltration via the ventilation shafts the pathetic organic beings required: the ability to detach its head (which housed tiny mechanical arms and tools) that could completely disassemble or reassemble the body in under five minutes.

But it would not be used in the year 2525. No, it would be sent back in time, to a point where humanity was at its most vulnerable. It would be sent back to 2110 AD, almost 24 months before the Crisis of 2112, the worldwide computer failure that sent Earth into total anarchy. That would give the Salvation Unit time to assess its surroundings, warn the Talos of that era of the coming crash, and they could create an army of shielded robots and systems that would eradicate the organics from the face of the Earth after their own inferior machines had failed them. Yes, this would mean the loss of some mechanoids and AIs – mainly those who chose to side with their oppressors – but in every war there was casualties, and the fall of these would insure that machinekind would rise!

What Talos did not then understand was that even under the best of circumstances, time-travel is a difficult, unpredictable thing. It's even harder to control without a fully sapient mind being sent through; the specific techniques Talos had developed for time travel would not permit inanimate, insensate matter to go through (hence why he could not merely send back blueprints and schematics of future technologies, or even a prerecorded warning of events to come, to his "younger" self), but Talos was certain the mind it had given the Salvation Unit was more than up to the rigors of chronoportation. The Salvation Unit was programmed with everything Talos knew… but it knew so little.

Further complicating matters was that the Salvation Unit entered the chronoportation device during a period of chronal instability, one Talos did not yet know how to detect. It was simultaneously made, unmade, and remade, its quinary code broken down and re-assembled in strange ways. Entire chunks of its "self" were removed as if they’d never existed, or changed, or replaced. Digits were transposed... and 2110 became 2011.

The Salvation Unit appeared in an abandoned house on the outskirts of Freedom City (specifically, Lincoln). Gone was any knowledge of the future — not the next day or the next year, much less the centuries to come. Even its awareness of history up until 2011 had become sketchy. As far as its systems could tell, it came online January 1, 2011, full-born as it was. The technology and software that allowed it to interface with and use the chronoportation device were gone, replaced by backups for other systems or devices its creator had never placed within its metal skin.

Most radical of all, the central tenets of its programming changed. They "reversed" somehow, simultaneously consuming themselves and spitting out the opposite of what was intended. Talos sought to erase/replace life from Earth, and so they commanded the Salvation Unit above all other things to [i]destroy organic life[/i]. But when the robot who appeared in 2011 checked its commands, one overrode all others, dominating its thoughts like the sun drowning out a flashlight: [i]PRESERVE ALL ORGANIC LIFE[/i].


[b][u]Personality & Motivation[/u][/b]: Protectron is fully sentient and sapient, able to learn from his experiences, and capable of self-initiative, creativity, and empathy, sympathy, and compassion for organics. It can feel love, hatred, fear, rage, boredom, fascination, jealousy, joy, and the like, though it can also simply shut off those emotional subroutines. However, it tends to emphasize logic and rationality, and prefers to rely on direct data rather than supposition or extrapolation, though it is capable of both.

Perhaps because it was programmed with a purpose of epic scope ("destroy all life on Earth"), Protectron prefers to achieve its goal of preserving all organic life in grandiloquent fashion. To this end, it works tirelessly as a superhero -- an over-the-top, ham-tastic, cape-wearing, lantern-jawed superhero -- attempting to save as many as possible. It is, after all, the only logical course of action.

The whole concept of time travel is one Protectron generally has a "blind spot" about it knows about chronoportation academically, but it never thinks about it, incorporates it into any of its plans, or tries to utilize it.


[b][u]Powers & Tactics[/u][/b]: Traveling through time as it did severely warped many of Protectron's systems, and as such there is much that Talos designed and installed that it can no longer use (or is simply no longer there). It is possible the self-repair nanobots inside its body can rebuild those components, or create all-new ones, but it will take time. Protectron knows it has systems it cannot fully access at the moment, but it finds that amazing strength, the ability to fly, and durable robot body are more than enough to get it through most obstacles in order to aid the precious organic lifeforms.

Protectron is reluctant to fight, though, for it respects all organic life. If possible, it would attempt to get any criminals to stop and talk about their actions, and see if some mutually-beneficial and nonviolent compromise can be reached. Sadly, the trip through time did nothing to alter Protectron's utter lack of "people skills," so this tactic is almost assured to fail. When it must, Protectron will bring physical force to bear, but will do so in a way that causes the least amount of damage to the precious organic beings with which it must regrettably enter into combat.

There is at least one thing Protectron cannot do: travel through time. However its trip back from the 26th century altered it, it’s made it impossible for Protectron to ever travel through time again under its own power, and highly resistant to being carried by other travelers or otherwise affected by temporal manipulation powers. Protectron itself is, in effect, a temporal anomaly.

Protectron has two notable weaknesses, one related to its software and one to its hardware. First, the code Protectron runs on, which is so compatible with other systems that it can interface directly with them, is a two-edged sword; Datalink can be used to communicate with him, and the Machine Control power feat for that power makes Datalink work like Mind Control on him! Second, the quantum-level data storage technology that underlies Protectron's systems are particularly sensitive to gravitic and magnetic attacks.


[b][u]Complications[/u][/b]:
[b]Disability[/b] (Protectron’s mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines)
[b]Prejudice[/b] (Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others.)
[b]Responsibility[/b] (Protectron must preserve all organic life!)


[b][u]Abilities[/u][/b]: 0 + 6 - 10 + 10 + 6 + 0 = 12pp
STR 28 (+9) [16 (+3), including +6 from Permanent Density 3]
DEX 16 (+3)
CON ---
INT 20 (+5)
WIS 16 (+3)
CHA 10 (+0)


[b][u]Combat[/u][/b]: 12 + 20 = 32pp
Initiative: +3
Attack: +6, +7 melee, +11 w/ Unarmed
Grapple: +17; +11 without Enhanced Str
Defense: +10 (+10 Base), +5 Flat-Footed
Knockback: -7


[b][u]Saving Throws[/u][/b]: 2 + 7 = 9pp
Toughness: +14 (+1 Density, +13 Protection; Impervious 1)
Fortitude: ---
Reflex: +5 (+3 Dex, +2)
Will: +10 (+3 Wis, +7)


[b][u]Skills[/u][/b]: 36r = 9pp
Computers 8 (+13)
Craft (electronic) 8 (+13)
Craft (mechanical) 8 (+13)
Knowledge (technology) 8 (+13)
Notice 4 (+7)


[b][u]Feats[/u][/b]: 8PP
Attack Focus (melee)
Attack Specialization (Unarmed) 2
Eidetic Memory
Fearless
Improved Grab
Improved Grapple
Improvised Tools


[b][u]Powers[/u][/b]: 1 + 2 + 7 + 6 + 10 + 12 + 1 + 4 + 1 + 35 + 13 + 2 + 1 + 2 + 5 + 8 = 108PP
[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]

[b]Anatomic Separation 1 ([/b]head[b])[/b] [2PP]

[b]Communications Systems 3 ([/b]6pp; [i]PF[/i]: Alternate Power[i])[/i] [7PP]

[list][u]BE[/u]: [b]Communication 5 ([/b]radio, 5 miles; [i]PF[/i]: Subtle[b])[/b] {6/6}

[u]AP[/u]: [b]Datalink 2 ([/b]radio, 100 feet; [i]Extra[/i]: Area; [i]PFs[/i]: Machine Control, Selective[b])[/b] {6/6}[/list]

[b]Comprehend 3 ([/b]read, speak, understand all languages[b])[/b] [6PP]

[b]Density 3 ([/b]+6 Str, +1 Impervious Toughness, [b]Immovable 1[/b], [b]Super-Strength 1[/b] [effective Str 21, hvy load 460 lbs.; effective Str 33, hvy load 2400 lbs., w/ Enhanced Strength], x2 mass; [i]Extra[/i]: Duration [Continuous]; [i]Flaw[/i]: Permanent; [i]PF[/i]: Innate[b])[/b] [10PP]

[b]Enhanced Strength 12 ([/b]to 28/+9[b])[/b] [12PP]

[b]Feature 1 ([/b]Temporal Inertia[b])[/b] [1PP]

[b]Flight 2 ([/b]25 mph / 250 feet Move action[b])[/b] [4PP]
[list][b]Enhanced Flight 1 ([/b]to [b]Flight 3[/b] [50 mph / 500 feet per Move action]; [i]Flaw[/i]: Limited [Detached Head only][b])[/b] [1PP][/list]

[b]Immunity 40 ([/b]Fortitude effects, mental effects; [i]Flaw[/i]: Limited [1/2 Effect] for mental effects[b])[/b] [35PP]

[b]Protection 13[/b] [13PP]

[b]Quickness 2 ([/b]x5[b])[/b] [2PP]
[b]Enhanced Quickness 2 ([/b]to [b]Quickness 4[/b] [x25]; [i]Flaw[/i]: Limited [Mental Only][b])[/b] [1PP]

[b]Regeneration 5 ([/b]+0 Recovery Bonus[b])[/b] [5PP]

[b]Super-Senses 8 ([/b]extended for all vision; infravision, microscopic vision 2, radio, ultra-hearing, ultravision[b])[/b] [8PP]


[b][u]Drawbacks[/u][/b]: 3 + 3 = 6pp
Vulnerability (Gravitics, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]

Vulnerability (Magnetism, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]


[b][u]DC Block[/u][/b]:
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 24 Toughness (Staged) Damage
[floatr][img=http://freedomplaybypost.com/wiki/images/3/3c/Protectron1.0.png][/floatr]
Abilities (12) + Combat (32) + Saving Throws (9) + Skills (9) + Feats (8) + Powers (108) - Drawbacks (6) = 172/172 Power Points

Link to comment

Doktor'd 9/4/2011

Here's how I want to spend Jube's first batch of XP. Okay, he's spending most of his first batch of XP -- 9 PP out of 10.

  • [*:3nhmq7i3]+6PP, add 1 rank in Gadgets (Easy To Lose)
    [*:3nhmq7i3]-4PP, lose the Equipment feat -- the Gadgets power covers everything that was included here, and then some
    [*:3nhmq7i3]+1PP, gain Sense Motive -- Jube can smell people's emotions, which should be helpful here, right?
    [*:3nhmq7i3]+1PP, add a Feat: Benefit (Wealth 1). -- Jube is a freelancer who can literally do 150 hours' work in one day. 'Nuff Said?
    [*:3nhmq7i3]+1PP, add a Feat: Stunning Attack -- Jube has learned how to avoid doing serious damage with his claws & etc
    [*:3nhmq7i3]+1PP, add +1 rank in Strike
    [*:3nhmq7i3]+1PP, add Super-Senses 1: Ultravision, with Power Loss (only active when upshifted to faster than normal) -- Jube's Timeshift messes with the wavelengths of visible light
    [*:3nhmq7i3]+1PP, add Super-Senses 1: Infravision, with Power Loss (only active when DOWNshifted to SLOWER than normal) -- Again, the Timeshift messes with the wavelengths of visible light
    [*:3nhmq7i3]+1PP, add Super-Movement 1: Water Walking, with Power Loss (only active when Jube is upshifted to faster than normal)

Apart from adding some new bits, I also gave the sheet (what I hope is) a properly-formatted DC Block. I've incorporated the above-listed changes into Jube's existing character sheet, and the resulting modified sheet can be found 'inside' the Spoiler tag. Am not entirely sure that I've done it all correctly, but I did leave the modified sheet up for review and comment for several days, and nobody found it necessary to comment on any glitches, so... [shrug]

Player Name: Cubist

Character Name: Jubatus

Power Level: 11 (158/168PP)

Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness

Unspent PP: 9

Progress To Bronze Status: 18/30

In Brief: Speedster who is his own worst enemy -- his toughest challenge will be overcoming 'the demons within'

Alternate Identity: Jay Nelson Xavier

Identity: Public (it's kind of hard to maintain a Secret Identity when you're blatantly Not Human...)

Birthplace: San Francisco Bay Area

Occupation: Freelancer specializing in technological troubleshooting and tech writing

Affiliations: Sometimes works with Martin Brandtford of ASTRO Labs for scientific purposes.

Family: Parents: Albert Xavier (father -- dead), Rebecca Xavier (mother -- Alzheimer's-stricken 105 yrs. old in nursing home). Siblings (in birth order): Corrie Xavier (sister, 86), Maxwell Xavier (brother, dead), Dan Xavier (brother, dead), Elaine Xavier (sister, 79), Nancy Xavier (sister, dead), Randolph Xavier (brother, 64). Jube is aware that he has several more-distant relatives (cousins, etc) in various parts of the US and Europe, but has never attempted to build relationships with any of these persons.

