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Character Edits, v6


Dr Archeville

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This is still too high. If you want to do as much damage as a _machine gun_ with your boomerangs, buy them up to Device level. He's a costumed detective, he shouldn't be doing that much damage with equipment.

Alright, sorry for being a problem.

:arrow: Buying Uncanny Dodge(hearing), Defensive Roll and 2 ranks in Equipment. With the EP I'd like to buy Handcuffs, Mini-Tracers, Concealable Microphones and Rebreathers. With the other 6 EP I'd like to add it to the Array, bringing Boomerangs up to rank 8, Razor Cards up to rank 6(with an extra 3 ranks of Mighty), increased Dazzle to rank 6, added Auditory Senses to the Obscure power.

:arrow: Buying 8 ranks in Sense Motive.

Player Name: Arichamus

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

[b][u]Power Level:[/u][/b] 12 (170/176PP)

[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] 26/30


[b]In Brief:[/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, superhero

[b][u]Affiliations:[/u][/b] House of Suits

[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 work boots. 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 curved slightly upwards at some remembered joke, 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 escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever Stuns, Paralytics, Bolos or punches to the sternum will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.



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

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

Post-Traumatic Stress Disorder: 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.

Responsibility: 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.

Secret: Identity.

Struggling: 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] 144R = 36PP

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)

Sense Motive 8 (+8)

Stealth 10 (+15)Skill Mastery



[b]Feats:[/b] 41PP

Attack Specialization (Boomerangs) 2

Attack Specialization (Unarmed) 4

Dodge Focus 6

Defensive Roll

Equipment 8 (40EP)

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

Uncanny Dodge(hearing)

Well-Informed


Equipment 8PP = 40EP wrote:

Binoculars[1EP] 


Concealable Microphones[1EP]


Handcuffs[1EP]


Gas Mask [1EP]


Mini-Tracers[1EP]


Night-Vision Goggles[1EP] 


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


Re-breathers[1EP]


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


[b]Utility Belt 11[/b] (22PP Array, Feats: Alternate Power 4) [26EP]

Base Power: [b]Blast 8[/b] (10 80ft Range Increments / 800ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [22EP] (Boomerangs)


Alternate Power: [b]Blast 6[/b] (10 60ft Range Increments / 600ft Max Range, Extras: Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty 4) [22EP] (Razor Cards)


Alternate Power: [b]Dazzle 6[/b] (Auditory & Visual Senses) [18EP] (Flash-Bang Grenades)


Alternate Power: [b]Obscure 5[/b] (Visual Senses and Auditory Senses, 100ft radius, Extras: Independent) [20EP] (Smoke Cards)


Alternate Power: [b]Snare 8[/b] [16EP] (Bolos)

1 + 1 + 1 + 1 + 1 + 1 + 1 +  5 + 2 + 26 = 40/40EP





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

Descriptors: Natural, Training.


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


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



Drawbacks: -0PP

None



DC Block:


[code]ATTACK       RANGE       SAVE                                         EFFECT

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

Boomerang   Ranged     DC27(29*) Toughness (Staged)    Damage (Physical)

Dazzle          Ranged     DC16         Fortitude                   Dazzled  

Razor Cards   Ranged    DC25(27*) Toughness (Staged)    Damage (Physical)  
*Sneak Attack Totals: Abilities (40) + Combat (32) + Saving Throws (24) + Skills (36) + Feats (41) + Powers (3) - Drawbacks (0) = 176/176 Power Points
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Bluesman

Spending my unspent PP on a rank of Equipment.

My equipment section should change to the following.

Throwing Star (Blast 0, Power Feats: Mighty 3) [3EP]

Armored Jacket (Protection 1)[1EP]

Grapple Gun (Super-Movement 2 [swinging, Slow Fall] + Speed 1 [10mph / 100ft per Move Action])[5EP]

Laptop[1EP]

Improvisational Jazz'd by Gizmo

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noticed a couple of problems with Spitfire's sheet.

First off, his unspent power points should be 0, not 1.

Toughness save should be +9

Fortitude save should be +7

Con should read:

Con 20/22 (+5/+6)

that looks like it :D

Super Movement 1 (Swinging) costs 2PP (or 2EP in the case of his grappling gun). Immunity 5 (Fire Damage) is probably beyond the scope of Equipment; perhaps half immunity to all fire effects for the same price?

Otherwise, Strangest Show on Earth'd by Gizmo

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I noted a typo in Weaver's sheet.

His toughness save is written as such

TOU: +9 (+3 Con, +6 Protection, +2 Defensive Roll)

while it should obviously be

TOU: +11 (+3 Con, +6 Protection, +2 Defensive Roll)

Scarves Are The New Belts With Pouches'd by Gizmo

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King of Suits

:arrow: Buying Uncanny Dodge(hearing), Defensive Roll and 2 ranks in Equipment.

:arrow: With the EP I'd like to buy Handcuffs, Mini-Tracers, Concealable Microphones, Rebreathers, a Flashlight and Multitool. With the other 4 EP I'd like to add it to the grapple gun, giving it Super-Movement 3(Slow Fall, Swinging, Wall-Crawling).

:arrow: Finally, I'd like to purchase 8 ranks of Sense Motive.

Player Name: Arichamus

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

    [b][u]Power Level:[/u][/b] 12 (170/176PP)

    [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] 26/30


    [b]In Brief:[/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, superhero

    [b][u]Affiliations:[/u][/b] House of Suits

    [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 work boots. 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 curved slightly upwards at some remembered joke, 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 escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever Stuns, Paralytics, Bolos or punches to the sternum will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.



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

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

    Post-Traumatic Stress Disorder: 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.

    Responsibility: 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.

    Secret: Identity.

    Struggling: 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] 144R = 36PP

    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)

    Sense Motive 8 (+8)

    Stealth 10 (+15)Skill Mastery



    [b]Feats:[/b] 41PP

    Attack Specialization (Boomerangs) 2

    Attack Specialization (Unarmed) 4

    Dodge Focus 6

    Defensive Roll

    Equipment 8 (40EP)

    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

    Uncanny Dodge(hearing)

    Well-Informed


    Equipment 8PP = 40EP wrote:

    Binoculars[1EP]


    Concealable Microphones[1EP]


     Flashlight[1EP]


     Gas Mask [1EP]


     Handcuffs[1EP]


    Mini-Tracers[1EP]


    Multitool[1EP]


    Night-Vision Goggles[1EP]


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


    Re-breathers[1EP]


    Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP] (Grapple-Gun)


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

    Base Power: [b]Blast 5[/b] (10 80ft Range Increments / 800ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [16EP] (Boomerangs)


    Alternate Power: [b]Blast 5[/b] (10 60ft Range Increments / 600ft Max Range, Extras: Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty ) [16EP] (Razor Cards)


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


    Alternate Power: [b]Obscure 5[/b] (Visual Senses, 100ft radius, Extras: Independent) [10EP] (Smoke Cards)


    Alternate Power: [b]Snare 8[/b] [16EP] (Bolos)

    1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 +  5 + 6 + 20 = 40/40EP





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

    Descriptors: Natural, Training.


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


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



    Drawbacks: -0PP

    None



    DC Block:


    [code]ATTACK       RANGE       SAVE                                         EFFECT

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

    Boomerang   Ranged     DC24(26*) Toughness (Staged)    Damage (Physical)

    Dazzle          Ranged     DC15         Fortitude                   Dazzled 

    Razor Cards   Ranged    DC21(23*) Toughness (Staged)    Damage (Physical)  
*Sneak Attack Totals: Abilities (40) + Combat (32) + Saving Throws (24) + Skills (36) + Feats (41) + Powers (3) - Drawbacks (0) = 176/176 Power Points
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Sage has 2 PP to spend, so I am going to purchase the next rank of Wall-Crawling, making it Wall-Crawling 2

Sage
Power Level: 13 (202/202)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
Unspent PP: 0
Progress to Silver: 52/60
http://www.freedomplaybypost.com/wiki/images/a/a8/SageHF.png
In Brief: Eve Martel is an athletic teenage telepath and telekinetic from an exceptionally wealthy though altruistic family whose psychic members have been fighting the good fight for hundreds of years.
Previous version here.

Alternate Identities: Eve Alexis Martel, La Renarde Bleue "The Blue Fox"]
Identity: Secret
Birthplace: Orléans, France
Occupation: Student, Gymnast (former)
Affiliations: Claremont Academy (Student), Martel Enterprises (Family Company), Young Freedom
Family: Leon Martel (Father), Josephine Martel (Mother), Nicholas Marius Martel/Paladin (Brother), Isabel Jade Martel/Binary (Sister), Faith Martel/Seraph (Cousin), many others.

Age: 17, Born 11 April (1994)
Gender: Female
Ethnicity: French
Height: 5'0''
Weight: 110 lb.
Eyes: Green
Hair: White


Description:
Small in stature but possessing a powerful, toned, athletic frame, Eve Martel views the world through striking green eyes. Chin-length soft white hair frames a pretty, if otherwise unremarkable, heart-shaped face.

Eve tends to dress in intense, rich colors accented with jewel tones, or contrasted with brighter white or icy pastels as these colors tend to compliment her cool complexion. Regardless of the color choices, her clothing is comfortable and well-made, though it tends to be rather understated in design.


History:
The youngest of three children, Eve Martel was born in France one year after the Terminus Invasion. Though Eve had been separated from her oldest brother Nicholas, she grew up with plenty of cousins her age. On occasion she would visit the extended family in the United States, where she would see her brother Nicholas or her cousin Faith, but she would always return home to France eventually. Enjoying every privilege the Martel family had to offer, Eve was encouraged, and provided the means, to set her own goals and pursue her dreams.

As early as the age of seven, Eve took an interest in gymnastics bordering on obsession. That she had a natural talent for it only seemed to make her more determined to see just how far that natural talent could take her. Eve withdrew from school at the age of nine so she could focus on gymnastics, receiving tutoring while she was not working out in the gym. Soon she started to compete at a national and international level, doing well enough over the years that speculated she would earn a spot in the 2012 Olympics, even if she would be nearly two years older than most competitors.

The day she turned fourteen was also a day of competition. The beginning of the day had already started on a high note with Eve scoring rather well in both the vault and the uneven bars. Then it all went pear-shaped. Twisting through the air on the balance beam the thoughts of everyone around her, from the spectators to the judges to the other competitors slammed into her mind. In one heartbeat she went from intensely focused to disoriented and confused and the results were tragic. Eve fell, the tip of her shoulder slamming into the balance beam, dislocating the collarbone.

Eve screamed as the agony tore through her body and a pulse of mental energy slammed into everyone present in the area. The entire arena was brought to its knees, those present linked with Eve in her moment of suffering, a problem compounded as the link fed back in itself. Mercifully the event was short-lived, as Eve eventually passed out.