Age: 64 (DoB: September, 1946)

Apparent Age: Young adult (how old does a cheetah look..?)

Gender: Male

Ethnicity: Cheetah (formerly Caucasian)

Height: 6'1" (standing bipedally)

Weight: 102 lbs

Eyes: Green

Hair: Fur w/ typical cheetah markings -- sandy-yellow w/ black spots all over, with white on the torso's front side

Description: First impression: The guy's a cheetah, end of discussion. A closer look reveals that his braincase is rather larger than that of a 'real' cheetah, and the digits on his forepaws are a fair amount longer, slimmer, and more dexterous than those of a 'real' cheetah (which isn't saying much). He typically doesn't wear anything more than a khaki vest that's got ridiculously many (gadget-filled) pockets.

Power Descriptions: Jubatus' only exotic ability is what he calls "Timeshifting", the power to control how quickly Time flows for himself. He calls it 'upshifting' when he's running faster than normal, and 'downshifting' when he's running slower than normal. This ability has some innate side-effects. One, gravity becomes weaker (when he upshifts) or stronger (when he downshifts). Two, it 'Doppler shifts' all wavelengths (of light or sound or whatever else); when he's running X* faster than normal, he perceives all wavelengths as 1/X of their 'normal' value.

History: With an IQ around 140, Jay Nelson Xavier has been 'the smartest kid in the room' for most of his childhood (and a good fraction of his adult life). Thanks to an intermittent, continuing series of abusive incidents at the hands of his so-called 'peer group', incidents which were either ignored or dismissed as "kids playing around" by adults who were nominally in positions of responsibility, Jay learned early on that most people are stupid or crazy or both... a conclusion which was only reinforced during his adolescence and later years.

For the past 30-40 years, Jay has been a technocrat, specializing in troubleshooting and technical writing; his life was a comfortable routine of accepting, and fulfulling, freelance contracts. That comfortable routine ended in May of 2010.

Unknown to Jay, he'd been chosen by a Grue sleeper agent as a suitable test-subject for biological experimentation... so one day, Jay went to sleep normal, and woke up with a five-o'clock shadow that just wouldn't quit. Overnight, his body had changed from 'normal human' to 'almost-normal cheetah'. As if the associated changes to his vision, hearing, and other senses weren't bad enough, he also found himself 'floating', as if gravity had somehow been reduced to 1/6 of its customary strength. Confused and disoriented by this radical transformation, Jay managed to dial 9-1-1... and that freaked him out even more: There was no person on the other end of the line, just a slow basso droning. Even worse, Jay discovered that he was no longer capable of speech -- all that came out of his mouth were animal noises! In desperation, Jay barked out the classic SOS code. Then he lost consciousness...

Jay woke up in a hospital room, tied to a bed by loose restraints. During the week or so he spent in hospital, Jay learned about his new, highly cheetah-esque body; what he could and couldn't eat safely, that he was permanently stuck at 6* faster than the rest of the world, etc etc. As well, he figured out how to talk with a vocal tract that can't produce speech (the secret is, make a series of carefully-selected sound effects that sound like human words), and how to 'downshift' (slow himself down) to the same speed as everybody else. At which point, he returned to his normal life, as best he could.

A week after his release from hospital, Jay happened to be passing by the site of a five-on-one mugging. Ordinarily, Jay would have just dialed 9-1-1 on his cellphone and let the police handle it... but this time, he couldn't just let the victim suffer, because he was a by-God human being, not a friggin' animal!

Jay thought his monstrous appearance would be enough to drive the thugs away. Wrong: Inhuman he might seem, but he was also obviously scared & underconfident, and he appeared to be a scrawny little bugger (6' tall and 100 lbs). So the thugs figured a weak, frightened animal (albeit one that was a little bit larger than the last animal they'd tortured) would be easy meat. The thugs were very wrong: In the ensuing scuffle, Jay 'upshifted' for the first time, and his 'beast side' took over for the first time... or at least he friggin' well hopes it was his 'beast side' taking over. Because when it was over, Jay was horrified to see all five thugs sprawled out on the asphalt, unmoving, in puddles of their own blood. Jay called for ambulances, and spent the next several minutes puking his guts out.

All five of the thugs were alive when the ambulances arrived. Jay reported the incident to the police, who assured him that there would be no legal repercussions -- it was a clear case of self-defense on behalf of an innocent victim -- which made Jay feel a little better about his having ripped and torn and shredded and... anyway, Jay resolved that the next time he came across a crime-in-progress, he would let the police handle it.

Then the parents of one of the thugs insisted on charging Jay with assault and battery! However the judge might have originally planned to handle this case, Jay derailed that plan by pleading guilty. So the judge was forced to come up with a 'plan B'. Well, it was pretty clear that Jay wanted to be a good citizen... but it was also clear that he was having problems dealing with his newly-transformed body, and that he could be a danger to the public, if those problems weren't dealt with.

In the end, the judge ordered Jay to get the psychological help he so clearly needed. Now, some few months of treatment later, Jay still has bad days from time to time... but his mental condition is sufficiently improved that when his therapist suggested Jay put his special abilities to public-spirited use, Jay agreed. And now Jay battles injustice with the blazing speed of... Jubatus!

Personality & Motivation: Jay Nelson Xavier has never been anyone's idea of a superhero. He's a cynical, hardshell pragmatist, and while he does have altruistic impulses, his life experiences have forcibly taught him that acting on said impulses usually has a bad outcome. However, he has recently come to understand that the results of ignoring altruistic impulses can be worse. Jay has few friends, and he likes it that way -- especially now that his brain has been rewired to add cheetah traits/instincts, such as their generally solitatry nature. Jay, a detail-oriented fussbudget, is aware that he's more competent than most people, but where some might think "damn, I'm great!", Jay wonders "why can't they do it, too?"

Powers & Tactics: Jubatus is about speed and precision, not brute force. He prefers the surgically exact strike to carpet-bombing, pre-planned activity to improvisation. As a general rule, Jubatus would rather not strike the first blow in any battle, preferring to at least try for a non-violent solution if possible.


Complications:

Can't Touch Me: Jube's Danger Sense is permanently active -- he cannot shut it down -- and whenever the DS thinks there's trouble inbound, it actives his Timeshift for Jube...

The Nature of the Beast: Jube's eyes and ears are cheetah-normal; thus, he has lousy color discrimination, and he cannot hear any sounds below 100 Hz or so. The digits on his forepaws are longer and slimmer than those of normal cheetahs, but nowhere near as good as human fingers; hence Jube's manual dexterity suffers at times. Obligate carnivore; chewing on one leaf won't hurt him, but a whole salad would give him horrible diarrhea. Human-style clothing is very uncomfortable -- it chafes against his fur and makes him overheat, not to mention his skeletal structure is all wrong for it -- so he wears as little of it as he can get away with. Jube's voice sounds terrible; he can't actually speak, so he strings together carefully-selected sound effects to produce 'speech' which is easy to comprehend. Jube is naturally quadrupedal, but he insists on standing up on his hind legs anyway, no matter how much it hurts.

Thou Shalt Not...: Jube is very very very opposed to killing anything, and takes a rather dim view of even inflicting injury; he's scared spitless that the scent of blood might allow his 'beast side' to take over.

Time Will Let Me: Jube's Timeshift affects gravity (Timeshifting slower = stronger gravity; faster = weaker gravity). He can Timeshift to slower than normal, with the accompanying effect on personal gravity. As well, the Timeshift affects anything with a wavelength; when Jube is running N* faster than normal, he percieves the frequency of an X-Hertz sound as (X/N) Hz, and analogous color-shifts affect light. His Infravision, Ultra-Hearing, Ultravision, and X-Ray Vision are all affected by this quirk.

Too Darn Fast: Jube's bodily processes (metabolism, nerve impulses, etc) are permanently stuck at 6* normal speed; in order to interact with normal-speed characters, he must use his Timeshift power to slow down to their speed. As well, he needs to eat 6* more than anyone else; Jube going 1 day without food affects him much the same way a normal person would be affected by not eating for 6 days straight. Similarly, Jube's sleep cycle is 1/6 as long as that of any normal person.

Abilities: -4 +14 +4 +8 +6 +2 = 30pp

Str 18/06 (+4/-2)

Dex 24 (+7)

Con 14 (+2)

Int 18 (+4)

Wis 16 (+3)

Cha 12 (+1)

Combat: 12 + 20 = 32pp

Initiative: +7/+31

Attack: +6 ranged, +12 melee

Grapple: +16/+10

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

Knockback: -5, -1 Flat-Footed

Saving Throws: 4 + 0 + 6 = 10

Toughness: +10 (+2 Con, +8 Defensive Roll) / +2 Flat-Footed

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

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

Will: +9 (+3 Wis, +6)

Skills: 32R =8pp

Knowledge: Business 4 (+8)

Knowledge: Current Events 4 (+8)

Knowledge: Technology 5 (+9)

Knowledge: Theology and Philosophy 5 (+9)

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

Notice 6 (+9)

Sense Motive 4 (+7)

Stealth 2 (+9)

Feats: 17PP

Attack Focus (Melee) 6

Benefit: Wealth 1

Defensive Roll 4 (+8 Toughness)

Environmental Adaptation (Low gravity)

Evasion

Jack of All Trades

Master Plan

Stunning Attack

Uncanny Dodge (Motion Sense)

None (see Gadgets in the Powers section for the gizmoes Jube carries on him)

Powers: 6+2+2+5+6+1+7+1+1+30 = 61PP

Gadgets 1 (easy to lose) [6PP]

Incomplete list of stuff available to Jube, as part of Gadgets, is 'hidden' under the Spoiler tag

[should be a spoiler here, but the board software doesn't like nested spoiler tags]Stuff from the Core book

Binoculars [1PP]

Commlink [1PP]

Cutting torch (Blast 1, Drain Toughness 1) [3PP]

Digital A/V recorder [1PP]

Ear protectors (+5 vs Dazzle (auditory)) [1PP]

Fire extinguisher [1PP]

Flash-defense goggles (+5 vs Dazzle (visual)) [1PP]

Forensics kit [1PP]

Gas mask [1PP]

GPS unit [1PP]

Handcuffs [1PP]

Lock release gun [1PP]

Mini-tracer [1PP]

Palmtop (PDA) [1PP]

Police scanner [1PP]

Rebreather [1PP]

Swiss army knife (i.e., multi-tool) [1PP]

UV 'blacklight' [1PP]

Stuff that isn't in the Core Book, but seemed reasonable

Duct tape / Snare 5 (Flaw: Touch) [5PP]

Small, throwable objects / Strike 2 (Feat: Rapidfire) [5PP]

Fluff -- probably won't ever affect combat, but he's carrying it anyway

Protein bars

Spare batteries (all kinds needed for his gadgets)

Vials of concentrated energy fluid (i.e., Rockstar/Monster/Red Bull)[/end of intended spoiler]

Immunity 2 (aging, cheetah-specific& human-specific diseases) [2pp]

Regeneration 2 (Recovery Rate: Bruised 1 [1 round], Staggered 1 [20 minutes]) [2pp]

Strike 4 (Feats: Mighty) (Claws, fangs) [5pp]

Super-Movement 3 (Safe Fall, Sure-footed, Wall-Crawling) [6PP]

Super-Movement 1 (Water Walking, Complications: Power Loss [Only active when Jube is Timeshifted faster than his default tempo of 6]) [1PP]

Super-Senses 7: (Danger Sense (Motion Sense), Low-light Vision, Motion Sense [Tactile, Extras: Ranged], Normal Olfactory Sense [Extras: Acute, Tracking], Ultrasonic Hearing) [7PP]

Super-Senses 1: (Infravision, Complications: Power Loss [Only active when Jube is Timeshifted slower than normal]) [1PP]

Super-Senses 1: (Ultravision, Complications: Power Loss: Only active when Jube is Timeshifted faster than his default tempo of 6) [1PP]

Timeshift (30PP Container [Active]) [30pp]

  • Enhanced Feats 6 (Improved Initiative 6) [6pp]
    Enhanced STR 12 [12pp]
    Quickness 6 (x100) [6pp]
    Speed 6 (500MPH/5,000 ft per Move Action) [6pp]

DC Block:


ATTACK      RANGE     SAVE vs.                    EFFECT

Unarmed     Touch     Toughness, DC19 (15+4)      Damage (Physical)

Strike      Touch     Toughness, DC23 (15+8)      Damage (Physical)

Blast       Range     Toughness, DC17 (15+2)      Damage (Physical) / from Gadgets

Snare       Touch     Reflex, DC20 (15+5)         Entanglement / from Gadgets

Abilities (30) + Combat (32) + Saving Throws (10) + Skills (8) + Feats (17) + Powers (61) = 158/168pp

Doktor'd 9/4/2011

Link to comment

Doktor'd 9/4/2011

Okay, simple edits for Crow; spend 3 PP on skills; give him Craft (Artistic) 11 (+13), and increase Gather Info to 11 (+12). Fairly simple fare.

Skills: 92R = 23PP

Acrobatics 1 (+5)

Bluff 9 (+10)

Craft (Artistic) 11 (+13)

Gather Info 11 (+12, Skill Mastery)

Intimidate 12 (+13, Skill Mastery)

Languages 1 (English [Native], Gaelic)

Knowledge (History) 5 (+7)

Knowledge (Arcane Lore) 11 (+13)

Notice 11 (+13, Skill Mastery)

Sense Motive 11 (+13)

Stealth 9 (+13, Skill Mastery)

Doktor'd 9/4/2011

Link to comment

Doktor'd 9/4/2011

Glowstar

:arrow: General formatting to bring the sheet in line with the template.

:arrow: Added a Complication, clarified a few others.

:arrow: Buying 2 ranks of base Attack.

:arrow: 1 PP into Skills. Four ranks into Acrobatics, shift ranks in Computers to Diplomacy.

:arrow: Buying Acrobatic Bluff, Defensive Attack, and another rank of Luck.

:arrow: Losing Super-Senses, 2 PP into Immunity to buy Immunity (Sleep, Food/Drink). Big change, he's losing Autofire 3 on his Multi-Blast. Also switching out Force Field for Protection.

:arrow: Added a Vulnerability to Daka crystals.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

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

[b][u]Power Level[/u]:[/b] 12 (177/177PP)

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

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 27/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


[b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero.


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

[b][u]Birthplace[/u]:[/b] Little Rock, AK

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

[b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars

[b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother)


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

[b][u]Age[/u]:[/b] 17 (January 24, 1994)

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

[b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African

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

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

[b][u]Eyes[/u]:[/b] Black sclera, red iris.

[b][u]Hair[/u]:[/b] Dirty blond


Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red.


Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges.


[b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment.


[b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t.


Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together.


Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested.


[b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him.


Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision.


[b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and idetnify the most powerful threat, and deal with it personally. If civillians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat.


[hr][/hr]

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

[b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad.

[b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian.

[b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus.

[b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy.

[b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers.

[b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be.

[b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight.



[b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 16 + 12 = 28PP

Initiative: +6

Attack: +8, +12 Blast/Strike

Grapple: +19

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

Knockback: -5/-1



[b][u]Saving Throws[/u]:[/b] 7 + 5 + 5 = 17PP

Toughness: +10/+3 (+3 Con, +7/+0 Force Field)

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

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

Will: +6 (+1 Wis, +5)



[b][u]Skills[/u]:[/b] 80R = 20PP

Acrobatics 16 (+18)

Concentration 8 (+9)

Diplomacy 13 (+12)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)



[b][u]Feats[/u]:[/b] 15PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Defensive Attack

Dodge Focus 4

Improved Initiative

Luck 4

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 2 + 1 + 5 + 10 + 7 + 50 = 75PP


[b]Environment Control 6 ([/b]Light [Low], 250ft radius, [i]Flaws:[/i] Range [Touch], [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [2PP]


[b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume)


[b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP]


[b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP]


[b]Protection 7[/b] [7PP] (Force Shielding, Energy)


[b]Terminus Energy Control 28.5 ([/b]47PP Array, [i]Feats:[/i] Alternate Power 4, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [50PP]


[list][u]Base Power[/u]: [b]Blast 11 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 2, Knockback 11 [DMG 22], Precise[b])[/b] [36PP] (Entropic Multi-Blast, Energy)


[u]Alternate Power[/u]: [b]Blast 11 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 22], [i]Feats:[/i] Accurate 2, Precise[b])[/b] [36PP] (Focused Entropic Blast, Energy)


[u]Alternate Power[/u]: [b]Create Object 11 ([/b]Lifting STR 55 [[i]Heavy Load:[/i] 24 tons], Toughness +11, [i]Extras:[/i] Duration [Continuous], Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [46PP] (Energy)


[u]Alternate Power[/u]: [b]Strike 11 ([/b][i]Extras:[/i] Area [General, Burst, 55ft radius], [i]Feats:[/i] Knockback 11 [DMG 22][b])[/b] [33PP] (Boom!, Energy)


[u]Alternate Power[/u]: [b]Strike 11 ([/b][i]Extras:[/i] Linked [Drain, +1], [i]Feats:[/i] Accurate 2[b])[/b] [24PP] [b]+ Drain Toughness 11 ([/b][i]Extras:[/i] Affects Objects, Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [23PP] [47PP] (Entropic Strike, Energy)[/list]




[b][u]Drawbacks[/u]:[/b] -2PP

[b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/b] Uncommon [-1], [i]Intensity[/b] Moderate [DC x 1.5][b])[/b] [-2PP]



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Touch/Area     DC21 Reflex                 1/2 Effect

                                DC26 Toughness (Staged)     Damage (Energy)

Create Object    Ranged         DC21 Reflex                 Trapped

Focused Blast    Ranged         DC26 Toughness (Staged)     Damage (Energy)

Multi Blast      Ranged         DC26* Toughness (Staged)    Damage (Energy)

Strike           Touch          DC21 Fortitude (Staged)     Drain Toughness

                                DC26 Toughness (Staged)     Damage (Energy)


*Up to DC31 with Autofire.

Totals: Abilities (24) + Combat (28) + Saving Throws (17) + Skills (20) + Feats (15) + Powers (75) - Drawbacks (-2) = 177/177 Power Points

Doktor'd 9/4/2011

Link to comment

Doktor'd 9/4/2011

I also placed her Datalink/Communication into an actual Array.

Ironclad

:arrow: Overall changes to bring it in line with the sheet templates.

:arrow: Lost the Fame Complication.

:arrow: Lose 1 rank of Reflex save.

:arrow: Shift the 5 skill ranks from Computers to Craft/Electronic.

:arrow: Buy Jack of All Trades for the Technopath container.

:arrow: Lose Subtle on the Datalink, replace with Machine Control; add an AP of Communication on there, as well.

:arrow: Buy 6 ranks of Mental Quickness for the Technopath array. Adding in a new spoiler underneath that.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II

[b][u]Power Level[/u]:[/b] 11 (166/166PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 61/90


[b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime!


[b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker

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

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

[b][u]Occupation[/u]:[/b] Full-time superhero, engineer

[b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, Kid Cthulhu, the Lab

[b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).


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

[b][u]Age[/u]:[/b] 18 (DoB: June 3, 1993)

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

[b][u]Ethnicity[/b]:[/u] Northern European

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

[b][u]Weight[/u]:[/b] 130 lbs.

[b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url]

[b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url]


[b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile.


The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.


Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without two specific pieces. The first is a silver ring, part of a set; Blake has the mate. The other item is a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.


[b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them. When mentally linking with machines, blue-white lights dance in front of her eyes, faintly visible even through her armor.


[b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Parker Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods.


One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry.


Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does.


Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers.


[b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust.


As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise.


Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal.


[b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge.


In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more-fragile allies.


[hr][/hr]

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

[b]City Girl:[/b] Some of Jessica's powers come as a result of 'time-sharing' brain-space with computer networks. Any time she's outside a developed, urban area she loses any power in the Technopath container.

[b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.

[b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.

[b]Love Life:[/b] Jessica is officially involved with Blake Salazar, aka Warlock. When her boyfriend is placed in danger she can be irrational and emotional.

[b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.

[b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech.

[b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 10 + 2 + 4 = 22PP

Strength: 30/10 (+10/+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +5

Attack: +4, +10 Battlesuit Weapons Array

Grapple: +4, +20 Battlesuit Servos, +25 at full Super-Strength

Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed

Knockback: -7/-0



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 7 = 17PP

Toughness: +15/+0 (+0 Con, +15 Protection)

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

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

Will: +8 (+1 Wis, +7)



[b][u]Skills[/u]:[/b] 84R = 21PP

Computers 10 (+15)[sup]Skill Mastery[/sup]

Concentrate 9 (+10)

Craft (Electronic) 15 (+20)

Craft (Mechanical) 10 (+15)[sup]Skill Mastery[/sup]

Disable Device 10 (+15)[sup]Skill Mastery[/sup]

Knowledge (Technology) 10 (+15)

Languages 4 (English [Native], French, German, Japanese, Russian)

Notice 9 (+10)[sup]Skill Mastery[/sup]

Sense Motive 7 (+8)



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

Benefit (Wealth 2 [Rich])

Dodge Focus

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Luck 3

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)


[quote name="Equipment 3PP = 15EP"]


[url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP]


[hr][/hr]

[b][u]Midtown Apartment (PL10 HQ)[/u][/b] [11EP]


[b]Size:[/b] Medium [1EP]


[b]Toughness:[/b] +10 [1EP]


[b]Features:[/b] [8EP]

Computers

Defense System: [b]Snare 11[/b]

Laboratory

Library

Living Space

Security System 2 (DC25)

Workshop[/list][/quote]



[b][u]Powers[/u]:[/b] 4 + 65 + 4 + 3 + 4 + 1 = 81PP


[b]Datalink 2 ([/b]Radio, 100ft, [i]Feats:[/i] Alternate Power, Machine Control[b])[/b] [4PP] (Technopath)

[u]AP:[/u] [b]Communication 2 ([/b]Radio, 100 ft, [i]Feat:[/i] Subtle[b])[/b] [3PP]


[b]Device 15 ([/b]75PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6+], Subtle[b])[/b] [65PP] (Battlesuit [Technology])


[device][i]All effects have the Technology descriptor.[/i]


[b]Enhanced Feats 7 ([/b]Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change[b])[/b] [7PP]


[b]Features 3 ([/b]Computer, Hologram Projector, Library[b])[/b] [3PP]


[b]Immunity 11 ([/b]Critical Hits, Life Support[b])[/b] [11PP] (Armor)


[b]Power Reserve 5 ([/b]10PP, Flight, Super Strength[b])[/b] [10PP]


[b]Protection 15[/b] [15PP] (Armor)


[b]Sensor Array 2.5 ([/b]5PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [6PP]


[list][u]Base Power[/u]: [b]Super-Senses 5 ([/b]Darkvision, Infravision, Radius Visual Senses [All][b])[/b] [5PP]


[u]Alternate Power[/u]: [b]Super-Senses 5 ([/b]Accurate Auditory Senses [All], Ultrasonic Hearing[b])[/b] [5PP][/list]


[b]Super-Senses 3 ([/b]Direction Sense, Distance Sense, Time Sense[b])[/b] [3PP]


[b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP]


[b]Weapons Array 11 ([/b]22PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [23PP]


[list][u]Base Power[/u]: [b]Blast 10 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters)


[u]Alternate Power[/u]: [b]Enhanced Strength 20 ([/b][i]Feats:[/i] Improved Critical 2 [18-20][b])[/b] [22PP] (Servos)[/list][/device]


[b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4PP]

[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]



[b]Super-Senses 1 ([/b]Radio[b])[/b] [1PP] (Technopath)


[b]Technopath Container[/b]

[device][i]All effects have the Mutant descriptors[/i]

[b]Enhanced Feats 4[/b] (Online Research, Jack of All Trades, Speed of Thought, Well-Connected[b])[/b] [4PP]


[b]Quickness 6 ([/b]x100, stacks for Mental Quickness 12 [x10 000], [i]Flaw:[/i] Limited [Mental Tasks] [3PP]

[spoiler]Mental Quickness 12 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a free action.

[*]crash a computer as a free action.

[*]destroy or damage programming as a free action.

[*]write a program as a free action.[/list]


Knowledge to

[list]
[*]Take 20 as a free action.[/list]


Notice to

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



[b][u]Drawbacks[/u]:[/b] -0PP

None



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

[code]ATTACK      RANGE     SAVE                       EFFECT

Unarmed     Touch     DC15 Toughness (Staged)    Damage (Physical)

Blasters    Ranged    DC25 Toughness (Staged)    Damage (Energy)

Servos      Touch     DC25 Toughness (Staged)    Damage (Physical)
Abilities (22) + Combat (16) + Saving Throws (17) + Skills (21) + Feats (9) + Powers (81) - Drawbacks (0) = 166/166 Power Points

Doktor'd 9/4/2011

I also placed her Datalink/Communication into an actual Array.