Eve never fully recovered from that day, the awakening of her psychic voice robbing her of her physical one. While she continued to have the warmth and support of her family, she was officially barred from competition on the grounds that she wasn’t a “normal” human. Not one to sit idle, Eve shifted her focus to more martial pursuits and over the next two years under the tutelage of her father and other Martel family members, learned to refine her control over her mental abilities. Still, Eve doesn’t have complete control over her psychic ability, to those that have the ability to sense it she is like a beacon of psychic energy and those near her tend to pick up on her emotions.

In the hope of somehow helping his daughter recover, Leon Martel sent Eve to live with her brother Nicholas, to put her as far away from the memories of what she lost and yet still near family, and it worked. The past year has seen a transformation in Eve, she's regained some measure of confidence, regained her ability to speak and made some deep and lasting friendships.

Personality & Motivation:
Eve possesses an athlete’s mentality, tackling obstacles before her with a single-minded ferocity. From a young age she has refused to accept limits and failure, and trained her mind and body to push through doubt, pain and fatigue. Eve is a very private individual and tends to keep to herself, presenting a mask of emotionless self-control to the rest of the world. But that's all it is, a mask, for she has a cheerful disposition and a warm, ready smile for those that she has opened up to.

As a Martel, Eve holds herself to a high standard. The Martel motto of "I stand between evil and its victims, between darkness and light, between right and wrong. I stand between those I have sworn to defend and death." binds her. It takes only a handful of years to make a Martel, it takes far longer to create a civilzation worth defending. Amelie Dutemps, the Rogue Fox la Renard Rogue"], Eve's late Great Aunt is a prominent example of the Martel commitment to this ideal.


Powers & Tactics:
Eve possesses a great deal of psychic power in addition to being in phenomenal physical condition and leverages her telepathic and telekinetic abilities in a multitude of ways. In a straight up fight Eve will use her excellent physical conditioning to approach a target quickly and quietly, flanking and harassing her foe before retreating back into hiding just to repeat the process.


Complications:
Age: Eve is seventeen years old, a minor, which places numerous restrictions on what she is allowed to do without the consent of her guardian. And, honestly, sometimes adults simply don't take kids seriously.

Enemies: Sage has spoiled the plans of numerous villains across a number of worlds.

Fame: Eve is a former elite level gymnast and Olympic hopeful before injury forced an early retirement. In addition she is the youngest of the Martel's, a family internationally known for its philanthropy and social activism as well being the private owners of one of the world's largest biotechnology companies. Sage on the other hand enjoys the reputation being a member of Young Freedom.

Identity: It's a constant struggle for Eve to keep her private and hero lives separate.

Prejudice: Eve is a young, gay, Frenchwoman.

Relationship: Eve is extremely fond of Etain Maher (Changeling) and thinks with her heart rather than her head where Etain is concerned. She also had a sibling like bond with Trevor Hunter (Midnight II), as well as a literal telepathic bond to the concealed crusader (a result of continual mental contact.) In addition, Eve maintains relatively close ties to former and current members of Young Freedom.

Reputation: Sage helped take down an incarnation of Omega, Lord of the Terminus, an event guaranteed to bring the mortal teenager to the attention of other cosmic entities (let alone the Terminus!).

Responsibility: Eve is a student at Claremont Academy and hero work is no excuse for missed class or late assignments! She is stubborn and will, if allowed, ignore injury and fatigue to place herself in harm's way and protect others be they her family, her friends, her teammates or an innocent.


Abilities: 4 + 14 + 8 + 2 + 8 + 4 = 40PP
Strength: 14 (+2)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +15
Attack: +16 Psionics, +6 Base
Grapple: +13
Defense: +18, +3 Flat-Footed
Knockback: -4


Saving Throws: 3 + 3 + 6 = 12PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +7 (+4 Con, +3)
Reflex: +10 (+7 Dex, +3)
Will: +10 (+4 Wis, +6)


Skills: 88 Ranks = 22PP
Acrobatics 18 (+25, Skill Mastery)
Concentration 6 (+10)
Escape Artist 8 (+15, Skill Mastery)
Knowledge (Business) 4 (+5)
Languages 2 (French , English, ASL)
Notice 16 (+20)
Sense Motive 16 (+20, Skill Mastery)
Stealth 18 (+25, Skill Mastery)


Feats: 48PP
Acrobatic Bluff
Attack Specialization 5 (Psionics)
Beginner's Luck
Benefit 4 (Status , Wealth 3 )
Challenge: Fast Task 1 (Acrobatic Bluff)
Defensive Roll 2
Dodge Focus 12
Eidetic Memory
Evasion 2
Grappling Finesse
Hide in Plain Sight
Improved Initiative 2
Jack-of-All-Trades
Leadership
Luck 4
Power Attack
Quick Change 1
Set-Up
Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)
Teamwork 3
Ultimate Save (Will)
Up The Wall


Powers: 24 + 11 + 4 + 1 + 2 + 5 + 9 = 56PP
22PP Array, Alternate Power 2
BP: Penetrating 5 , Affects Insubstantial 2 , Improved Critical 2 , Knockback 2, Mighty , Split Attack, Subtle (Psionic Blade; mutant, slashing, piercing)

AP: Alternate Save , Affects Insubstantial 2 , Improved Critical 2 , Mighty , Subtle (Psionic Blade; mental, mutant)

AP: STR 35 , Range , Precise (Telekinesis; mutant)
10PP Array, Alternate Power 1
BP: Mental , Rapid , Subtle linked Action 2 , Effortless, Mental, Duration , Limited (Networked Telepathy; mutant, mental)

AP: STR 15 , Range , Precise (Telekinesis; mutant)
Languages 2

Communication Link (Telepathic Conduit; mental, mutant)

Danger Sense , Uncanny Dodge

Normal Mental Sense

9PP Container
x5
10 mph, 100 ft./rnd
Slow Fall
Wall-Crawling 2

Drawbacks: -0PP
None


DC Block:

ATTACK RANGE DC/SAVE EFFECT
Psionic Blade Touch 25/Will Damage (Staged)
Psionic Blade Touch 25/Toughness Damage (Staged)
Unarmed Touch 17/Toughness Damage (Staged)


Abilities (40) + Skills (22) + Feats (48) + Powers (56) + Combat (24) + Saving Throws (12) - Drawbacks (0) = 200/202 Power Points


Notes:
Move Object 3 and Move Object 7 stack to create the following:
STR 50 , Range , Precise

Sage
Power Level: 13 (202/202)
Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness
Unspent PP: 0
Progress to Silver: 52/60
http://www.freedomplaybypost.com/wiki/images/a/a8/SageHF.png
In Brief: Eve Martel is an athletic teenage telepath and telekinetic from an exceptionally wealthy though altruistic family whose psychic members have been fighting the good fight for hundreds of years.
Previous version here.

Alternate Identities: Eve Alexis Martel, La Renarde Bleue "The Blue Fox"]
Identity: Secret
Birthplace: Orléans, France
Occupation: Student, Gymnast (former)
Affiliations: Claremont Academy (Student), Martel Enterprises (Family Company), Young Freedom
Family: Leon Martel (Father), Josephine Martel (Mother), Nicholas Marius Martel/Paladin (Brother), Isabel Jade Martel/Binary (Sister), Faith Martel/Seraph (Cousin), many others.

Age: 17, Born 11 April (1994)
Gender: Female
Ethnicity: French
Height: 5'0''
Weight: 110 lb.
Eyes: Green
Hair: White


Description:
Small in stature but possessing a powerful, toned, athletic frame, Eve Martel views the world through striking green eyes. Chin-length soft white hair frames a pretty, if otherwise unremarkable, heart-shaped face.

Eve tends to dress in intense, rich colors accented with jewel tones, or contrasted with brighter white or icy pastels as these colors tend to compliment her cool complexion. Regardless of the color choices, her clothing is comfortable and well-made, though it tends to be rather understated in design.


History:
The youngest of three children, Eve Martel was born in France one year after the Terminus Invasion. Though Eve had been separated from her oldest brother Nicholas, she grew up with plenty of cousins her age. On occasion she would visit the extended family in the United States, where she would see her brother Nicholas or her cousin Faith, but she would always return home to France eventually. Enjoying every privilege the Martel family had to offer, Eve was encouraged, and provided the means, to set her own goals and pursue her dreams.

As early as the age of seven, Eve took an interest in gymnastics bordering on obsession. That she had a natural talent for it only seemed to make her more determined to see just how far that natural talent could take her. Eve withdrew from school at the age of nine so she could focus on gymnastics, receiving tutoring while she was not working out in the gym. Soon she started to compete at a national and international level, doing well enough over the years that speculated she would earn a spot in the 2012 Olympics, even if she would be nearly two years older than most competitors.

The day she turned fourteen was also a day of competition. The beginning of the day had already started on a high note with Eve scoring rather well in both the vault and the uneven bars. Then it all went pear-shaped. Twisting through the air on the balance beam the thoughts of everyone around her, from the spectators to the judges to the other competitors slammed into her mind. In one heartbeat she went from intensely focused to disoriented and confused and the results were tragic. Eve fell, the tip of her shoulder slamming into the balance beam, dislocating the collarbone.

Eve screamed as the agony tore through her body and a pulse of mental energy slammed into everyone present in the area. The entire arena was brought to its knees, those present linked with Eve in her moment of suffering, a problem compounded as the link fed back in itself. Mercifully the event was short-lived, as Eve eventually passed out.

Eve never fully recovered from that day, the awakening of her psychic voice robbing her of her physical one. While she continued to have the warmth and support of her family, she was officially barred from competition on the grounds that she wasn’t a “normal” human. Not one to sit idle, Eve shifted her focus to more martial pursuits and over the next two years under the tutelage of her father and other Martel family members, learned to refine her control over her mental abilities. Still, Eve doesn’t have complete control over her psychic ability, to those that have the ability to sense it she is like a beacon of psychic energy and those near her tend to pick up on her emotions.

In the hope of somehow helping his daughter recover, Leon Martel sent Eve to live with her brother Nicholas, to put her as far away from the memories of what she lost and yet still near family, and it worked. The past year has seen a transformation in Eve, she's regained some measure of confidence, regained her ability to speak and made some deep and lasting friendships.

Personality & Motivation:
Eve possesses an athlete’s mentality, tackling obstacles before her with a single-minded ferocity. From a young age she has refused to accept limits and failure, and trained her mind and body to push through doubt, pain and fatigue. Eve is a very private individual and tends to keep to herself, presenting a mask of emotionless self-control to the rest of the world. But that's all it is, a mask, for she has a cheerful disposition and a warm, ready smile for those that she has opened up to.

As a Martel, Eve holds herself to a high standard. The Martel motto of "I stand between evil and its victims, between darkness and light, between right and wrong. I stand between those I have sworn to defend and death." binds her. It takes only a handful of years to make a Martel, it takes far longer to create a civilzation worth defending. Amelie Dutemps, the Rogue Fox la Renard Rogue"], Eve's late Great Aunt is a prominent example of the Martel commitment to this ideal.


Powers & Tactics:
Eve possesses a great deal of psychic power in addition to being in phenomenal physical condition and leverages her telepathic and telekinetic abilities in a multitude of ways. In a straight up fight Eve will use her excellent physical conditioning to approach a target quickly and quietly, flanking and harassing her foe before retreating back into hiding just to repeat the process.