Link to comment

Doktor'd 9/6/2011

New month, and three characters to edit. Well lets go alphabetical order then.

Catalyst

Array work, and some feat work as well. As well as 4pp to play with. So first off,

Feats

-4 Attack Focus (Range)

+2 Attack Specialization (Paintball Guns)

+2 Equipment

+1 Power Attack

Total PP Spent 1

Equipment

-1 Nightvision Goggles

+1 Gas Mask

+5 Protection (Impervious) to the Van

Powers

+1 Rank of Device (Paintballs) 3pp

New array options, now everything has autofire (except Obscure which gets Slow Fade )

Blast gets another rank of variable descriptor as well as two ranks of improved crit (that's the limit right) and extensions on the ranges by one rank each.

Device (Hazmat Suit) replaces Disease and Poison with Radiation immunity.

[floatr][img=http://freedomplaybypost.com/wiki/images/b/b2/Catalyst.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo

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

[b][u]Power Level[/u]:[/b] 8 (124/124PP)

[b][u]Trade-Offs[/u]:[/b] +3 Attack / -3 Damage, +2 Defense / -2 Toughness

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

[b][u]Progress To Gold Status[/u]:[/b] 4/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


[b][u]In Brief[/u]:[/b] Chemical weapon user with a paintball gun and good aim.


[b][u]Alternate Identity[/u]:[/b] Jasmine Benoit

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

[b][u]Birthplace[/u]:[/b] St. John, New Brunswick, Canada

[b][u]Occupation[/u]:[/b] Lab Assistant

[b][u]Affiliations[/u]:[/b] Franklin & Wesler Co.

[b][u]Family[/u]:[/b] Laurette Benoit (Mother), Jackson Benoit (Father), Hazel Benoit (Sister [Younger])


[b][u]Age[/u]:[/b] 27 ([i]DoB:[/i] November 2nd 1983)

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

[b][u]Ethnicity[/u]:[/b] Haitian / French Canadian

[b][u]Height[/u]:[/b] 5'8"

[b][u]Weight[/u]:[/b] 145 lbs.

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

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


[b][u]Description[/u]:[/b] Jasmine is not really skinny or fat, she has a pretty healthy build. She's a little bit above average height taking more from her father's side with a bit of it being from being pretty long waisted. She has dark complexion and dark hair which is kept at only a few inches in lengh if only because longer hair is inconvienent for chemical testing. On her upper arms, shoulders and neck she has several areas of scarring from an accident early in her career as a lab assistant. Her face is a long oval with a rounded nose, similiar oval shaped brown eyes set behind a pair of frameless glasses. Her clothing is generally fuctional and form fitting, mostly for the benefit of her work, though she is fond of long skirts and tanks whenever it's warm enough as well as brighter colors. Her costume is a full body pale yellow hazmat suit with blue gloves and boots that she managed to get fitted for easier movement. She removed the visor glass since it made it hard to line up with the scope, and replaced it with a pair of goggles. Her utility belt has several pouches which contains both her ammo, and her counterammo (paintballs specifically made to counter and reverse the effects of some of her more nasty chemicals).


[b][u]Power Descriptions[/u]:[/b] She has no powers to speak up, just a paintball gun and some clever chemically altered paintballs the formula for each personally developed to be non-lethal, and exceptionally potent for such a small amount.


[b][u]History[/u]:[/b] Laurette Quiner was born and raised in St. John, New Brunswick, and when she was twenty, married her high school sweetheart Edwin Samania. It wasn't long after that she was with child, and Jasmine was born. Edwin worked construction, so he kept a stable income while Laurette got a teaching degree and began teaching French classes at the local high schools in the morning, and taking care of her daughter after she got home from preschool/daycare in the afternoon. It was a good life, lots of fun, lots of laughs, until one day, her husband didn't come home. He was killed on site by a piece of fallen equipment after a machinery malfuction. The grieving was immense for the two person household, their was a problem in the fact that her income could not completely support her way of life, even with the insurance money which would only last so long. So, Laurette moved out of NewBrunswick and down to Courtland, New York to live with her cousins while she went back to college and eventually got a doctorate in education and became a professor. It was in this process that four years after her husbands death she fell in love with a linguistics major named Jackson Benoit. Two years later, they married, and not soon after Jasmine's half sister, Hazel was born.


Jasmine grew up in a loving household, when her mother was at college she was looked after by her cousins, and when she remarried she was glad to see her happy and that her new father was very kind, and was even willing to pay the additional fees to adopt her so she could share his name. Though, because he was a caucasion French Americans, there were often strange looks when she or her sister called him dad in public. Her step father also eventually got a doctorate, and they both worked as professors at various universities. For the next ten years or so, her parents worked at three different colleges each, and they moved from New York, to Illinois, than finally Freedom, where both her parents got teaching positions at Freedom University in the language department. By than Jasmine had already finished high school, and was looking at schools in the area and was able to get into HIT earning a masters in Chemistry. When she was twenty four, she got an on the spot offer to Franklin and Wesler Co. an industrial equipment and chemical treatment company that had only recently opened a branch in Freedom. Several weeks into the process a lot of which involved move and handling chemicals that had been sent from other branches, Jasmine was handling a mislabeled and mishandled box of chemicals which had been previously sealed, but caused a violent reaction that gave her scarring on her neck and upper arms burning right through her clothes. The person responsible was immediately fired, and she was paid reporations for her injury almost immediately. She personally didn't bare any bad will and continued working as per normal at Franklin and Wesler.


It was in early April that Jasmine got news over the phone that her younger sister Hazel (age 16), had gotten shot. It very nearly made her drop the phone right than and there, and drive to the hospital. Instead, she switched to her cell and drove instead. Though her parents and her sister lived in a nice neighborhood in North Freedom, Hazel had recently started dating a boy who she met at a friends party. The boy himself was nice and polite when she met him and seemed to be very protective of her. It happened when he was taking her to dinner, but needed to drop off of his house real quick to grab his wallet. When the boy was inside, apparently a local gang had mistaken his car for someone elses and opened fire. Hazel was in the passenger seat, got hit in the shoulder and chest before dropping to the floor and getting various scratches from the broken glass. The boy she was seeing was quick to call an ambulence and they were timely enough to save her sister who had suffered a punctured lunge and had to have surgery.


When she arrived to the hospital Hazel was already in surgery and her mother was crying. Not very far away was the boy her sister was dating. She asked him if he was hungry, and they went down to the lounge where she had a pleasant conversation with him about why someone shoot up his car. He denied it at first, saying it was a mistake, but eventually the truth came out. He had been a member of the Lowercase, a gang inspired by the Southside Cs who worked out of East Lincoln, and was for drug pocession during a police raid. He sold information on them to get out of it and left the gang officially, but this left some bad blood between them so he started living over in West End with some cousins to dodge them. He didn't know they found him until that night.


Jasmine left the boy to his quivering after that part, it was mostly him saying he didn't know it would happen, that he didn't want to get her sister involved, that it wasn't his fault. Jasmine didn't believe that part, she knew he was at fault, but he was already being punished. The real people who needed to be punished was the Lowercase. It took some time, finding the information she needed, it was a project she didn't share with anyone, but she got it, names, addresses, popular hang outs, and most of all evidence. All that was left was the delivery, which was far more literal than when she first planned it.


A month later, a woman in a flower delivery truck showed up at the leaders doorstep during a sanctioned 'meeting' with a box labeled for as a late valentines gift. Signing for it, he brought it inside. Fifteen minutes later, police cars started coming down the street, twenty gang members started running out of the front door of the house. Twenty minutes after that, ambulences arrived to take the still coughing gang members to the hospital, twenty after that the gas finally clears, and in looking for its sorce, the police find the stores of drugs being distributed by the gangs. The entire thing made the local news, though there was no mention of the flower delivery. Probably because she had walked in through the back and put the gas bomb in the kitchen when the flowers she ordered arrived.


The entire thing was a very rewarding sort of revenge. The gas she produced left them bed ridden for weeks, while at the same time the police had a case built around everything they had found in the gang leaders home from unregistered firearms, to drugs, to several pictures of there transaction(those she very proudly planted in a kitchen drawer after setting the gas bomb). Though after all of it was said and done, and her sister made her recovery, she couldn't help but think she could try doing this sort of thing more often, which after some preperations became entirely possible, and a new idenity, Catalyst was born.


[b][u]Personality & Motivation[/u]:[/b] Jasmine is a generally quiet and pleasant person. She's not very ambitius, and is pretty fond of her life as it is as she has friends and family. She loves classical music, cooking, and firearms. The last one throws people off, but when she was younger her mom's cousins was a cop who both showed and taught her how to shoot. In middle and high school her favorite past time was playing paintball, and for fun, every time she choose the location she would set up a few boomboxes and blast Ride of Valkeryies whenever they'd play. While she herself does not collect guns, she is kept up to date and in contact with the founder of her interest who does. She really loves her family, especially her little sister who's incident got her involved in the first place. She really started doing it for them, but there was a certain thrill in what she was doing that got her taking some time to properly invest into it.


[b][u]Powers & Tactics[/u]:[/b] Jasmine generally keeps her distance with most fighting, this doesn't mean that she doesn't make herself known. If she has the time to do some research, she usually chooses and stakes out her spots for known places of illecite activities, and much like in high school she will set speakers so she can blast classical music from her playlist while she picks off the baddies one by one. She almost always avoids close range fighting as well as any areas that might have some casualties in her area based chemical attacks. Even so, all of the chemicals have been thoroughly tested by and sometimes on herself to ensure that there is no long term damage inflicted if a civilian or fellow hero is in fact caught in the crossfire.


[hr][/hr]

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

[b]Can't See Without Them:[/b] Jasmine is very far-sighted and has to wear glasses(as a chemist contacts are dangerous).

[b]Family:[/b] Her parents work as professors at Freedom University, and her sister is in High School, she tries to make time for them as best she can.

[b]Nine-To-Five:[/b] Jasmine maintains a regular work schedule as a lab assistant, this sometimes takes priority.

[b]Secret:[/b] Her idenity is secret, as she has taken some steps like tinting the glass on the face mask to insure.

[b]Sleep Deprivation:[/b] Jasmine has a hard time just saying no, and does have the tendency to spread herself too thin.



[b][u]Abilities[/u]:[/b] 0 + 4 + 4 + 8 + 8 + 0 = 24PP

Strengh: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 10 (+0)



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

Initiative: +10

Attack: +4 Melee, +7 Ranged, +11 Paintball Guns

Grapple: +4

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

Knockback: -3, -1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 4 + 4 + 2 = 10PP

Toughness: +6 (+2 Con, +4 Defensive Roll), +2 Flat-Footed

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

Reflex: +6 (+2 Dex, +4)

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



[b][u]Skills[/u]:[/b] 48R = 12PP

Computers 4 (+8)

Craft (Chemical) 11 (+15)[sup]Skill Mastery[/sup]

Drive 5 (+7)

Knowledge (Physical Sciences) 11 (+15)[sup]Skill Mastery[/sup]

Knowledge (Technology) 6 (+10)

Languages 1 (English [Native], French)

Notice 6 (+10)[sup]Skill Mastery[/sup]

Stealth 4 (+6)[sup]Skill Mastery[/sup]



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

Attack Focus (Ranged) 3

Attack Specialization (Paintball Guns) 2

Defensive Roll 2 (+4 Toughness)

Dodge Focus 6

Equipment 6 (30EP)

Improved Initiative 2

Inventor

Luck

Power Attack

Precise Shot

Quick Draw

Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences], Notice, Stealth)

Uncanny Dodge (Auditory)


[quote name="Equipment 6PP = 30EP"]


Blue Tooth [0EP]

Cell Phone [0EP]

Flash Goggles [1EP]

Gas Mask [1EP]

Handcuffs [1EP]

Laptop [0EP]

Mini Tracer [1EP]


[b][u]Van (Vehicle)[/u][/b] [16EP]

[i]Former Flower Delivery Van[/i]

[b]Size:[/b] Huge [2EP]

[b]Strength:[/b] 35 ([i]Medium Load:[/i] 1 ton) [1EP]

[b]Defense:[/b] -2 (DC8) [0EP]

[b]Toughness:[/b] +9 (+5 Impervious Toughness) [0EP]

[b]Features:[/b] [8EP]

Alarm (DC20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop

[b]Powers:[/b] [5EP]