Complications:
Age: Eve is seventeen years old, a minor, which places numerous restrictions on what she is allowed to do without the consent of her guardian. And, honestly, sometimes adults simply don't take kids seriously.

Enemies: Sage has spoiled the plans of numerous villains across a number of worlds.

Fame: Eve is a former elite level gymnast and Olympic hopeful before injury forced an early retirement. In addition she is the youngest of the Martel's, a family internationally known for its philanthropy and social activism as well being the private owners of one of the world's largest biotechnology companies. Sage on the other hand enjoys the reputation being a member of Young Freedom.

Identity: It's a constant struggle for Eve to keep her private and hero lives separate.

Prejudice: Eve is a young, gay, Frenchwoman.

Relationship: Eve is extremely fond of Etain Maher (Changeling) and thinks with her heart rather than her head where Etain is concerned. She also had a sibling like bond with Trevor Hunter (Midnight II), as well as a literal telepathic bond to the concealed crusader (a result of continual mental contact.) In addition, Eve maintains relatively close ties to former and current members of Young Freedom.

Reputation: Sage helped take down an incarnation of Omega, Lord of the Terminus, an event guaranteed to bring the mortal teenager to the attention of other cosmic entities (let alone the Terminus!).

Responsibility: Eve is a student at Claremont Academy and hero work is no excuse for missed class or late assignments! She is stubborn and will, if allowed, ignore injury and fatigue to place herself in harm's way and protect others be they her family, her friends, her teammates or an innocent.


Abilities: 4 + 14 + 8 + 2 + 8 + 4 = 40PP
Strength: 14 (+2)
Dexterity: 24 (+7)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 14 (+2)


Combat: 12 + 12 = 24PP
Initiative: +15
Attack: +16 Psionics, +6 Base
Grapple: +13
Defense: +18, +3 Flat-Footed
Knockback: -4


Saving Throws: 3 + 3 + 6 = 12PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +7 (+4 Con, +3)
Reflex: +10 (+7 Dex, +3)
Will: +10 (+4 Wis, +6)


Skills: 88 Ranks = 22PP
Acrobatics 18 (+25, Skill Mastery)
Concentration 6 (+10)
Escape Artist 8 (+15, Skill Mastery)
Knowledge (Business) 4 (+5)
Languages 2 (French , English, ASL)
Notice 16 (+20)
Sense Motive 16 (+20, Skill Mastery)
Stealth 18 (+25, Skill Mastery)


Feats: 48PP
Acrobatic Bluff
Attack Specialization 5 (Psionics)
Beginner's Luck
Benefit 4 (Status , Wealth 3 )
Challenge: Fast Task 1 (Acrobatic Bluff)
Defensive Roll 2
Dodge Focus 12
Eidetic Memory
Evasion 2
Grappling Finesse
Hide in Plain Sight
Improved Initiative 2
Jack-of-All-Trades
Leadership
Luck 4
Power Attack
Quick Change 1
Set-Up
Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth)
Teamwork 3
Ultimate Save (Will)
Up The Wall


Powers: 24 + 11 + 4 + 1 + 2 + 5 + 9 = 56PP
22PP Array, Alternate Power 2
BP: Penetrating 5 , Affects Insubstantial 2 , Improved Critical 2 , Knockback 2, Mighty , Split Attack, Subtle (Psionic Blade; mutant, slashing, piercing)

AP: Alternate Save , Affects Insubstantial 2 , Improved Critical 2 , Mighty , Subtle (Psionic Blade; mental, mutant)

AP: STR 35 , Range , Precise (Telekinesis; mutant)
10PP Array, Alternate Power 1
BP: Mental , Rapid , Subtle linked Action 2 , Effortless, Mental, Duration , Limited (Networked Telepathy; mutant, mental)

AP: STR 15 , Range , Precise (Telekinesis; mutant)
Languages 2

Communication Link (Telepathic Conduit; mental, mutant)

Danger Sense , Uncanny Dodge

Normal Mental Sense

9PP Container
x5
10 mph, 100 ft./rnd
Slow Fall
Wall-Crawling 2

Drawbacks: -0PP
None


DC Block:

ATTACK RANGE DC/SAVE EFFECT
Psionic Blade Touch 25/Will Damage (Staged)
Psionic Blade Touch 25/Toughness Damage (Staged)
Unarmed Touch 17/Toughness Damage (Staged)


Abilities (40) + Skills (22) + Feats (48) + Powers (56) + Combat (24) + Saving Throws (12) - Drawbacks (0) = 200/202 Power Points


Notes:
Move Object 3 and Move Object 7 stack to create the following:
STR 50 , Range , Precise

Threat Or Menace'd by Gizmo

Link to comment

Ironclad

:arrow: Not buying anything, just fluff changes to reflect that she broke up with KC.

[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 (166/171PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 66/90


[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, 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 at least one specific piece. It's 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]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] 65 + 4 + 3 + 4 + 4 + 1 = 81PP


[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]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP]

[list][u]BE[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] {3/3}


[u]AP:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] {3/3}[/list]


[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) = 166/171 Power Points

Tub Of Cookie Dough Ice Cream Passed by Gizmo

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Doktor'd 10/30/2011

Gabriel

Sadly not a lot to spend here (only 5pp), but it's time to go ahead and spend it.

First, I want to add 1 feat:

Ultimate Diplomacy

(That makes 20PP even in Feats)

Then, I think I'll go ahead and boost one of his powers.

4PP into Enhanced Charisma, making it

Enhanced Charisma 24

That gives us

Charisma: 44/20 (+17/+5)
And
Bluff 10 (+27/+15)Skill Mastery

Diplomacy 10 (+27/+15)Skill Mastery

Gather Information 10 (+27/+15)Skill Mastery

Intimidate 10 (+27/+15)Skill Mastery

Perform (Acting) 8 (+24/+13)

Perform (Wind Instruments) 8 (+25/+13)

All PP spent for Gabriel.

Doktor'd 10/30/2011

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Doktor'd 10/30/2011

Cobalt Templar

11PP to spend.

Step 1:

Remove "Attack Specialization (Holy Fire Control)" from Feats (making that only 6PP on feats).

Increase his Base Attack to 11 with the now 12 PP available (current base is 5, add 6, which costs 12pp, and we have 11, he's at PL11 caps then).

Now, remove Accurate 2 from Holy Fire Control 11.

Add 2 more ranks of Alternate Power, making it Alternate Power 3. So the overall points there don't change.

First Alternate Power:

[b]Growth 4 ([/b]9ft height, 10ft reach, Large size, [i]Flaw[/i]: Dispersal[b])[/b] [4PP] + [b]Linked Power[/b] [b]Density 3 ([/b]+6 Str, Immovable 1, Super-Strength 1, Mass x2, Flaw: No Toughness Increase[b])[/b] [6pp]
In that form, he'd have Immovable 1, Large size (9ft height, 10ft reach), Super-Strength 8, and Strength 32 (+11 bonus). That would put him at caps with an Unarmed Attack in that mode. Second Alternate Power will be
[b]Damage 11 ([/b][i]Extra[/i]: Area [Targeted], Shapeable (11 5ft cubes)[b])[/b]

Right. All PP overall spent, and no unspent points in his Device.

Doktor'd 10/30/2011

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Doktor'd 10/30/2011

Bluesman

Small, fluff-based descriptor change. Could the tag on his device be changed to (Weighted Gloves and Steel-Toed Shoes)? This will help him crush his foes underfoot...I mean, kick things in the name of justice.

Doktor'd 10/30/2011

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PM'd 10/30/2011 for clarification/feedback

Alright, hopefully last round of edits for Spitfire for a while:

take out the 1 ep for Caltrops as it puts his point total in equipment over by 1. (I honestly don't remember why I even put that in there in the first place!)

Change the costume's immunity from all fire damage to half effect on all fire effects. I had originally had it that way simply so his costume doesn't burn up while he's doin his hero stuff, seeing as how Spitfire has complete immunity to fire effects himself, but I suppose half from fire effects is a bit more believable :D

So the costume should read like this:

Fire-Retardant Costume: Protection 3 + Immunity 10 [Fire Effects, Flaw: Half effect (-1)] [8EP]

Oh yeah and his Fire eater tricks array should be rank 15.5 not 156.5 hehe

I hope that takes care of all the problems on the sheet!

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Doktor'd 10/30/2011

Asad:

*In his family listing, change Hasma to Hida.

*Under his Enemy Complications, add Red Death II "Asad is unwittingly the very thing she despises, even if he intends to us his wealth and powers as a force for good."

*In Skills, drop Knowledge (Civics) to 4 ranks, and put those 4 into Knowledge (Business), so they should read:

Knowledge (Business) 4 (+5)

Knowledge (Civics) 4 (+5)

Thank you!

Doktor'd 10/30/2011

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Doktor'd 10/30/2011

Voltage:

*Change his age from 16 to 18

*Under History, erase the phrase "Some days later, he enrolled at the Claremont Academy" and replace with "Some time later, he constructed his costume and debuted as the new hero Voltage".

EDIT: Also, sorry, but change his birth year to 1993. Thank you

Doktor'd 10/30/2011

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Doktor'd 11/4/2011

Changeling

Skill Update

+4 Bluff

+4 Notice

+4 Sense Motive

[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 (197/197PP), 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] 47/90 (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] 76R = 19PP

Bluff 11 (+16, +20 Attractive)[sup]Skill Mastery[/sup]

Concentration 8 (+12)

Craft (Sewing) 6 (+10)

Diplomacy 7 (+12, +16 Attractive)

Intimidate 5 (+10)

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

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

Notice 11 (+15)[sup]Skill Mastery[/sup]

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

Sense Motive 11 (+15)[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 (19) + Feats (13) + Powers (66) - Drawbacks (3) = 197/197 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 11/4/2011

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Doktor'd 11/4/2011

Silhouette

Feats Update

+1 Equipment

+1 Improved Iniative

+1 Ninja Run (IE, Supermovement Wall Crawling, Flaw: Moving Only)

[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 (173/173PP)

[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] 68/90

[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: +13

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 6 (+8)

Sleight of Hand 4 (+9)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 35PP

Acrobatic Bluff

Attack Specialization (Unarmed) 3

Defensive Roll 3 (+6 Toughness)

Dodge Focus 4

Equipment 3 (+4 Veteran Reward = 7 [35EP])

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative 2

Improved Grapple

Luck 2

Move-By Action

Ninja Run

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] 12; [i]Features:[/i] Disguise, Navigation System, Remote Control;

[u]Powers:[/u]

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

Immunity 5 (Falling Damage) 5ep

Protection 4 4ep

Super-Movement (Wall Crawling) Flaw: Only Wile Moving 1ep

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 (35) + Powers (39) - Drawbacks (0) = 173/173 Power Points[/b]

Doktor'd 11/4/2011

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Doktor'd 11/4/2011

Bluesman

Spending up his new points. We'll keep it simple; increase Reflex and Will to +9 each.

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

[b][u]Character Name[/u]:[/b] Bluesman II

[b][u]Power Level[/u]:[/b] 10 (153/153PP)

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 3/30


[b][u]In Brief[/u]:[/b] Great-grandson of Chester Brown, the gangbusting Bluesman of the 20s and 30s, the second Bluesman looks to live up to his family's legacy both as a hero and musician.


[b][u]Alternate Identity[/u]:[/b] Joshua Brown

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

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

[b][u]Occupation[/u]:[/b] Struggling musician.

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

[b][u]Family[/u]:[/b] Carter Brown, father. Anaya Brown, mother. Charity and Candace Brown, twin younger sisters. Chester Brown Jr., grandfather and trainer


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

[b]Age:[/b] 21 ([i]DoB:[/i] December 1990) 

[b]Gender:[/b] Male

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

[b]Height:[/b] 6'

[b]Weight:[/b] 180 lbs

[b]Eyes:[/b] Brown

[b]Hair:[/b] Black


Joshua stands out a bit in a crowd. Standing fairly tall at almost six feet exactly with an athletic build, he looks more like a professional athlete than the struggling musician he is (or at least professes to be). Still, his physical gifts, helped along with a good amount of training, are fairly evident. His hair is kept cropped close to his head in a caesar. His clothes are non-descript most of the time, and might be a little ragged, most of it coming from thrift stores. If given an opportunity, however, he cleans up very well. He is actually quite handsome, and can be charming when he puts his mind to it. However, he doesn't think of it too much, and doesn't always put this to use.


Most would not recognize him at night, however. Dressed in a fedora, a (usually slightly wrinkled) sport coat and slacks with loosened tie, and domino mask, the Bluesman's crusade on the criminal element of Freedom City continues in a new era. Inspired by his great-grandfather, he walks the night as a masked man of mystery, using his guile and skill to fight enemies both mundane and super. Or at least survive until the sunrise, as he likes to say from time to time.


[b][u]History[/u]:[/b] Josh was born into the Brown family, famous among superhero circles as the descendants of the Bluesman, one of the famous "mystery men" of the 20s and 30s. Chester Brown's son and grandson followed in his path as musicians, if not heroes, both becoming fairly famous local musicians. However, when Josh was born, it was both of his great-grandfather's lives that caught his attention. He followed the exploits of modern heroes closely, wanting to be like those heroes as a young child. He especially idolized those heroes without powers, standing up against threats with only wits and guile (and perhaps a bit of high-tech). He shared this dual passion with music, learning to sing and play guitar at a young age as well.


This was not unnoticed by his family, however; namely, his grandfather. His grandfather let him in on a little secret that he had not told his son; he had wanted to follow in his father's footsteps, and was trained to do so. However, the original Bluesman's death as well as a leg injury meant that Chester Jr. could not take up the mantle. However, he could train Josh to do so. Josh jumped at the chance. He learned the skills of the mystery men; how to fight, how to investigate crimes, and other useful skills.


Once Chester Jr. was satisfied with his grandson's skills, he revealed one more secret; the preserved suit, hat, mask, and gear of the Bluesman. And so, Josh began his own career as the second Bluesman. At the moment, he lives with his grandfather; ostensibly so that he can live in the city rather than the suburbs until he can get an apartment of his own. For now, Josh has managed to stay out of the news enough that he hasn't had to explain anything to his parents. Of course, since he's pretty much the most obvious suspect as the new Bluesman should anyone do any research into it, he tries hard to keep his head down. Still, it won't last forever, he realizes. But he'll cross that bridge when he comes to it, he figures.


For now, Josh earns money as a musician to help his grandfather make rent and pay his own bills. He usually can make the bills working either as a session musician or playing bars, but its usually a close thing. Still, he wouldn't have it any other way. He even manages to cobble a little together to help fund his nightly exploits. He might not have all the high tech tools, but he's got a nice suit, a sweet hat, and not enough sense to stop getting himself beat up every night. Life is good.


[b][u]Personality & Motivation[/u]:[/b] On the whole, Josh is laid-back and mellow in demeanor, and one of his greatest strengths is the ability to keep a cool head even in the most stressful situations. This isn't to say he is completely passive, however. Much to the contrary, he can get pretty competitive and ambitious at times, though it's usually friendly when he does. He has a bit of a sarcastic streak to say the least, and tends towards gallows humor to deal with stress. Despite this he is rather caring and has a bit of a hero complex; he can't stand by when something is going on and he can help. He is a charmer through and through, and is quite unashamed of it. He is a bit of a flirt, and definitely a sucker for a pretty face, but he usually means well. Perhaps the only time he seems completely serious is when composing or playing his music.


Josh, despite his almost carefree demeanor, is deceptively smart and cunning, has a great deal of common sense and is very good at thinking on his feet, which has served him well. He can quickly dissect a situation, formulate a plan for solving a problem, and execute it. This makes him tend towards rashness at times, however, trusting his gut rather than taking a second look. While he is self-reliant and at the moment works alone, he enjoys working with others whenever possible; especially other heroes. He is both mentally and physically tough, and is the type to never know when to say quit, which has both served him well and gotten him in trouble in equal measure.


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

Josh is a normal human (for a certain value of normal, anyway), which means that he has to rely on training and a couple gadgets to get the job done. He has a couple of interesting little gadgets that he inherited from his predecessor; not exactly high-tech, but very durable and quite able to perform their functions. He is also a trained boxer and wrestler, able to hold his own in a fist fight. He is also skilled at stealth and misdirection as well. He is also a skilled detective despite his young age, able to dissect a scene and find clues easily. 


[hr][/hr]

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

[b]Secret:[/b] While he is proud to carry the mantle of the Bluesman, Josh knows that it wouldn't be too hard to intuit who he is. So, he tries to stay out of the spotlight to keep his secret, and his family safe.

[b]Struggling:[/b] Josh makes a living as a musician. He can usually keep the bills paid and pay his half of his grandfather's rent. But he doesn't have a lot of spending money.

[b]Enemies:[/b] Josh has made an enemy of organized crime, though they don't realize the connection between him and the Bluesman. For now, though, anyone wearing a suit and a domino mask is [i]persona non grata[/i] to the mob.



[b][u]Abilities[/u]:[/b] 8 + 8 + 6 + 8 + 6 + 8 = 44PP

Strength: 18 (+4)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 14 + 16 = 30PP

Initiative: +8

Attack: +12 Melee, +7 Ranged

Grapple: +15

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

Knockback: -4, -2 Flat-footed



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

Toughness: +8 (+3 Con, +4 Defensive Roll, +1 Jacket), +4 Flat-footed

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

Reflex: +9 (+4 Dex, +5)

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



[b][u]Skills[/u]:[/b] 124R = 31PP

Acrobatics +8 (+12)[sup]Skill Mastery[/sup]

Bluff +9 (+13, +17 Attractive)[sup]Skill Mastery[/sup]

Diplomacy +8 (+12, +16 Attractive)

Disable Device +8 (+12)[sup]Skill Mastery[/sup]

Escape Artist +4 (+8)

Gather Information +8 (+12)

Intimidate +4 (+8)

Investigate +8 (+12)

Knowledge (Art) +4 (+8)

Knowledge (Pop Culture) +4 (+8)

Knowledge (Streetwise) +4 (+8)

Notice +8 (+11)

Perform (Singing) +8 (+12)

Perform (Stringed Instruments) +15 (+19)

Search +8 (+11)

Sense Motive +8 (+11)

Stealth +8 (+12)[sup]Skill Mastery[/sup]



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

Attack Focus (Melee) 5

Attractive

Defensive Roll 2

Dodge Focus 4

Equipment 2

Evasion 1

Fascinate (Perform [Stringed Instruments])

Hide in Plain Sight

Improved Initiative

Improvised Tools

Jack-of-all-Trades

Luck 2

Move-by Action

Redirect

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

Takedown Attack 1

Taunt

Uncanny Dodge (Auditory)



[b]Equipment 2 ([/b]10EP[b])[/b]

[equip]1 + 5 + 1 + 3 = 10EP


[u]Armored Jacket[/u]: [b]Protection 1[/b] [1EP]


[u]Grapple Gun[/u]: [b]Super-Movement 2[/b] (Slow Fall, Swinging) + [b]Speed 1[/b] [10mph / 100ft per Move Action]) [5EP]


[u]Laptop[/u]: [1EP]


[u]Throwing Stars[/u]: [b]Blast 0[/b] ([i]Power Feats:[/i] Mighty 3) [3EP][/equip]


[b][u]Powers[/u]:[/b] 4 = 4PP

[b]Device 1 ([/b]5PP Container, [i]Flaws:[/i] Hard-To-Lose[/b] [4PP] (Weighted Gloves & Steel-Toed Shoes)

[device][b]Damage 4 ([/b][i]PF[/i]: Mighty[b])[/b] [5PP][/device]


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

[code]ATTACK            RANGE    SAVE                       EFFECT

Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

Weighted Gloves   Touch    DC23 Toughness (Staged)    Damage (Physical)

Throwing Stars    Ranged   DC18 Toughness (Staged)    Damage (Physical)

Totals: Abilities (44) + Combat (30) + Saving Throws (16) + Skills (32) + Feats (27) + Powers (4) - Drawbacks (0) = 153/153 Power Points

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spending Weaver's 3 points from october

* +1 to his Fort save, now it's +7 [+3 con, +4] (1 pp)

* gained Quick Change as an Enhanced feat under Powers (which I'm ashamed he didn't have from the start, given the concept)(1 pp)

* gained one more rank of Sidekick, 13 to 14 (1 pp)

so Arug gains 5 points, from 65 to 70

* +2 to Strength; already adjusted the Loads entries under Super-strength, the Grapple bonus and the DC block (2 pp)

* +2 each to Notice and Stealth (1 pp)

and so now Arug is at 68/70 pp spent.

Also I corrected a typo in Weaver's DC block: the Fort-based damage has a DC of 25, not 20, becuase the Alternate Save Extra keeps 15 as base DC.


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

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

[b][u]Power Level[/u]:[/b] 10 (153/153PP)

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 3/30


[b][u]In Brief[/u]:[/b] master carpet-weaver with relatively new-found control over fabric and cloth, family man and protector of the neighborhood.


[b][u]Alternate Identity[/u]:[/b] Saeid Ashoubi

[b][u]Identity[/u]:[/b] Secret (to all but his close ones)

[b][u]Birthplace[/u]:[/b] West End, Freedom

[b][u]Occupation[/u]:[/b] High-end carpet maker

[b][u]Affiliations[/u]:[/b] ???

[b][u]Family[/u]:[/b] Karim Ashoubi, father; Hediyeh Ashoubi, mother; Masoumeh Kavanagh, sister; Jonah Kavanagh, brother in law; Jamila Naguib, wife (pregnant).