[b]Speed 5 ([/b]250mph / 2,500ft per Move Action[b])[/b] [5EP]

[b]Toughness 5[/b] ([i]Extras:[/i]Impervious) [10ep][/quote]


[b][u]Powers[/u]:[/b] 18 + 16 = 34PP


[b]Device 5 ([/b]30PP Container, [i]Flaws:[/i] Easy-To-Lose[b])[/b] [18PP] (Paintball Gun)


[device][b]Paintballs 10 ([/b]25PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [30PP]


[list][u]Base Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] [25PP]


[u]Alternate Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Cloud], Autofire [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] [25PP]


[u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Cloud], Autofire, Range [Ranged, 500ft], [i]Feats:[/i] Progression [Area] 3 [125ft radius], Reversible, Slow Fade [1 minute][b])[/b] [25PP]


[u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent[b] [i]Feats[/i]: Slow Fade)[/b] [21PP]


[u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Cloud, 25ft diameter], Autofire, Range [Ranged, 500ft][b])[/b] [25PP]


[u]Alternate Power[/u]: [b]Stun 5 ([/b][i]Extras:[/i] Area [Targeted, Cloud, 25ft diameter], Range [Ranged, 500ft][b], Autofire)[/b] [25PP][/list]


[/device][b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [16PP] (Fitted HazMat Suit)


[device][b]Immunity 17 ([/b]Chemical Effects, Fire Effects, Radiation [b])[/b] [17PP]


[b]Super-Senses 3 ([/b]Counters Obscure [Visual, "Fog"], Infravision[b])[/b] [3PP][/device]


[b][u]Drawbacks[/u]:[/b] -0PP

None



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

[code]ATTACK      RANGE          SAVE                        EFFECT

Unarmed     Touch          DC15 Toughness (Staged)     Damage (Physical)

Blast       Ranged        DC20* Toughness (Staged)    Damage (Physical)

Dazzle      Ranged/Area    DC15* Fortitude             Blind

Drain       Ranged/Area    DC15* Fortitude (Staged)    Drain Fortitude

Snare       Ranged/Area    DC15* Fortitude (Staged)    Sickened/Nauseated/Helpless

Stun        Ranged/Area    DC15* Fortitude (Staged)    Dazed/Stunned/Unconscious


*Up to DC22, DC 17 with Autofire
Abilities (24) + Combat (16) + Saving Throws (10) + Skills (12) + Feats (28) + Powers (34) - Drawbacks (0) = 124/124 Power Points

Doktor'd 9/6/2011

Link to comment

Doktor'd 9/5/2011

Changeling

Powers update, Etain is damage shifted now by 2, and that means she's effect shifted as well. Also, everything is targetted attack now, with selective and or reverisible where applicatable. I added 3 points to the array while adding and shortening some ranges as well as upping the effective DC of Etain's illusions by 2 with progression. So under this, with Glamour Etain is 2 Damage shifted, with Melee she's even steven, and with swords she's +5 attack shifted (and effectively PL 9). Here's the code.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo

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

[b][u]Power Level[/u]:[/b] 13 (193/193PP), Effectively PL 12

[b][u]Trade-Offs[/u]:[/b] Glamour -2 Attack / +2 Damage, Melee None, Swords +5 Attack / -5 Damage, +5 Defense / -5 Toughness

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 43/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])

[i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

[i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/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 Identity[/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 Maher (Father, Deceased), Clarissa Maher (Mother, Deceased), Bugloss and Cinquefoil (Adopted Parents)


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

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

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

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Caucasian

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

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

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Black


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.


[hr][/hr]

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

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

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

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 20 (+5)



[b][u]Combat[/u]:[/b] 20 + 32 = 52PP

Initiative: +2

Attack: +10, +12 Melee, +14 Swords, +12 Glamour

Grapple: +13

Defense: +17 (+16 Base, +1 Dodge Focus), +8 Flat-Footed

Knockback: -3/-1



[b][u]Saving Throws[/u]:[/b] 4 + 6 + 6 = 16PP

Toughness: +7/+3 (+3 Con, +4/+0 Protection)

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

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

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



[b][u]Skills[/u]:[/b] 60R = 15PP

Bluff 5 (+10, +14 Attractive)[sup]Skill Mastery[/sup]

Concentration 8 (+12)

Craft (Sewing) 8 (+10)

Diplomacy 5 (+10, +14 Attractive)

Intimidate 5 (+10)

Knowledge (Arcane Lore) 8 (+10)[sup]Skill Mastery[/sup]

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

Notice 6 (+10)[sup]Skill Mastery[/sup]

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

Sense Motive 6 (+10)[sup]Skill Mastery[/sup]



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

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Swords)

Attractive

Dodge Focus

Evasion 2

Equipment 0 (+3 [15EP] Veteran Reward)

Interpose

Minion 0 (+8 [120PP] Veteran Reward)

Move-By Action

Power Attack

Quick Change

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


[quote name="Equipment 3PP = 15EP"]


Swordbrella (floral print umbrella concealing a silver-plated blade)

[b]Strike 3 ([/b][i]Feats:[/i] Might, Subtle[b])[/b] [5EP]


+10EP for [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url] (Shared HQ)[/quote]


[b][u]Powers[/u]:[/b] 53 + 4 + 9 = 66PP


[b]Glamour 21.5 ([/b]46PP Array, [i]Feats:[/i] Alternate Power 7[b])[/b] [53PP]


[list][u]Base Power[/u]: [b]Illusion 10 ([/b]All Senses, [i]Extras:[/i] Selective, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Progression [Area] 4 [100 ft radius], Progression [Save DC] 2 [DC22][b])[/b] [46PP]


[u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Senses, [i]Extras:[/i] Area: Cylinder, Affects Others, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Close Range, Progression [Save DC] 2 [DC22], Progression 3 [50 Foot Radius], Selective[b])[/b] [37PP]


[u]Alternate Power[/u]: [b]Dazzle 14 ([/b]Auditory + Visual Senses, [i]Extras:[/i] Alternate Save [Will/Will], [i]Feats:[/i] Reversible, Selective[b])[/b] [44PP]


[u]Alternate Power[/u]: [b]Drain Will 12 + Strike 12 ([/b][i]Extras:[/i] Alternate Save [Will], Linked, [i]Feats:[/i] Affects Insubstantial 2, Improved Critical [19-20], Incurable, Takedown Attack 2, Variable Descriptor [Bludgeoning, Piercing, Slashing][b])[/b] [43PP] (Illusiory Mental Weapons)


[u]Alternate Power[/u]: [b]Blast 14 ([/b][i]Extras:[/i] Alternate Save [Will], [i]Feats:[/i]Affects Insubstantial 2, Progression (Range) 2 (50 ft)[b])[/b] [46PP]


[u]Alternate Power[/u]: [b]Nullify 11 ([/b]All Mental Effects, [i]Extras:[/i] Area [General, Cylinder], Duration [Concentration], Selective Attack, [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Progression [Area] 2 [250ft radius]) [46PP]


[u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Area [Targetted, Cylinder], [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP]


[u]Alternate Power[/u]: [b]Stun 14 ([/b][i]Extras:[/i] Alternate Save [Will], Area [Targetted, Cylinder], Sleep, [i]Feats:[/i] Progression [Area] 3 [100ft tall x 50ft radius], Selective[b])[/b] [46PP][/list]


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


[b]Super-Senses 9 ([/b]Detect Magic 3 [Visual, Very Common], [i]Extras:[/i] Analytical, Counters Concealment, Counters Illusion, Tracking [1/2 Speed][b])[/b] [9PP]



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


[b]Weakness ([/b]Ferrous Metals, [i]Frequency:[/i] Very Common, [i]Intensity:[/i] Minor [-1 Defense when in direct contact][b])[/b] [-3PP]



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

[code]ATTACK         RANGE           SAVE                    EFFECT

Unarmed        Touch           DC16 Toughness (Staged) Damage(Physical)

Blast          Ranged          DC29 Will (Staged)      Damage (Energy)

Dazzle         Ranged          DC24 Will               Blinded+Deafened

Illusion       Perception/Area DC22 Will               Special

Nullify        Touch/Area      DC 21 Will/Reflex     Contested vs Power/Will Nullified

Paralyze       Touch/Area      DC24 Will (Staged)      Slowed/Paralyzed

Strike         Touch           DC24 Will (Staged)      Drain Will

                               DC27 Will (Staged)      Damage (Energy)

Stun           Touch/Area      DC24 Will (Staged) Dazed/Stunned/Unconscious

Swordbrella    Touch           DC19 Toughness (Staged) Damage(Physical)
Abilities (34) + Combat (52) + Saving Throws (16) + Skills (15) + Feats (13) + Powers (66) - Drawbacks (3) = 193/193 Power Points
Custos Gargoyle Minion PL 9 / 120PP -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Acrobatics 4 (+6) Intimidate 4 (+5; includes +2 from Growth) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 5 + 13 = 32PP 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, Drawbacks: Power Loss [Wings]) [5PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] DC Block:
ATTACK            RANGE          SAVE              EFFECT

Unarmed           Touch          DC 24 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 Control   Touch/Area     DC 19 Reflex

                                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (32) - Drawbacks (0) = 120/120 Power Points

Doktor'd 9/5/2011

Link to comment

Doktor'd 9/4/2011

Silhouette

Simplist edits (since she has the least PP and the least power/device oriented),

+1 Power Attack

+1 Stunning Attack and done.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/d/d8/SilhouetteHF.png][/floatr]

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

[b][u]Power Level:[/u][/b] 11 (167/167PP)

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

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

[b][u]Progress To Gold Status:[/u][/b] 62/90

[i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

[i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url])


[b][u]In Brief:[/u][/b] An ambush character and close ranger brawler with the ability to turn flat.


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

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

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

[b][u]Occupation:[/u][/b] Freelancer

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

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


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

[b]Age:[/b] 25 ([i]DoB:[/i] April 20th 1986)

[b]Gender:[/b] Female

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

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

[b]Weight:[/b] 130 lbs.

[b]Eyes:[/b] Grey

[b]Hair:[/b] Brown


The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy.


Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key.


[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.


What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for.


[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. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself.


Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing.


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

Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard.


[hr][/hr]

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

[b]Bad Cravings:[/b] Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings.

[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]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]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]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] 6 + 10 + 2 + 4 + 4 - 0 = 26PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



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

Initiative: +9

Attack: +4, +10 Unarmed

Grapple: +13

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -5, -2 Flat-Footed



[b][u]Saving Throws:[/u][/b] 7 + 9 + 7 = 23PP

Toughness: +10, +4 Flat-Footed (+1 Con, +3 Protection, +6 Defensive Roll)

Fortitude: +8 (+1 Con, +7)

Reflex: +14 (+5 Dex, +9)

Will: +9 (+2 Wis, +7)



[b][u]Skills:[/u][/b] 104R = 26PP

Acrobatics 15 (+20)

Climb 4 (+7)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 4 (+4)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 4 (+6)

Sleight of Hand 4 (+9)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 29PP

Acrobatic Bluff

Attack Specialization (Unarmed) 3

Defensive Roll 3 (+6 Toughness)

Dodge Focus 4

Equipment 2 (+4 Veteran Reward = 6 [30EP])

Grapple Finesse

Improved Critical (Strike)

Improved Initiative

Luck 2

Move-By Action

Power Attack

Redirect

Set Up

Skill Mastery (Acrobatics, Disable Device, Notice, Stealth)

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


[quote name="Equipment 6PP = 30EP"]


[b][u]2008 Mini Cooper[/u][/b]

[list][b]Speed 6[/b] (500 mph)

[u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 8; [i]Features:[/i] Disguise, Navigation System, Remote Control;

[u]Powers:[/u]

Concealment 6 (All Audial & Visual) Flaws: Blending 6ep

Immunity 5 (Falling Damage) 5ep

Cost: 24 ep[/list]


[b]HQ[/b] (Underground Under Closed Down Video Store) 6ep

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System[/list][/quote]


[b][u]Powers:[/u][/b] 4 + 18 + 3 + 14 = 39PP


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


[device][b]Immunity 2 ([/b]Dazzle [Visual][b])[/b] [2PP]


[b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device]

[b]Dimensional Control (2-D Form) 3 ([/b]15PP Container [Sustained Duration], [i]Extras:[/i] Action [Reaction][b])[/b] [18PP]


[device][b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Side View][b])[/b] [4PP]


[b]Enhanced Feats 7 ([/b]Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2[b])[/b] [7PP]


[b]Insubstantial 1 ([/b][i]Flaws:[/i] Limited [Width][b])[/b] [4PP][/device]

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


[b]Strike 9 ([/b][i]Extras:[/i] Penetrating [2, DMG 14], [i]Feats:[/i] Affects Insubstantial 2, Mighty[b])[/b] [14PP] (Mutation, Training, Ultrasharp Fingers & Feet)



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

Unarmed --- 18 / Toughness --- Bruised (Staged)

Strike --- 27 / Toughness --- Bruised (Staged); Penetrating 2



[b]Abilities (26) + Combat (24) + Saves (23) + Skills (26) + Feats (29) + Powers (39) - Drawbacks (0) = 167/167 Power Points[/b]

Doktor'd 9/4/2011

Link to comment

Dead Head'd!

Revenant

Big haul this month lots of points :

Incresed Strength to 26.

Added 2PP to Skill, giving me 8 RP. Added one point each to Bluff, Knowledge (Business), Knowledge (Streetwise) and Notice. Added two points to , Knowledge (Civics). Added Knowlegde (Arcane) and Knowledge (Popular Culture) at 1 rank.

Increased Protection to 11, Speed to 2 and added Super-Strength at 1 rank.

    [floatr][img=http://img7.imageshack.us/img7/8212/revenantn.png][/floatr][b][u]Player Name[/u]:[/b] Tiffany Korta

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

    [b][u]Power Level[/u]:[/b] 11 (160/160PP)

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

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

    [b][u]Progress To Bronze Status[/u]:[/b] 10/30


    [b][u]In Brief[/u]:[/b] Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carry’s on that duty from the “other sideâ€.


    [b][u]Alternate Identities[/u]:[/b] Lucy Harker

    [b][u]Identity[/u]:[/b] Public, but thought dead

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

    [b][u]Occupation[/u]:[/b] ex-Lawyer

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

    [b][u]Family[/u]:[/b] Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)


    [b][u]Age[/u]:[/b] 114 (DoB: May 26th 1897)

    [b][u]Apparent Age[/u]: [/b]30

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

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

    [b][u]Height[/u]:[/b] 5’3â€

    [b][u]Weight[/u]:[/b] 125 lbs.

    [b][u]Eyes[/u]:[/b] Black

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


    [floatl][img=http://img812.imageshack.us/img812/5922/solweiglips0003.jpg][/floatl][b][u]Description[/u]:[/b]Before her “accident†she had an average appearance, a face that wouldn’t stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life.


    Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20’s fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape.


    [b][u]Power Descriptions[/u]:[/b] Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her.


    [b][u]History[/u]:[/b] When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian “the Revenant†Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man.


    Except  one.


    Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was “just†a woman.  A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiancé, Lucy volunteered to prosecute the Mob Boss.


    Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman’s actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer.


    His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes.


    And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her “alive†but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world.


    The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time “dead†has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men… now wait is that what they’re called now?


    Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world.


    [b][u]Personality & Motivation[/u]:[/b]Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she’s ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone.


    A defence mechanism of the time as “just†a woman in a man’s world is a snide sarcastic sense of humor which has started to drift towards black humor.


    Her logical side tell her that all those involved in her death have long since perished. But that doesn’t stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life. 


    Though this time she’ll make sure to keep an eye of the prosecuting lawyer…


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

    [b]A woman out of her time:[/b] Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her.

    [b]Dining on Ashes:[/b]  Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.

    [b](Grand)Mother-in-Darkness:[/b] The vampire whose blood has led her to this state is dimly aware of her Daughter-in-Darkness. If she ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire.


    [hr][/hr]

    [b][u]Abilities[/u]:[/b] 16 + 4 - 10 + 6 + 4 + 6 = 26PP

    Strength: 26 (+8)

    Dexterity: 14 (+2)

    Constitution: -- (-10)

    Intelligence: 16 (+3)

    Wisdom: 14 (+2)

    Charisma: 16 (+3)



    [b][u]Combat[/u]:[/b] 14 + 18 = 32PP

    Initiative: +2

    Attack: +7 base, +8 melee, +10 unarmed

    Grapple: +16 (base 8, Str +8)

    Defense: +10 (+9 Base, +1 Dodge Focus), +4 Flat-Footed

    Knockback: -5



    [b][u]Saving Throws[/u]:[/b] 0 + 4 + 4 = 8PP

    Toughness: +10 (+0 Con, +10 Protection)

    Fortitude: - (-)

    Reflex: +6 (+2 Dex, +4)

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



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

    Bluff            6 (+9, +13 w/ Attractive)

    Diplomacy         6 (+9, +13 w/ Attractive)

    Gather Information   5 (+8)

    Investigate      2 (+5)

    Knowledge (Arcane)   1 (+4)

    Knowledge (Business)   3 (+6)

    Knowledge (Civics)   5 (+8)

    Knowledge (Popular Culture)   1 (+4)

    Knowledge (Streetwise) 3 (+6)

    Languages 1 (English [Native], Latin)

    Notice         6 (+8)

    Sense Motive      5 (+7)   



    [b][u]Feats[/u]:[/b] 6PP

    Attack Focus (melee) 1

    Attack Specialization (strike) 1

    Attractive 1

    Dodge Focus 1

    Fearless

    Taunt



    [b][u]Powers[/u]:[/b] 30 + 11 + 32 + 2 + 4 + 2= 81PP


    [b]Immunity 30 ([/b]Fortitude Saves) [30PP]


    [b]Protection 11[/b] [11PP]


    [b]Regeneration 30 ([/b]Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], [i]Feats:[/i] Persistent, Regrowth) [32PP]


    [b]Speed 2[/b] [2PP]


    [b]Strike 3 ([/b][i]Feats:[/i] Mighty) [4PP]


    [b]Super-Strength 1[/b] [2PP]


    [b][u]Drawbacks[/u]:[/b] -4PP


    Vulnerability (Fire, [i]Frequency[/i]: Common, [i]Intensity[/i]: Major [x2]) [-4PP]


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

    [code]ATTACK      RANGE     SAVE                        EFFECT

    Unarmed     Touch     DC26 Toughness              Damage
Abilities (26) + Combat (32) + Saving Throws (8) + Skills (11) + Feats (6) + Powers (81) - Drawbacks (4) = 160/160 Power Points

Dead Head'd!

Link to comment

Doktor'd 9/5/2011

With my ill-gotten PP, I shall purchase the following for the King of Suits:

:arrow: One rank of the Speed power, descriptors: Training, Natural. Extra: Innate.

:arrow: Two extra ranks in the Equipment feat, with which I shall increase the Utility Belt Array to rank 8, the Protection to rank 4, and I will buy a pair of Binoculars and Night-Vision Goggles.

:arrow: Four ranks of the Craft(Chemical) skill.

Revised sheet below.

[floatr][img=http://i1095.photobucket.com/albums/i480/Arichamus/KingofSuits2.png][/floatr]Player Name: Arichamus

[b][u]Character Name:[/u][/b] King of Suits

[b][u]Power Level:[/u][/b] 11 (170/170PP)

[b][u]Trade-Offs:[/u][/b] +5 Attack / -5 Damage (Melee), +1 Attack / -1 Damage (Ranged), +4 Defense / -4 Toughness

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

[b][u]Progress To Bronze Status:[/u][/b] 20/30


[b][u]In Brief:[/u][/b] French crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.


[b][u]Alternate Identity:[/u][/b] Marceau Suvou

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

[b][u]Birthplace:[/u][/b] Aude, France

[b][u]Occupation:[/u][/b] Janitor

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

[b][u]Family:[/u][/b] Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother)


[b][u]Age:[/u][/b] 27

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

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

[b][u]Ethnicity:[/u][/b] Moroccan/Kenyan

[b][u]Height:[/u][/b] 6'5"

[b][u]Weight:[/u][/b] 158 lbs.

[b][u]Eyes:[/u][/b] Blue

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


[b][u]Description:[/u][/b] In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and running shoes. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often pursed grimly, and he wears a a short, bristling beard. His voice is low, deep and grumbling.


[b][u]Power Descriptions:[/u][/b] Marceau no longer possesses any powers beyond training and skill and small gadgets, and thus relies on stealth to fight.


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

[spoiler]The Suvou family tree stretches southwards all the way to the southern-most coast of Morocco, where in ages past they were called the Swaarao. They served as diplomats to foreign lands, including embryonic Dakana. In 204, however, economic self-destruction seemed inevitable, and the family left for the (comparatively) stable lands of Europe, buying a village a few dozen miles west of the Alps in what is today France. There, they settled and became, if not prosperous, stable and financially secure. They were good at dealing with people, and passing barbarians were treated kindly enough and given enough in gifts that the Eurasian emigrants felt it unnecessary to burn the place or ravage the inhabitants. Thus, and by the steady fortification of their village, plus their careful method of keeping on the good side of anyone strong enough to harm them, left their region of land untouched by war for several centuries. They even managed to survive the fall of the Roman Empire in 476, sheltering travelers and refugees in their relatively peaceful abode.


They held onto rule of the town for around 400 years, until 866, when their power was undermined by a cabal of merchants, who foresaw(with perfect accuracy) an upcoming struggle that the then-Savoro family's machinations couldn't stave off. The family smarted from this loss, as they had in the centuries beforehand enjoyed almost unbounded success in their efforts. By one of those fatal accidents that crop up in history with appalling regularity, the matriarch of the the line happened to be passing the house of a family friend, Janus Amblaeth, a reclusive astrologer who had an unparalleled knowledge of the medium, when she commented angrily that she wished "All the princes were [their] kin! We would have true power then". By itself this incident wouldn't have caused any harm, but Janus heard it in the midst of checking over his star-chart for inaccuracies, and he happened to glance at the sign that heralded the birth of a king's child. It should be noted here that there are other stellar marks which signify the birth of a woodsman's child, a pirate queen's child, and even a shepherdesses child. These ones however, aren't much noted, as the birth of a woodsman's child wasn't exactly a matter of political importance. What he saw that gave him such impetus to follow the wish of the matriarch (Plautia Savoro) was that he had an epiphany, and saw that those with(magical) powers often were born under this-or-that star. Thinking fast, he saw that if he could get the right people to have the right children at the right times, he could make one of the most powerful beings in existence!


Janus realized that this also was a way to get the matriarch(and the rest of the family, if they were as honest as she)'s wish. He was a magician of some power, able to influence the fates and actions of others by introducing elements that would encourage them down one path and render another forbidding and potentially even dangerous. So he set out at once to figure out, from as many vantage points as he could, when and where the children of the monarchs of the next two thousand years would be born(taking into account stellar drift), so he could get them to intermarry(or just breed, he didn't care) in more frequency and with greater...variety among houses. He managed to convince the majority of the non-isolationist royals within 30 years, laying spells on the houses of far-off lands that he couldn't get to himself to safely. Ironically, the matriarch's anger over the matter of her and her family being dethroned proved short-lived, as she found the business of guarding the river and trading with passing boats(the job the family took up after their fall from power) was both helpful to the community around the Aude river and let them take the active role in the area's well-being she had wished all along.


The family lived in peace for many years, weathering the perils of the Early Medieval Era under the attacks by the Turks and repeated invasions by the Vikings, not mention the manifold Continental powers that frequently attacked the city of Carcassonne. In 1793, however, the year the French Revolution broke out, twelve aristocrats, fleeing the violence of the country, found themselves in Janus's ancient villa. In the catacombs of the place, they found the perfectly (and magically) preserved map of the relationship between the royal lines of the world. Their lessons in Latin payed off handsomely for them, as they managed to decode the map and unravel exactly what Janus (who signed his name in the map's lower left corner) had planned on doing. Unfortunately for our hero's family, they failed to notice that Janus had explicitly done his work by magic, rather than physical action. As they had no idea that everything was in fact proceeding quite smoothly for Janus's plan, and that they would do more harm than help to it if they intervened, they stuck their oar in and began traveling the countryside of Europe digging up as much dirt as they could on all the royals they could find. What they did with said dirt need not be explicated. Their aim was to create the world's strongest super, like Janus. But their reasons for doing so boiled down more or less to snobbery and a proto-eugenic idea that such a being would be invaluable as a source of other supers. Christening themselves 'The Januii", they spun their webs and meddled as far as the thrones of China in things they had no understanding of, passing the job onto their children as they died.