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

[b]Age:[/b] 32 ([i]DoB:[/i] 01/24/1979)

[b]Apparent Age:[/b] Middle-Thirties

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Middle-Eastern (persian)

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

[b]Weight:[/b] 140 pounds

[b]Eyes:[/b] Black

[b]Hair:[/b] Black


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

Saeid is lean and straight, without an ounce of excessive fat on his relatively small frame. Bare-chested, he shows long and thin muscles that wouldn’t be out of place in a middle-distance runner. His hair is black and curly, and he keeps it fairly short to hide the already receding hairline; he also sports a full and well-trimmed beard and moustache.


In his civilian persona, he wears standard casual suits, favoring grey and earth-tones, usually with band-collar shirts. He fakes a thick Persian accent, mimicking the way his father talks, though English is his native language. As a professional art retailer he knows very well how to read his interlocutor expression and how to pitch a product; he’s a pretty smooth talker, especially when selling his works.


His super-hero costume is composed of several layers of loose, vaguely oriental-looking clothes, with a large cape and several scarves floating around his neck and arms. He wears a cowl, and a scarf covers his mouth and nose. The costume is mostly dark blue, with burgundy and golden inserts.

He speaks a perfect, inflection-free English.


Arug (pronounced AH-RUG) is a very fancy and thick Persian carpet, with geometric decorations and the same color pattern of his master, about 8’ x 6’.

[img=http://i1088.photobucket.com/albums/i322/Airon_svntn/Weaver.png]


He shouldn't be holding a whip but a scarf... but somehow Herofactory doesn't think a scarf is a plausible hero weapon  :mrgreen: 


Another, more detailed drawing with HeroMachine 3

[spoiler][img=http://i1088.photobucket.com/albums/i322/Airon_svntn/WeaverHM3.jpg][/spoiler]




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

Saeid has total control over fabric and cloth of any kind: he can move them around, imbue a semblance of magic life in clothes and carpets. His hands glow faintly in the color of the object he is controlling in said moment.


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

Saeid is a second-generation immigrant from Urmia, western Iran. His parents were one of the few families of Sunni Muslims in a prevalent Shi'ite community, and they moved to Freedom City in 1977. They settled in a very low-rent apartment between Greenbank and the West End. The Ashoubi had a proud tradition as weavers of fine traditional Persian carpets, and it took them little time to find their niche in the growing art and interior design scene of a metropolis like Freedom. They weren’t rich, but managed to give their two children a nice enough childhood and a decent education, and to keep them safe from the criminals of the Greenbank as well as the many crisis that Freedom seems to attract, like the Terminus invasion.

The Ashoubis always had a way with looms and fabric, very nimble fingers and a special eye for patterns, but it wasn’t until young Saeid entered the family business, once he completed high-school, that the gift really manifested itself. Where his father could move the threads as he liked with just the tip of his fingers, Saeid could literally make the threads dance just with a gaze. His powers grew with the years, the more he spent weaving, the more his control over fabric and cloth became strong and precise. Any plan he had of joining the many crimefighters of Freedom were put on hold when he fell in love (and after a few years married) Jamina, a smart Egyptian girl who was majoring in Business management with his sister at Freedom College.


Saeid had always been involved with the community, helping to resolve disputes between the several minorities of the West End, but it took two very distinct events, between few days of distance, to make a real super-hero out of him. The first was his sister’s wedding to the Irish Jonah Kavanagh. After years spent discussing with her parents to let them accept a marriage outside the Islamic community, a lot of public relations between the two communities, Masoumeh finally got the ceremony she wanted… when the two families started a riot, accusing each other of corrupting their culture.

The riot lasted what seemed like hours, and ended only when Siren and Daedalus overcome the Purger aka Will Montgomery, an ignorant and racist man who, in order to impress his idol White Flame, got mind-controlling and hate-spreading powers from Mr. Infamy. By the time Montgomery was sent to Blackgate and the two heroes explained to the families what happened, the ceremony was ruined, three people were dead and Jonah had sustained an injury so dire that he was forced on a wheelchair. Saeid had worked so hard to give her sister a nice life, mediating between the two families, and now everything was ruined because of some idiot with powers.

The second event was the “birth†of Arug. When practicing his powers, one night Saeid managed to imbue true life into a wonderful carpet he weaved a few days before. It wasn’t simply animated: it moved and communicated just like a pet.

Intentioned to understand his powers and make good use of them, Saeid approached Sallah at the local mosque. The aide of Adrian Eldritch agreed to help him and booked him an appointment with the Master Mage.

Under the tutelage Sallah and with occasional help form Eldritch, Saeid learned how to properly use his powers. For a couple of years now he patrolled the neighborhood, but maybe he’s ready to step up and join the major crime-fighters of Freedom…


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

A rational and pacific man at heart, Saeid has the characteristics of a good mediator. He enjoys a good reputation as a successful businessman and artist, and as a man involved with the social issues of his city. A lifetime of selling his products gave him a good understanding of people, and if it wasn’t for the family, the business (and that darn the hero thing) taking up so much time, he could probably become a half-decent political or social figure. He learned in the worst possible way that he must use ALL his gifts to help the community, not only those who he understands and is comfortable with. After two years, he is pretty confident with his magic, though he hasn’t tried to bring true life into another inanimate object.

His first priority is to defend his family and neighbors but after every lesson with Sallah and Eldritch he understands his powers a little better and is ready to confront something stronger.


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

So far Saeid has mostly operated keeping his neighborhood safe form criminals, more than fighting super-villains. His modus operandi involves sneaking on his adversaries using Subtle flight and his stealth skill, then flapping scarves around their eyes (Obscure) while he or his magic carpet rescue the victim of the ill-intentioned. If forced into a fight, he takes control of the enemy’s clothes, tightening them around the limbs (Snare) or, if he’s really pissed, around the throat (Suffocating Damage). If the adversaries aren’t wearing suitable clothes (as in: naked or wearing battle-armor or such), Weaver’s costume provides enough scarves and capes to throw at them. He is also well-versed in confounding enemies by moving pieces of his costume where he isn’t (feinting, distract, redirect).


Arug's primary role is transportation, with its massive strength it can carry a lot of weight. In combat, Weaver instructs it to take bystanders to safety first, then to tackle minions, by sneaking up on them and starting a grapple. If it has to fight face to face, it usually swooshes close to the ground (Prone Fighting) to enhance his defense. It communicates with Saeid by simple few-words empathic sentences, as in “danger left!†or “all safe, go!â€.


[hr][/hr]

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

[b]Secret Identity[/b]: Six persons know about Saeid powers and second life: his parents, his sister, his wife, Adrian Eldritch and Sallah. He’s trying really hard not to make this number grow.

[b]Family man[/b]: both his wife and his parents still work at the carpet store with him, the father helping with the weaving and the women overlooking the economic side; with a baby on the way, a family business relying mostly on him and his efforts in the community, sometimes the super-hero life stretches him too thin.

[b]Prejudice[/b]: even in the modern and open-minded Freedom, muslims and middle-eastern people find ignorant persecutors… and that’s without counting maniacs like White Knight.

[b]How did I do that?[/b]: his powers are relatively new. He knows next to nothing about magic, even if Sallah and Eldritch are teaching him.

[b]Never in the Big Leagues[/b]: Saeid mostly fought common criminals and low-level super-villains. He still has to face one of the terrible menaces that pop up so commonly in Freedom.





[b][u]Attributes[/u][/b]		0+6+6+2+6+6= 26 pp

STR	10 (+0)

DEX	16 (+3)

CON  16 (+3)

INT   12 (+1)

WIS	16 (+3)

CHA	16 (+3)


[b][u]Combat[/u][/b]		8+10= 18 pp

Attack    +4 (+10 w/Cloth Magic)

Grapple: +4 / +10 using Move Objects (limited to people wearing clothes; limited to pinning/holding)

Defense  +9 (base defense 5, dodge focus 2, shield 2) +3 flat-footed [+7 w/o costume, +3 flat-footed w/o costume]

Knockback: -6, -5 flat-footed, -3 no costume, -2 no costume, flat-footed

Initiative: +3


[b][u]Saving Throws[/u][/b]			5+6+4= 15 pp

TOU: +11 (+3 Con, +6 Protection, +2 Defensive Roll) 

WILL		+8 (+3 Wis, +5)

REF 	        +9 (+3 Dex, +6)

FORT	+7 (+3 Con, +4)


[b][u]Skills[/u][/b]		92 ranks= 23 pp

Bluff				10 (+13)

Concentration		9 (+12)

Craft (artistic)		12 (+13)

Diplomacy			9 (+12)

Gather Information	7 (+10)

Knowledge (Arcane Lore)	4 (+5)

Knowledge (Streetwise)	9 (+10)

Languages 2 (Arabic, English) (Farsi [Native])

Notice                      10 (+13) 

Sense Motive		10 (+13)

Stealth			10 (+13)


[b][u]Feats[/u][/b]  25 pp

Attack Specialization 3 (Cloth Magic)

Benefit (Wealth 1) 

Defensive Roll

Distract (Bluff)

Dodge Focus 2

Power Attack 

Precise shot

Redirect

Sidekick 14 (Arug) 

Taunt


[b][u]Powers[/u][/b]	35+8+1+1= 45 pp


[b]Cloth Control Array 16[/b] (32pp; [i]PF[/i]: Alternate Powersx 3) [35 pp]

[array][b][u]BP[/u]: Snare 10[/b] ([i]Extra[/i]: Constricting; [i]PFs[/i]: Obscure Sense [Visual], Reversible)

[u]AP[/u]: [b]Damage 10[/b] (suffocating damage)([i]Extras[/i]: Alternate Save [Fortitude], Range [Ranged]; [i]PF[/i]: Improved critical, Split attack)  

[u]AP[/u]: [b]Obscure 10[/b] [visual senses] (1 mile) ([i]Extra[/i]: Selective, Indipendent; [i]PF[/i]: Reversible)

[u]AP[/u]: [b]Move Object 10[/b] (Effective strength 50, Heavy Load: 12 tons)([i]Extra[/i]: Range [Perception]; [i]Flaw[/i]: Limited [Only Clothlike Materials]; [i]PFs[/i]: Precise, Subtle)[/array]


Common Power Stunt: Alternate Power


[spoiler][b]Animate objects 5[/b] ([i]Extra[/i]: Fanatical; [i]Flaw[/i]]: Limited [Only Cloth]; PFs: Mental Link, Progression 3 [10 additional])


Sample animated object: empowered carpet minion level 4 (60/60 pp)


[b][u]ATTRIBUTES[/u][/b]		6+6-10-6+0-9= -13 pp

STR	16 (+3) 31 carrying

DEX	16 (+3)

CON	/

INT	4 (-3)

WIS	10 (0)

CHA	1 (-5)


[b][u]COMBAT[/u][/b]	4+6= 10 pp

ATK:		+2 base, +6 melee

Grapple: +13 (+6 attack, +3 str, +3 super str, +1 elong)

DEF	+6 (+3 base, +3 dodge focus), +2 flat-footed

Knockback: -4, 3 flat-footed

Initiative: +3


[b][u]SAVING THROWS[/u][/b] 4+4= 8 pp

TOU: 	+7, +5 flat-footed (5 protection, 2 defensive roll)

Fort n/a

Will		+4 (wis +0, +4)

Reflex 		+7 (dex +3, +4)


[b][u]SKILLS[/u][/b]		12 rank= 3 pp

Notice 				6 (+6)

Stealth				6 (+9)


[b][u]Feats[/u][/b]		7 pp

Attack Focus 3 (melee)

Defensive Roll

Dodge Focus 3


[b][u]Powers[/u][/b]	7+37+6+3= 53 pp


[b]Flight 3[/b] (50 MPH/500 ft move action) ([i]PF[/i]: Subtle) (7 pp)


[b]Magic Carpet “Physiology†Container[/b] (36 pp; [i]Extra[/i]: Permanent (+0); [i]PF[/i]: Innate) (37 pp)

[device][b]Elongation 1[/b] (5 ft)

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

[b]Protection 5[/b][/device]


[b]Super-Strength 3[/b] (Effective STR 31; Light Load 612 lbs, Heavy Load 1840 lbs) (6 pp)


[b]Super-Senses 1[/b] (Communication Link with Saeid) [mental]  - due to the Mental link PF of Saeid’s power


[b]Super-Senses 3[/b] (Accurate Radio Sense) (3 pp)


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

[code]ATTACK           RANGE          SAVE                        EFFECT

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

DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -13 + COMBAT 10 + ST 8 + SUPERPOWERS 53 + SKILLS 3 + FEATS 7 - DRAWBACKS 8 = 60
Flight 1 (10 MPH/100 ft per round) (Flaw: Gliding; PF: Subtle) (can’t fly on his own, but he can pull off a Batman-like entrance) Protection 6 (surprisingly resistent magic-cloth armor) Shield 2 (scarves flap around deflecting blows)
Enhanced feat 1 [Quick change] [1 pp] Super-Senses 1 Communication Link (Arug) [mental][1 pp] DC Block
ATTACK           RANGE          SAVE                        EFFECT

Unarmed            Touch          DC 15 Toughness (Staged)    Damage (Physical)

Snare              Ranged         DC 20 Reflex (staged)       Entangling, Binding

Constricting       Bound victims  DC 20 Toughness (staged)    Damage (physical)

Suffocating Damage Ranged         DC 25 Fortitude (staged)    Damage (physical)

Trip(move object)  Perception     DC 20 Max [Str;Dex]         Prone

TOTALS: ABILITIES (26) + COMBAT (18) + SAVES (15) + SKILLS (23) + FEATS (25) + POWERS (45) - DRAWBACKS (0) = 153/153
SIDEKICK: Arug - sidekick level 14 (68/70 pp)

SEWN UP BY GIZMO

ATTRIBUTES 8+6-10-6+0-9= -11 pp STR 18 (+4) 33 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp ATK: +2 base, +6 melee Grapple: +14 (+6 attack, +4 str, +3 super str, +1 elong) DEF +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 5+4= 9 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will +5 (wis +0, +5) Reflex +7 (dex +3, +4) SKILLS 16 ranks= 4 pp Notice 8 (+8) Stealth 8 (+11) Feats 10 pp Attack Focus 4 (melee) Defensive Roll Dodge Focus 3 Improved Pin Prone Fighting Powers 7+37+6+1+3= 54 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 33; Light Load 800 lbs, Heavy Load 2400 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] (1 pp) Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC 19 Toughness (Staged)     Damage (Physical)

DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -11 + COMBAT 10 + ST 9 + SUPERPOWERS 54 + SKILLS 4 + FEATS 10 - DRAWBACKS 8 = 68/70
Link to comment

I would like to spent Quintessence's points as follows.

Immunity Suffocation all (2pp)

Immunity Poison (1pp)

for a total of 153pp/154pp

Also I noticed Quintessence has 1 rank of Immovable from Density, and one He purchased. That is not denoted in his Immovability power description.

IMMUNIZED BY GIZMO

Link to comment

Starlight and Glowstar are going to bank their points this month. That just leaves

Ironclad

:arrow: Slight description edits. She dyed her hair and got a tattoo! What wild and crazy years these are for her.

:arrow: Buy Interpose.

:arrow: Buy two ranks of Device on her Battlesuit; put all the points into Super-Senses.

[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] 12 (175/175PP)

[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] 70/90


[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, 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], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/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, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower


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 at least one specific piece. It's 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]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] 10PP

Benefit (Wealth 2 [Rich])

Dodge Focus

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Interpose

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] 73 + 4 + 3 + 4 + 4 + 1 = 89PP



[b]Device 17 ([/b]85PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6+], Subtle[b])[/b] [73PP] (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 ([/b]14PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [16PP]


[list][u]Base Power[/u]: [b]Super-Senses 14 ([/b]Infravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All], Danger Sense, Uncanny Dodge[b])[/b] [14PP]


[u]Alternate Power[/u]: [b]Super-Senses 11 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] 2 [1000 ft increments], Danger Sense, Uncanny Dodge[b])[/b] [11PP]


[u]Alternate Power[/u]: [b]Super-Senses 8([/b]Radar, Accurate Radar Sense, Analytical Radar Sense, Extended Radar Sense 2 [1000 ft increments], Danger Sense, Uncanny Dodge[b])[/b] [8PP][/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]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP]

[list][u]BE[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] {3/3}


[u]AP:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] {3/3}[/list]


[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) = 166/175 Power Points

TRICORDER'D BY GIZMO

P.S. Next time list which Super-Senses you're buying so I don't have to hunt through the whole sheet, kthx.

Link to comment

Lord Steam

First off, Picked up a few errors in current sheet.

Combat Should come to 14+10=22PP

Feats Should only be 19PP

In Total, it should thus come to 116PP used.

(I have double checked this, but Still may have made an error!).

So, thats 10PP to spend.

Spending 9 PP all on skills, for a total of +36 Skill Ranks, boosting Skill Cost to 22 (9 PP)

Adding +1 to base defence and reducing dodge focus by 1 (1 PP)

SKills:

+5 to Bluff, +5 to Craft (Mechanical), +4 to Disable Device, +5 to Intimidate, +5 to Knowledge (Technology), +5 to Notice, +5 to Sense Motive, +2 to Sleight of Hand. Total = +36


[floatr][img=http://www.freedomplaybypost.com/wiki/images/2/2c/LordSteamHF.png][/floatr]

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

[b][u]Character Name[/u]:[/b] Lord Steam

[b][u]Power Level[/u]:[/b] 8 (117/126PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 21/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3908]Supercape[/url])


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


[b][u]Alternate Identities[/u]:[/b] Lord Lucien Lockwood

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

[b][u]Birthplace[/u]:[/b] London (Earth Victoriana Dimension)

[b][u]Occupation[/u]:[/b] Aristocrat Gentleman / Diplomat.

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

[b][u]Family[/u]:[/b] Lord Lombard Lockward, elderly aristocrat.


[b][u]Age[/u]:[/b] 30 (DoB: 03/03/1981)

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

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

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

[b][u]Height[/u]:[/b] 6'1"

[b][u]Weight[/u]:[/b] 85 Kgs

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

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


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

"Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes.


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

None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential.


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

Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth.


After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit.


More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess.


When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally.


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

Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past.


He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do!


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

Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight.


[hr][/hr]

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

[b]Antiquated Attitude:[/b] Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it.

[b]Curiosity killed the Cat:[/b] The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled!

[b]Schmoozer:[/b] With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted...

[b]Silver Spoon:[/b] Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour.

[b]Steampunk Mechanic:[/b] Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam.



[b][u]Abilities[/u]:[/b] 6 + 6 + 6 + 12 + 12 + 10 = 52PP

Strength: 16 (+3)

Dexterity: 16 (+3)

Constitution: 16 (+3)

Intelligence: 22 (+6)

Wisdom: 22 (+6)

Charisma: 20 (+5)



[b][u]Combat:[/u][/b] 14 + 10 = 22PP

Attack: +7 Ranged, +10 Melee, +11 Baritsu Cane

Grapple: +13

Defence: +7 (+6 Base, +1 Dodge Focus), +3 Flat Footed

Knockback: -3, -1 Flat Footed



[b][u]Saving Throws[/u][/b]: 3 + 3 + 2 = 8PP

Toughness: +9 (+3 Con, +4 Defensive Roll, +2 Ballistic Vest), +5 Flat footed

Fortitude: +6 (+3 Con, +3)

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

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




[b][u]Skills[/u]:[/b] 88R = 22PP

Bluff 10 (+15)

Craft (Mechanical) 9 (+15)

Diplomacy 5 (+10)

Disable Device 4 (+10)

Drive 2 (+5)

Gather Information 5 (+10)

Investigate 6 (+12)

Knowledge (Technology) 9 (+15)

Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish)

Notice 9 (+15)

Pilot 2 (+5)

Search 4 (+10)

Sense Motive 9 (+15)

Sleight of Hand 2 (+5)



[b][u]Feats[/u][/b] 21PP

Attack Focus (Melee) 3

Benefit 5 (Diplomatic Immunity, Status [Aristocrat], Wealth 3 [Filthy Rich])

Connected

Defensive Roll 2

Dodge Focus 1

Equipment 12 (Free from Silver Reward)

Inventor

Luck

Master Plan

Power Attack

Takedown Attack

Uncanny Dodge (Auditory)


[quote name="Equipment"]Fine Baritsu Walking Cane ([b]Damage 2[/b], [i]Feats[/i]: Mighty, Thrown, Masterwork) [5 EP]

Flash Goggles [1 EP]

Masterwork Investigative Tools [1 EP]

Masterwork Mechanical Tools [1 EP]

Undercover Shirt ([b]Protection 2[/b], [i]Feats[/i]: Subtle) [3 EP]


[hr][/hr]


Vehicle Array (30 base, 2 EP for vehicle alternatives)


[u]Vehicle no1[/u]: "Bessie, the Steam powered horseless chariot" [30 EP]

[i]Strength[/i]: 35, [i]Speed[/i]: 5,[i] Defence[/i] -2: [i]Toughness[/i]: 12 [i] Size[/i]: Huge [i]Features[/i]: Alarm, Oil Slick, Smokescreen, Hidden Compartments [10 EP]


Powers [20 EP]


[b]Speed 5[/b] (250mph, [i]Feats[/i]: Alternate Power) [5 EP] "Steam powered wheels!"