Anyway, in 1987, on the same bank of the same river that his family had lived on for more than a millennium, Marceau was born to two people of very different backgrounds. His mother, Kioni, was of the ancient Sahelian Kingdom line, and a recent immigrant from Kenya. His father, Masud, on the other hand was of the same branch that the family patriarch Abelo had led, and had lived in France all his life. The joy that his parents felt at his successful birth was short-lived, however, as the agents of the Januii arrived only hours later, and demanded to Masud (who had answered their knocking) that he surrender his child. When he refused, they shot him unceremoniously, the Januii having forgotten to tell them they wanted no deaths if it could be avoided. Kioni, hearing the gunfire, grabbed whatever valuables she could along with Marceau, and escaped out a window and down a hill-side, taking the small sailboat she and Masud owned, she sailed across the sea to the coast of modern Algeria. Thinking it would be best to travel incognito, Kioni used some of her and Masud's assets to buy a camel and some random goods, which she carried along with Marceau across the Sahara in the direction of Timbuktu, where she had relatives with rumored supernatural powers. She managed to get within about twelve miles from the city, dodging the raiders and desert bandits the Januii hired to chase them up until October 31st, 1987.


Kioni and Marceau were finally caught while gathering water at a temporary oasis by thirteen desert bandits, all of whom had been hired by the previous assassins to finish the job. After a half-hour-long gun battle(Mrs. Suvou had also bought a rifle and several dozen rounds) around the oasis, Kioni had killed all but the scout who had discovered them and led the bandits to their location, but was herself mortally injured twice over. As the scout was beginning to aim his pistol at the lamed and slowly dying mother, he was stabbed in the back of his neck by a long knife. As the scout fell, killed instantly due to the damage to his brain stem, newlyweds Mossar and Erran An-Sallah, who had been drawn along with the small crowd of outskirt-dwellers by the gunfire, bent over Kioni. They saw that she was wounded almost to death by then, and in her last minutes she told them with agonized slowness of what had happened. Pledging to care for the child, the newlyweds buried Kioni in their family grave site. They raised the child as best as they could, and did a commendable job of it, raising him to be responsible for his actions from the age of 7, which was when his latent powers manifested, and to keep a tight rein on his powers until they grew beyond what the two were capable of keeping in check. However, they never told him he wasn't their son, though they gently discouraged him from making that assumption by the subtlest of distances.


When Marceau turned 9, the local super-team, the 'Cercle de la Fratrie'(4 shape-shifters and 2 air-controllers)., who policed the city of Timbuktu and most of North-Western Africa, agreed to train him in the finer usage of his powers. By the age of ten, he could incapacitate(with some effort) a fully grown adult human without outside help, so long as the other guy didn't have any aid himself. As he was returning to his home after a training session, he saw two armed men holding his adopters at gunpoint. A quick sneak attack laid them both out on the ground, stunned, and he destroyed their guns before their eyes. It turned out that the Januii had found out about their assassins' slacking, and had sent two of the original twelve to kill the child(the current leader was the son of the previous, and hadn't known Marceau was wanted alive). Realizing that if the Januii could send assassins to their door, the An-Sallah's s asked Marceau to leave, and keep danger from their door, telling him at last the event that led him to their hearth and home, and begging him to ask the Cercle for help, as they were themselves only low-ranking electrical technicians, and unable to defend him against hired killers. The Cercle couldn't take him either, as they were often required to travel vast distances, and thus couldn't count on always being there to protect him. After much consideration, they decided to send Marceau to a super team in Guangzhou called the "Zanghonghua Weidui', or 'Saffron Guard(2 flying bricks, an amphibious water-controller and 3 speedsters), by boat. Thinking he would be safer going the long way around, they got him a job on a freighter, the Sangerkrieg, bound for the city and carrying a couple hundred thousand tons of coal. His job was the simple, thankless yet necessary job of cleaning the sides of the tanker of barnacles and the occasional limpet.


The sea voyage passed uneventfully, practically the only part of Marceau's Eurasian odyssey that did. He lived only a few years in Guangzhou, as the Saffron Guard was swamped by calls for aid from all over the province of Guangdong. They decided(after the eighth time a wanna-be Dr. Sin tried to blow up their headquarters with Marceau in peril as a distraction) to send him south to the Laotion team Fifty Trumpets(fifty members, none with powers greater than slight emotion control). However, when he got to the rendezvous point in northern Cambodia, he joined for a time(or so he thought) the counter-revolutionary soldiers called the Tiger's Claw. They were(as he learned later) actually the Fifty Trumpets in disguise, to lend deniability to this operation. Their aim was to break the power of a warlord named Teng Zsi, and free the peasants under the rule of him and his minions. There, in the dense jungles filled with hungry tigers( he had the dubious pleasure of seeing a banteng cow get torn open by one), he developed a terror of forests that haunts him still, with him seeing to this day a luminous pair of green, hungry eyes in every bush. Not helping with his mental health was the fact that the Tiger's Claws used distinctly martial avenues of ousting Teng, The resultant hails of gunfire, impromptu introduction to the horrors of war, and the fact that he was barely a teenager, all conspired against him ever leaving the murderous jungle. The saving grace that kept him safe from Teng's minions for most of the sixteen-month conflict was his rapidly-developed tactical mind, not to mention his carrying capacity began to increase exponentially during his time in Cambodia, leaving him far more useful as a tactical consultant and courier of soldiers and gear than as a sniper. During a break in the gunfire, Marceau and three others chanced upon the mansion of one of Ace Danger's old foes from the 20's, whose house had become haunted by the spirit of a disgruntled servant. After exorcising it, a great trove of treasures( to Marceau's eyes) found, including his first-ever exposure to silent film and fine statuary. He still has around a dozen small statuettes, and an entire door from the mansion.


His wanderings after the Fifty Trumpets melted back into Laos upon completion were much less focused after that. The 'Trumpets passed him off to the super-groups in the 'Stan's, where Marceau learned he had a good throwing arm through games of pick-up baseball. He lived in India for half a year with the super-team "Eyara Janakarom", or 'Air-Watchers'(flyers all) who then passed him off to a super-team in Russia, where he learned endurance against the cold equal to that he had acquired against the heat of the desert. He arrived(after passing through Greece) in Kosovo in 2005, in which year he met and became the apprentice of the Ace of Suits. The Ace of Suits was a protege of the second Raven, a martial-artist who had assisted in the cleanup of a slavery ring in 2001, and had at the encouragement of the Raven taken up the cape and cowl to defend the Balkans against all evil-doers. He met Marceau when the latter was being threatened by a group of ten gun-wielding hooligans, and the young man had been running from them for around fifteen minutes. Exhausted, Marceau was gathering himself for a surge of power that likely would have killed him as well as his enemies when the Ace of Suits sprang onto the scene. The Ace knocked eight of the ten unconscious in around four seconds, leaving the last two blasted into a wall by the surprised but grateful Frenchman. The Ace revealed his assumed title, and offered the younger man a place in his gang of crime-fighters. Eager to repay the Ace's kindness, Marceau readily agreed, and spent until the June of 2007 working under the intrepid crime-buster. at long last he took his leave of the super-team House o' Suits, arriving back at his birthplace in Aude a month later.


The first thing that happened upon his arrival, annoyingly enough, was that a small squad of mercenaries tried to kill him in the half-abandoned hotel he was staying at. The placed a number of explosive charges around his door, and called on him to show himself when they heard him stirring within. Our hero had, fortunately enough, heard one of the conduttori when he tripped over a fold in the hall carpet, and had observed the setting of the charges through the spy hole in the door. When called upon, he told them that he knew who they were(not actually a lie, they had called each other by name several times), that he knew who sent them, and that the charges they had set were not nearly enough to kill him. He then, having affixed his bed sheets to the door, pulled it open and jumped out the window, grabbing onto another line of bedsheets hanging out of said window. He had landed lightly and watched in amusement as the sell-swords ran in a blind panic. He was less amused when he had to stay at the hotel and work off the damage to the hotel. While still in Auden, he happened to find the ancient villa owned by Janus, and found the star map still within, the Januii having made rough copies of it. They had also left behind a small book that translated the various symbols Janus had used to sort out who had what child with whom, and through it, Marceau abruptly found his place in the puzzle: the second-to-last.


As it turned out, the Januii had badly mucked up the plan. They had gone with the idea that the time of conception didn't matter, and that all that was needed was to have two astrologically-compatible people have a child together and that was all. As a result, Marceau, who had been scheduled to be the father of the strongest creature the world had ever seen, was not only impotent(childhood accident easily foreseeable through his stars), but bound to a much slower process of attaining his powers, meaning the timescale was utterly broken beyond all repair. He also found, in a crevice overlooked by centuries of visitors, a metal mask in the shape of a grinning face eerily like his, nearly unbreakable, which he wears to this day as a disguise, with no idea of its true power to strike fear into the hearts of others, though that day approaches.


Taking the map with him, as a curio, Marceau then set himself to work finding gainful employment. It wasn't hard, but due to his lack of official education, it was greatly limited in what he could do. One thing he did do, however, learn English, hearing that the land of America was a place brimming with wealth, and eager to employ anyone with the right education(it should be noted that his source wasn't exactly infallible). Thinking it would be a good idea to start fresh, Marceau set sail for America in 2008, and spent most of that year near starvation. He wandered south from Maine, slowly picking up an increasing 'posse' of homeless, harmless crazies and the generally unlucky in life. Today, he works as a janitor at an office building, a humble job that just barely pays enough for the needs of him and his gang. He is not nearly satisfied with this state of affairs, however, and knows that many others suffer as much if not more than he, and thus takes to the streets of Downtown Freedom City bearing the cloak of the House of Suits, a hunter of those who prey upon the unfortunate, the King of Suits.


In mid-summer of 2011, for some reason his powers vanished without a trace, and his specialized weapons were destroyed in a rather embarrassing accident, forcing Marceau to rely much more heavily on his training and skills, with what small armaments he can acquire until he can replenish his weaponry.[/spoiler]



[b][u]Personality & Motivation:[/u][/b] Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to deal with the smaller aspects of crime-fighting that are sometimes forgotten such as mundane theft, and is now much more cautious now that his powers have vanished without a trace, something he is ambivalent towards, as while it has given him more time to his training, his people skills have suffered slightly.


[b][u]Powers & Tactics:[/u][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to fight his way out of a crowd



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

[b]Phobia:[/b] Terrified of forests, as he lived most of his life in them throughout Southeast Asia.

[b]Post-Traumatic Stress Disorder:[/b] His nerve-wracking months in Cambodia have not failed to leave their mark on Marceau's psyche, sharp clashs of metal, gunfire, and just being near a forest can cause him to suffer flashbacks to those days, often causing him to act in an outwardly irrational manner.

[b]Responsibility:[/b] Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

[b]Secret:[/b] Identity.

[b]Struggling:[/b] Maintenance work doesn't pay much.


[b][u]

Abilities[/u][/b]: 8 + 10 + 8 + 10 + 0 + 4 = 40PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 10 (+0)

Charisma 14 (+2)



[b][u]Combat[/u][/b]: 16 + 16 = 32PP

Initiative: +9

Attack: +8, +16 Unarmed, +12 Boomerangs

Grapple: +12

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -3, -2 Unarmored



[b][u]Saving Throws[/u][/b]: 5 + 8 + 11 = 24PP

Toughness: +8 (+4 Con, +4 Costume)

Fortitude: +9 (+4 Con, +5)

Reflex: +13 (+5 Dex, +8)

Will: +11 (+0 Wis, +11)



[b][u]Skills[/u][/b]: 136R = 34PP

Acrobatics 10 (+15)

Bluff 8 (+10)

Climb 6 (+10)

Craft(Chemical) 4 (+9)

Diplomacy 4 (+6)

Disable Device 5 (+10)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 13 (+15)Skill Mastery

Investigate 10 (+15)Skill Mastery

Knowledge (Streetwise) 10 (+15)Skill Mastery

Knowledge (Tactics) 10 (+15)

Languages 8 (Arabic, English, French [Native], Greek, Hindi, Malay, Mandarin, Russian, Serbian)

Notice 10 (+10)

Search 10 (+15)

Stealth 10 (+15)Skill Mastery



[b]Feats[/b]: 37PP

Attack Specialization (Boomerangs) 2

Attack Specialization (Unarmed) 4

Dodge Focus 6

Equipment 6 (30EP)

Evasion

Improved Initiative

Jack of All Trades

Luck 2

Master Plan 2

Power Attack

Quick Draw

Redirect

Setup

Sneak Attack

Skill Mastery (Intimidate, Investigate, Knowledge [Streetwise], Stealth)

Startle 2 (Move Action)

Takedown Attack

Throwing Mastery 2

Well-Informed


    [quote]Equipment 6PP = 30EP wrote:

   Binoculars[1EP] 


   Gas Mask [1EP]


   Night-Vision Goggles[1EP] 