[b]Blast 5[/b] (Extras: Autofire 1) [15 EP] "Gatling Guns"




[u]Vehicle no2: [/u] "Alice the underwater ship" [30 EP]


[i]Strength[/i]: 70, [i]Swimming[/i]: 5, [i]Defence[/i]: -8, [i]Toughness[/i]: 13,[i] Size[/i]: Colossal, [i]Features[/i]: Alarm [9 EP]


Powers [21 EP]


[b]Swimming 5[/b] 50mph [5 EP]


[b]Blast 4[/b] ([i]Extras[/i]: Burst Area) "Underwater cannon" [12 EP]


[b]Supersenses 5[/b] (Ultrasonic Hearing, Accurate, Extended 1 for Sonar) "Sonar" [4 EP]




[u]Vehicle No3:[/u] "Cressida the Zepplin" [30EP]


[i]Strength[/i]: 50, [i]Flight[/i] 4, [i]Defence[/i]: -8, [i]Toughness[/i]: 13, [i]Size[/i]: Colossal, [i]Features[/i]: Alarm [6 EP]


Powers: 25 EP


[b]Blast 5[/b] ([i]Extras[/i]: Autofire) "Gatling Guns"


[b]Flight 4[/b] (100mph)


[hr][/hr]


Headquarters: Steam Mansion [17 EP]


[i]Size[/i]: Large [i]Toughness[/i] 10 [i]Features[/i]: Communications, Dock, Fire Prevention System, Garage, Gym, Hangar, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Staffed, Workshop[/quote]


[b][u]Powers[/u][/b] 0PP

None



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

None



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

[code]ATTACK     RANGE         SAVE                        EFFECT

Unarmed    Touch         DC18 Toughness (Staged)     Damage (Physical)

Cane       Touch         DC20  Toughness (Staged)    Damage (Physical)
Totals: Abilities (52) + Combat (26) + Saving Throws (8) + Skills (22) + Feats (18) + Powers (0) - Drawbacks (0) = 126/126 Power Points

SKILL MONKEY'D BY GIZMO

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Rene

Sorry this is a long one. Some changes needed after house rules, however.

10 PP to spend.

Dropping Luck Control (never used it, not a good fit), but keeping Luck 2 as straight feat (gain 4PP).

14PP to spend.

+1 Rank of Device (Beret) for [3 PP], boosting up powers to keep in a 13PP array thus:

13PP Array Feats: Subtle (Looks like stage magic), Alternate Power2, Drawback: Move action to change array (wave hand over beret in circular motion).

Create Object 4, Extra's Continuous, Feats: Subtle, Innate, Drawback: Limited to hand held size and shape only [13 PP]

Dimensional Pocket 3, Extras: Duration 3 (Continuous), Limited (Not usable as attack) [12PP]

Summon 2 [30 PP] Extras: Duration (Continuous), Broad (Animals), Feats Mental Link, Progression 2 (5 animals) [13P]

+1 Rank of Device (Amulet) for [4 PP]. Amulet now has an extra +2 Defence, +3 Fortitude bonus.

+3 Ranks of Magic Array (all powers now +2 ranks). Have slightly modified the Fatigue Alternate Power to make it ranged and in keeping with concept. Also added 1 more Alternate Power, Ranged emotion control "Paint a mood" [7 PP]

Fatigue 11 Extras: Alternate save [will], Feats Accurate 3 (+6), Homing, Indirect 3, Insidious, Reversible, Sedation, Subtle 2, Flaws: Action (full)

Emotion Control 11 Extras: Area (Shapable), Selective Attack, Feats: Subtle 2, Mind Blank, Flaws: Action.

This also alters the APs available from this in the magic array. Of note, the Animate Object needed changing anyway: Action and Unreliable flaw shouldnt really be allowed.

Animate Object 5 (Extras: Duration (COntinuous), Horde, Range (Perception), Feats Progression 3 (10 objects)

Finally the mystic paintbrush invisibility power needed altering anyhow!

Concealment 2 (Normal Sight) Extras: Affects Others, Area (Burst), Duration (Continuous), Range 2 (Perception), Selective. Feats: Close Range, Progression Area 1 (20 ft radius), Selective, Drawback Action 1 (Full round to paint invisibility) [18 PP]

He is now PL 11 with -1/+1 trade offs.

Code for all these changes:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/RenedeSaensHF.png][/floatr][b][u]Player Name[/u]:[/b] Supercape

    [b][u]Character Name[/u]:[/b] Rene de Saens

    [b][u]Power Level[/u][/b]: 11 (161/161PP)

    [b][u]Trade-Offs[/u][/b]: -1 Defence, +1 Toughness. -1 Attack, +1 Damage

    [b][u]Unspent PP[/u][/b]: 10

    [b][u]Progress To Gold Status[/u][/b]: 41/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3908]Supercape[/url])


    [b][u]In Brief[/u][/b]: Mystic painter. Aged French Antiquarian.


    [b][u]Alternate Identities[/u][/b]: None

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

    [b][u]Birthplace[/u][/b]: Paris

    [b][u]Occupation[/u][/b]: Artist, art dealer. Mage.

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

    [b][u]Family[/u][/b]: None alive!


    [b][u]Age[/u][/b]: 243 (DoB: 7th July, 1777)

    [b][u]Apparent Age[/u][/b]: 70

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

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

    [b][u]Height[/u][/b]: 5'7"

    [b][u]Weight[/u][/b]: 70 Kgs

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

    [b][u]Hair[/u][/b]: White


    [b][u]Description[/u][/b]: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes.


[b][u]Power Descriptions[/u][/b]: Rene's base mystic powers come from his mind directly. It as if he is painting onto reality via magic. As such, the effects appear like brush strokes in our reality - a bolt of light, darkness, fire, lightning, or whatever, streaking towards the target. The only exception is mental effects (like Morpheus Grasp, the sleep effect). In this case, the brush stroke is very subtle, like a mood that might be evoked in a painting. It would of course be detectable by appropriate psychic or magical senses; or perhaps a very good art appreciator!


When using his magic brush, he visibly paints. In this case, the spells are not single brush-strokes, but major artistic creations. So he can paint visual illusions, or darkness, etc [Illusion and obscure effects]. Also, he can use it to animate pictures, or paint himself or others into pictures - either literally the picture [dimensional portal], or what the picture represents [teleport]. When attacking with dimensional pocket, if successful, the target will be painted into the picture, where he/she will be trapped until escaping.


    [b][u]History[/u][/b]: As a young man, fought in the french revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man.


    He has recently set up shop, and flat in Freedom City. Whilst he has travelled to the "New World" on occasion before, he now fancies spending a few decades in America after living in most of Europe and north Africa. Besides, these colonials could do with a bit of culture. In addition, Rene has come into possession of an ancient Greek text that indicates, in obscure form, that the Oracle of Delphi may have indicated his presence is required in "a Great Western Continent beyond the seas".


    [b][u]Personality & Motivation[/u][/b]: Irritable classic "artiste". Also, sworn to defend earth from mystic threats.


    [b][u]Powers & Tactics[/u][/b]: Not a physical fighter, uses deception and sows confusion. And powerful mystic blasts!


    Note: Rene does not recant spells to use mystic powers, as they are actually more related to his mystic mind "painting" the magic into reality. Hence, his basic spells appear as wisps (quite visible, except for Morpheus Grasp which is only perceivable by mystic senses or psychic characters) of lightning, fire, shadow, whatever emitting from the ground, sky, walls etc. and floating towards the target (indirect 3, homing 1)


    He sometimes uses a magic paintbrush that requires great artistic skill (high craft skill, and is unreliable - as only the finest paintings will do!) which can paint onto reality by gesturing.


    Rene normally wears an amulet of protection around his neck. This looks like a small bronze egyptian ankh with a bronze chain that loops around his neck.




[hr][/hr]

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

    [b]Anything for Art[/b] Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic".

    [b]Creaky bones[/b] has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth.

    [b]Give me liberty![/b] Passionate - too passionate, about life, liberty, and politics.

    [b]Hazy Memory[/b] Tendency to forget important things.



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

    Str 8 (-1)

    Dex 6 (-2)

    Con 10 (+0)

    Int 12 (+1)

    Wis 30 (+10)

    Cha 14 (+2)



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

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

    Attack: +4, +10 Magic

    Grapple: +3

    Defense: +10/+4 (+4 Base, +6/+0 Amulet), +2 Flat-Footed

    Knockback: -5/-0



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

    Toughness +12/+0 (+0 Con, +12 Amulet)

    Fortitude +12/+0 (+0 Con, +12 Amulet)

    Reflex +0 (-2 Dex, +2)

    Will +10 (+10 Wis, +0)



    [b][u]Skills[/u][/b]: 56r = 14pp

    Craft (Artistic) 14 (+15)

    Diplomacy 4 (+6)

    Knowledge (Arcane Lore) 14 (+15)

    Knowledge (Art) 4 (+5)

    Knowledge (History) 4 (+5)

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

    Notice 2 (+12)

    Sense Motive 4 (+14)



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

    Artificer

    Beginners Luck (representing suddenly remembering being taught that skill many years ago, but damn, his memory is bad...)

    Benefit 2 (Wealth 2 [Rich])

    Equipment 0 (+2 [10EP] Veteran Reward)

    Improved Initiative

    Luck 2

    Ritualist


    [quote name="Equipment 2PP = 10EP"]


Headquarters "Rene's House" [5EP]

[i]Size[/i]: Small (House), [i]Toughness[/i]: +10, [i]Features[/i]: Library, Living Space, Security System (DC 20), Workshop (Arcane)


5EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url][/quote]


[b][u]Powers[/u][/b]: 20 + 7 + 15 + 5 + 1 + 6 + 33 + 6 = 93PP


[b]Device 6 ([/b]25PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [24PP] (Amulet of Protection, Mystic)


[device][b]Enhanced Fortitude 12[/b] [9PP]


[b]Protection 12[/b] [10PP]


[b]Shield 6[/b] [6PP][/device]

[b]Device 3 ([/b]15PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Restricted [Requires Arcane Knowledge][b])[/b] [10PP] (Beret)


[device][b]Pull It Out of The Hat 6.5 ([/b]13PP Array, [i]Feats:[/i] Alternate Power 2, Subtle [Looks like stage showmanship], [i]Drawbacks:[/i] Action [Move, waving hand in circular motion over beret]) [10PP]


[list][u]Base Power[/u]: [b]Dimensional Pocket 3 ([/b]500 lbs., [i]Extras:[/i] Duration 3 [Continuous], [i]Flaws:[/i] Limited [Not usable as attack][b])[/b] [12PP] (Put it in the hat!)


[u]Alternate Power[/u]: [b]Create Object 4 ([/b][i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Innate, Precise, Subtle [Look like real objects], [i]Drawbacks:[/i] Special 1 [Size and shape limited to hand held objects only][b])[/b] [13PP] (Pull it out of the hat!)