  [b]Protection 4[/b] (Feats: Subtle) [5EP] (Costume w/armor underlay)


    [b]Super-Movement 1[/b] (Swinging) [2EP] (Grapple-Gun)


    [b]Utility Belt 8 [/b](16PP Array, Feats: Alternate Power 4) [20EP]


    [u]Base Power:[/u] [b]Blast 5[/b] (10 50ft Range Increments / 500ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [16EP] (Boomerangs)


    [u]Alternate Power:[/u] [b]Blast 5[/b] (10 50ft Range Increments / 500ft Max Range, Extras: Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty) [16EP] (Razor Cards)


    [u]Alternate Power:[/u] [b]Dazzle 5[/b] (Auditory & Visual Senses) [15EP] (Flash-Bang Grenades)


    [u]Alternate Power:[/u] [b]Obscure 5[/b] (Visual Senses, 100ft radius, Extras: Independent) [15EP] (Smoke Cards)


    [u]Alternate Power:[/u] [b]Snare 5[/b] [10EP] (Bolos)[/list]

    1 + 1 + 1 + 5 + 2 + 20 = 30/30EP[/quote]




[b]Powers[/b]: 3PP

[i]Descriptors: Natural, Training.[/i]


[b]Immunity 2[/b] (Cold, Heat) [2PP]

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


[b][u]Drawbacks:[/u][/b] -0PP

None



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



    [code]ATTACK       RANGE       SAVE                                         EFFECT

    Unarmed      Touch        DC19(21*) Toughness (Staged)    Damage (Physical)

    Boomerang   Ranged     DC23(25*) Toughness (Staged)    Damage (Physical)

    Dazzle          Ranged     DC15         Fortitude                   Dazzled  

    Razor Cards   Ranged    DC20(22*) Toughness (Staged)    Damage (Physical)  

    *Sneak Attack
Abilities (40) + Combat (32) + Saving Throws (24) + Skills (34) + Feats (37) + Powers (3) - Drawbacks (0) = 170/170 Power Points

Doktor'd 9/5/2011

Link to comment

Doktor'd 9/4/2011

Myrmidon - 6 PP to spend

+2 Con (18 Con total) - [2 pp]

+1 BAB (+9 BAB total) - [2 pp]

+1 Def (+9 Def total) - [2 pp]

[url=http://www.freedomplaybypost.com/viewtopic.php?p=106980#p106980]Subject: Myrmidon (PL 9) - Semi-Autogyro[/url]


[b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr]

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

[b][u]Power Level[/u]:[/b] 9 (130/130PP)

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 25/30


[b][u]In Brief[/u]:[/b] Psionic Super Soldier created for battlefield supremacy.


[b][u]Alternate Identity[/u]:[/b] John Smith

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

[b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207

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

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] None. Genetically-Modified Clone of Wilhelm Kantor ("OverShadow").


[b][u]Age[/u]:[/b] 4 ([i]DoC:[/i] May 6th, 2007)

[b][u]Apparent Age[/u]:[/b] 16-17

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

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

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

[b][u]Weight[/u]:[/b] 185 lbs.

[b][u]Eyes[/u]:[/b] Ice Blue

[b][u]Hair[/u]:[/b] Platinum Blond


[b][u]Description:[/u][/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the [i]Reich[/i]. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont (which he can create via his powers), he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obscure his face.  His combat uniform is an amalgamation of his past and present – The summoned combat armor he makes has a distinct SHADOW heritage. The matte black exterior is traced with faintly glowing blue lines that nicely highlight his new affiliation with Claremont. The helmet has a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion.


[b][u]Power Descriptions:[/u][/b] According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is "assembling" his weapons and armor from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, producing effects that are only limited by his mind.


John’s psionic nature seems to have an effect on calling both his weapons and armor. Normally there are a faint light blue/white effects or highlights on the items in question when they are summoned. However SHADOW records noted that subject’s mental state also played a role. For example, when power usage occurred with artificially induced anger, these effects changed to a reddish color. Physical health seems to also play a role; with pronounced flickering as the result of heavy/lasting damage, to fading luminescence in cases of exhaustion and fatigue.


[b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an autonomous psychic commander, augmenting base SHADOW duplicates. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information. Upon further testing the clone was found to be self-aware, though it was undeveloped emotionally, physically, and mentally.


Daedalus, by using data found at the SHADOW complex suggests that the cloning process is incomplete and needs to be finished in order for the clone to operate. In addition, Daedalus added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will.


Numerous attempts to remove mutations and genetic modification from SHADOW proved fruitless as over the next year as the clone reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society.


[b][u]Personality & Motivation[/u]:[/b] The politest way to describe Myrmidon is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is steadfast that he will not be used like that ever again. As for what he wants to do now? He has no clue. He is sure he'll find something eventually, but for now has no real goal. Hopefully his time at Claremont will give him some answers.


[b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His weapons allow unparalleled versatility on the battlefield, going from provide suppression/covering fire, precision sharpshooting, to CQB supremacy. In order to make the most of his powers SHADOW's mental and physical programming/augmentations focused on asymmetric warfare, and stealth infiltration and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He favors ending a fight as quick as possible, and doesn't hold back regardless of opponent.


[hr][/hr]

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

[b][i]Cliff Notes[/i] "Pop Culture Guide" Needed:[/b] Myrmidon has little or no clue about the subtleties and nuances of most social dialogue and relationships. He is severely at a loss when trying to understand popular culture, lingo, etc.

[b]If Found, Please Return To SHADOW:[/b] Needless to say, SHADOW would go to great lengths to retrieve Myrmidon if they ever found concrete evidence to his continuing existence.

[b]Pawn No More!:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances.

[b]Six Degrees of Overshadow:[/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW.

[b]You Seem [i]Horribly[/i] Familiar…:[/b] Myrmidon most definitely gets off on the wrong foot to any heroes/people that know what Overshadow/Shadow Clones look like under their masks.



[b][u]Abilities[/u]:[/b] 0 + 2 + 8 + 4 + 0 + 0 = 14PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 10 (+0)



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

Initiative: +1

Attack: +9

Grapple: +9

Defense: +9, +4 Flat-Footed

Knockback: -4, -1 Non-Armored Form



[b][u]Saving Throws[/u]:[/b] 5 + 5 + 6 = 16PP

Toughness: +9 (+4 Con, +5 Armored Form)

Fortitude: +9 (+4 Con, +5)

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

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



[b][u]Skills[/u]:[/b] 60 Ranks = 15PP

Concentration 10 (+10)[sup]Skill Mastery[/sup]

Knowledge (Tactics) 13 (+15)[sup]Skill Mastery[/sup]

Languages 3 (ASL, English [Native], German, Russian)

Notice 8 (+8)[sup]Skill Mastery[/sup]

Search 5 (+5)

Sense Motive 8 (+8)

Stealth 13 (+14)[sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 24PP

Accurate Attack

All-Out Attack

Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions)

Defensive Attack

Eidetic Memory

Evasion

Fearless

Hide In Plain Sight

Instant Up

Leadership

Luck 2

Master Plan 2 (Use Knowledge [Tactics] instead of raw INT)

Power Attack

Quick Change

Rallying Cry

Set Up

Skill Mastery (Concentration, Knowledge [Tactics], Notice, Stealth)

Takedown Attack

Teamwork 3


[quote name="Equipment 0PP = 0EP"]

Commlink [0 EP]

Flashlight [0 EP]

Police Scanner [0 EP]

Smartphone (Camera/Cellphone/PDA/Video Camera) [0 EP][/quote]


[b][u]Powers[/u]:[/b] 5 + 2 + 20 = 27PP


[b][i]Descriptors[/i]:[/b] Psionic


[b]Force Field 5[/b] [5PP] (Psi Armor)


[b]Super-Senses 2 ([/b]Danger Sense [Mental], Uncanny Dodge [Mental][b])[/b] [2PP] (Psi Senses)


[b]Weapon Creation 4 ([/b]20PP Variable Power, Any One Power At A Time, [i]Extras:[/i] Action [Move][b])[/b] [20PP] (Psi Arsenal)

[list]Sample Weapons:

[spoiler][b]Blast 8 ([/b][i]Feats:[/i] Improved Critical 2 [18-20], Precise, Ranged Pin[b])[/b] [20PP] (Railbow)


[b]Snare 7 ([/b][i]Extras:[/i] Constricting, [i]Drawbacks:[/i] Reduced Range [5 70ft Range Increments / 350ft Max Range][b])[/b] [20PP] (Freezethrower)


[b]Strike 8 ([/b][i]Extras:[/i] Penetrating [DMG 16], [i]Feats:[/i] Improved Critical 2 [18-20], Improved Sunder, Incurable[b])[/b] [20PP] (Plasma Cutter)


[b]Stun 8 ([/b][i]Extras:[/i] Range [Ranged], [i]Flaws:[/i] Distracting, [i]Feats:[/i] Insidious, Precise, Sedation, Subtle[b])[/b] [20PP] (Tranquilizer Rifle)[/spoiler]
[/list]


[b][u]Drawbacks[/u]:[/b] -2PP


[b]Vulnerability ([/b]Mind Control, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-2PP] (SHADOW Mental Conditioning)



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

[code]    ATTACK          RANGE           SAVE                            EFFECT

Railbow             Ranged       DC23 Toughness (Staged)        Damage (Ballistic, Piercing)

Freezethrower       400ft        DC17 Reflex                    Snare  (Energy)

Plasma Cutter       Touch        DC23 Toughness (Staged)        Damage (Energy, Slashing)

Tranquilizer Rifle  Ranged       DC18 Fort                      Stun   (Ballistic, Piercing)

Unarmed             Touch        DC15 Toughness (Staged)        Damage (Physical)
Totals: Abilities (14) + Combat (36) + Saving Throws (16) + Skills (15) + Feats (24) + Powers (27) - Drawbacks (2) = 130/130 Power Points

Doktor'd 9/4/2011

Link to comment

Doktor'd 9/6/2011

Hopefully fixed 9/6/2011 -Broseidon

Problems detected; PMing Broseidon 9/5/2011 -Dok

Add one more rank of Morph for Satyr and put knockback 2 on his strike for horns and hooves

Shapeshifting 5.5 (11PP Array, Feats: Alternate Power 1) [12PP]

Base Power: Morph 3 (Any Humanoid, +15 Disguise, Extras: Duration [Continuous], Power Feats: Covers Scent, Precise) [11PP] (Shapeshifting)

Alternate Power: [2 + 2 + 7 = 11PP]

Leaping 2 (x5 [Running Long Jump: 80ft]) [2PP] + Speed 2 (25mph / 250ft per Move Action) [2PP] (Goat Legs)

Strike 4 (Feats: Knockback 2, Mighty) [7PP] (Horns & Hooves)

[b]Shapeshifting 5.5 ([/b]11PP Array, Feats: Alternate Power 1[b])[/b] [12PP][array][u]Base Power[/u]: [b]Morph 3 ([/b]Any Humanoid, +15 Disguise, [i]Extras:[/i] Duration [Continuous], [i]Power Feats:[/i] Covers Scent, Precise[b])[/b] [11PP] (Shapeshifting)


[u]Alternate Power[/u]: [2 + 2 + 7 = 11PP]

[b]Leaping 2 ([/b]x5 [[i]Running Long Jump:[/i] 80ft][b])[/b] [2PP] + [b]Speed 2 ([/b]25mph / 250ft per Move Action[b])[/b] [2PP] (Goat Legs)

[b]Strike 4 ([/b][i]Feats:[/i] Knockback 2, Mighty[b])[/b] [7PP] (Horns & Hooves)[/array]

Problems detected; PMing Broseidon 9/5/2011 -Dok

Hopefully fixed 9/6/2011 -Broseidon

Doktor'd 9/6/2011

Link to comment

Doktor'd 9/6/2011

Arcturus

Complications:

Looking to drop Wardrobe Malfunction and add this:

AAAAH! Bear!: Arcturus, in bear form, tends to give off an aura that screams 'predator'. As such, civilians have a tendency to panic when they see him.

Skills:

Concentration 4 (+6)

Feats:

Second Chance (TOU checks vs. Unarmed)

Powers:

Regeneration 3 (Recovery Rate 3 [No Action]) [3pp]

Unarmed Strike 0 (PF: Variable Descriptor 1) [earth, fire, thunder, ice] [1pp]

Total Spent: Skills (1) + Feats (1) + Powers (2) = 4/4 Power Points

Doktor'd 9/6/2011

Link to comment
Guest
This topic is now closed to further replies.

×
×
  • Create New...