[u]Alternate Power[/u]: [b]Summon 2 ([/b]30PP Minion, [i]Extras:[/i] Duration [Continuous], Type 2 [Broad, Animals], [i]Feats:[/i] Mental Link, Progression 2 (5 animals)[b])[/b] [13PP] (Rabbit out of the hat!)[/list]


[/device][b]Device 5 ([/b]25PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Restricted [Artistic Craft Skill bonus of +10 or higher], [i]Drawbacks:[/i] Power Loss [Cannot use if unable to gesture as if painting][b])[/b] [15PP] (Mystic Paintbrush)


[device][b]Magic 0 ([/b][i]Feats:[/i] Alternate Power 3[b])[/b] [3PP]


[list][u]Alternate Power[/u]: [b]Animate Object 5 ([/b]75PP Minions, [i]Extras:[/i] Duration [Continuous], Horde, Range [Perception] [i]Feats:[/i] Progression [Minions] 3 [10 Objects][b])[/b] [33PP]


[u]Alternate Power[/u]: [b]Color Control 11 ([/b][i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full][b])[/b] [33PP]


[u]Alternate Power[/u]: [b]Teleport 9 ([/b]20,000 miles per Full Action ["Anywhere On Earth"], [i]Extras:[/i] Accurate, Affects Others, Range 2 [Perception], [i]Flaws:[/i] Limited [Long-Range], Medium [Picture of target area to paint onto], Unreliable [50%], [i]Feats:[/i] Change Direction, Change Velocity, Progression [Cargo] 1 [250 lbss][b])[/b] [30PP][/list]


[b]Mystic Ink 9 ([/b]18PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [22PP]


[list][u]Base Power[/u]: [b]Obscure 5 ([/b]Visual Senses, 100ft radius, [i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Variable Descriptor 2 [Any Magic][b])[/b] [17PP]


[u]Alternate Power[/u]: [b]Concealment 2 ([/b]Normal Vision, [i]Extras:[/i] Affects Others, Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective [i]Feats:[/i] Close Range, Progression [Area] 1 [20ft radius], Selective [i]Drawbacks:[i]Action 1 Full round to activate[b])[/b] [18PP] (Invisible Ink)


[u]Alternate Power[/u] [b]Illusion 5 ([/b]Visual Senses, [i]Extras:[/i] Duration 2 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Progression [Area] 3 [50ft radius][b])[/b] [18PP]


[u]Alternate Power[/u]: [b]Light Control 5 ([/b]100ft radius, [i]Extras:[/i] Duration [Continuous], Range [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise [Vary level of light], Variable Descriptor [Different color and source of light][b])[/b] [17PP]


[u]Alternate Power[/u]: [b]Morph 4 ([/b]Any Form, +20 Disguise, [i]Extras:[/i] Affects Others, Duration [Continuous], [i]Feats:[/i] Second Chance [Disguise], [i]Drawbacks:[/i] Action 3 [Full][b])[/b] [18PP] (Mystic Make-up)[/list][/device]


[b]Immunity 2 ([/b]Aging, Disease, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [1PP] (Mystic)


[b]Magic 18 ([/b]36PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [40PP]


[list][u]Base Power[/u]: [b]Blast 12 ([/b]10 90ft Range Increments / 900ft Max Range, [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Incurable, Indirect 3, Variable Descriptor 2 [Any Magic][b])[/b] [36PP]


[u]Alternate Power[/u]: [b]Fatigue 12 ([/b][i]Extras:[/i] Alternate Save [Will], Ranged, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 3 [+6], Homing 1, Insidious, Indirect 3, Reversible, Sedation, Subtle 2[b])[/b] [36PP] (Grasp of Morpheus)


[u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Extras:[/i] Transparent, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic][b])[/b] [36PP]


[u]Alternate Power[/u]: [b]Stun 12 ([/b][i]Extras:[/i] Range [Ranged], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 3, Affects Insubstantial 2, Homing, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic][b])[/b] [36P]


[u]Alternate Power[/u]: [b]Emotion Control 11 ([/b][i]Extras:[/i]Area [Shapable], Selective Attack, [i]Flaws:[/i]Action [full round], [i]Feats:[/i]Mind Blank, Subtle 2[b])[/b] (36PP)[/list]


[b]Super-Senses 6 ([/b]Danger Sense [Mental], Mind's Eye [Mental Sense, [i]Extras:[/i] Accurate, Acute, Ranged][b])[/b] [6PP] (Magic, Views surroundings as if they were an impressionist painting)



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

[code]ATTACK           RANGE             SAVE                      EFFECT

Unarmed          Touch             DC14 Toughness (Staged)   Damage (Physical)

Color Control    Perception        DC20 Fortitude            Transformed

Illusion         Perception/Area   DC15 Will                 Special

Morpheus Grasp   Ranged        DC19 Will (Staged)        Fatigued/Exhausted/Unconscious

Mystic Blast     Ranged            DC24 Toughness (Staged)   Damage*

Mystic Snare     Ranged            DC19 Reflex (Staged)      Entangled/Bound

Mystic Stun      Ranged            DC19 Fortitude (Staged)   Dazed/Stunned/Unconscious


*Energy or Physical (Variable Descriptor)
Totals: Abilities (20) + Combat (16) + Saving Throws (2) + Skills (14) + Feats (8) + Powers (101) - Drawbacks (0) = 151/161 Power Points

MASTERPIECE'D BY GIZMO

Link to comment

Switching out old costume picture of Changeling's costume to new one. Also, added Struggling Complication and upped her age (her birthday was in late October).

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

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

[b][u]Power Level[/u]:[/b] 13 (197/197PP), 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] 47/90 (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] 129 (at least going by her actual birth certificate)

[b]Apparent Age:[/b] 18 (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.


After a year on Earth Prime and her mother's failed attempt on Demetrius's life, Etain has made clear her desire to stay on earth as a human and has been promptly cut off from her previous funding. She is broke, but still attending Claremont (which was paid in advance) while living out of Parkhurst. 


[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]Struggling:[/b] She no longer has the support of her wealthy benefactor provided by her mother, instead she has to live at Parkhurst on the weekends since she can't afford to board at Claremont (the tuition however has already been paid for). She has a very hard time finding work as she still does not technically exist.



[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] 76R = 19PP

Bluff 11 (+16, +20 Attractive)[sup]Skill Mastery[/sup]

Concentration 8 (+12)

Craft (Sewing) 6 (+10)

Diplomacy 7 (+12, +16 Attractive)

Intimidate 5 (+10)

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

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

Notice 11 (+15)[sup]Skill Mastery[/sup]

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

Sense Motive 11 (+15)[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 (19) + Feats (13) + Powers (66) - Drawbacks (3) = 197/197 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

WARDROBE'D BY GIZMO

Link to comment

Doktor'd 11/7/2011

El Heraldo

Slightly large amount of additions here, a lot of which is stuff I should have had beforehand.

:arrow: Issue with the DC Block, Emotion Control is DC 10+rank, so because of the trade-off it should be 18, not 20.

:arrow: I'd like to buy another 4 ranks of Knowledge(Popular Culture) and 4 of Intimidate.

:arrow: I'd like to buy a rank of Comprehend(Language)

:arrow: I'd like to buy another rank of Flight.

:arrow: Buying the feat Power Attack

:arrow: I'd like to add the Drawback of Vunlerability(Sonic Powers). The Drawback is Moderate.

:arrow: Adding the Complication Power Loss: Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

Player Name: Arichamus

Character Name: El Heraldo ("The Herald")

Power Level: 7 (106/111PP)

Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness

Unspent Power Points: 5

Progress To Bronze Status: 9/30


[b][u]In Brief:[/u][/b] Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.


Alternate Identity: Subito Sondo

Identity: Secret

Birthplace: Puerto Rico, Adjuntas Municipality, Guayo Barrio

Occupation: Student, Clerk (Grocery Store)

Affiliations: Claremont Academy, Labor Union (Grocers)

Family: Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


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

Age: 16

Apparent Age: 19

Gender: Male

Ethnicity: Latin American

Height: 5'6"

Weight: 184 lbs.

Eyes: Hazel

Hair: Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is curly, and cut shortly and as neatly as he can manage it, his eyes are spaced close together and are often shaded out of sight by the cap, and when seen have a narrow, suspicious look. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


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

El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication.


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

Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thenderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.


His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.


When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.


Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.


Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.


This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience. 


Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.


The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.


The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.


The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter. 


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

As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.


Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself. 


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

El Heraldo has limited resources and severe limits to his gifts, meaning hie must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.



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

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

[b]Responsibility:[/b] Family. He feels honor-bound to serve his family's needs above his own.

[b]Secret:[/b] Identity. While he always has his powers, he knows his family is largely defenseless.

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into.



[b][u]Abilities:[/u][/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 28/20 (+9/+5)

Dexterity: 14 (+2)

Constitution: 30/20 (+10/+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b][u]Combat:[/u][/b] 4 + 4 = 8PP

Initiative: +2

Attack: +2 Ranged, +4 Melee

Grapple: +13/+9

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

Knockback: -7/-2



[b][u]Saving Throws:[/u][/b] 0 + 3 + 6 = 9PP

Toughness: +10/+5 (+10/+5 Con [Impervious 5/0])

Fortitude: +10/+5 (+10/+5 Con, +0)

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

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



[b][u]Skills:[/u][/b] 36R = 9PP

Diplomacy 6 (+10)

Intimidate 4 (+8)

Knowledge (Current Events) 8 (+9)

Knowledge (Popular Culture) 4 (+5)

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

Notice 4 (+4)

Sense Motive 8 (+8)



[b][u]Feats:[/u][/b] 14PP

Accurate Attack

Attack Focus (Melee) 2

Dodge Focus 2

Interpose

Inspire 4 

Leadership

Move-by Action

Power Attack

Quick Change 1 



[b][u]Powers:[/u][/b] 6 + 2 + 10 + 8 + 4 + 6 + 4 = 39PP


[list=][b]Device 2[/b](10PP Container, Flaws: Easy-To-Lose) [6PP] (Bandera de la Victoria [Banner of Victory])


[b]Emotion Control 5 [/b](Flaws: Limited [Hope]) [5PP]


[b]Impervious Toughness 5 [/b][5PP][/list]


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


[b]Enhanced Constitution 10 [/b][10PP]


[b]Enhanced Strength 8 [/b][8PP]


[b]Flight 3[/b](50mph / 500ft per Move Action) [6PP]


[b]Immunity 4[/b] (Cold, Drowning, Pressure, Poison) [4PP]


[b]Super-Senses 4[/b] (Accurate Extended 2 [1,000ft Notice Increments] Hearing) [4PP]



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

Vulnerability([b]Sonic Powers, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [X1.5][/b])[-2PP] 



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

[code]ATTACK     RANGE         SAVE                          EFFECT

Unarmed    Touch         DC24/20 Toughness (Staged)    Damage (Physical)

Bandera    Perception    DC18 Will                     Hope
Abilities (34) + Combat (8) + Saving Throws (9) + Skills (9) + Feats (14) + Powers (39) - Drawbacks (2) = 111/111 Power Points

Doktor'd 11/7/2011

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Vocal Cords Surgery'd by Dok 11/7/2011

Young Britannia

YB is going for a bit of a charm offensive :

Raise Charisma to 16 and add 4 skill points to singing;

[b][u]Player Name[/u]:[/b] Tiffany Korta

[b][u]Character Name[/u]:[/b] Young Britannia

[b][u]Power Level[/u]:[/b] 7 (112/112PP)

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 7/30


[b][u]In Brief[/u]:[/b] The Spirit of Justice trying to help rebuild a life.


[b][u]Alternate Identities[/u]:[/b] Annice Avebury (stage name), Agnus Stone (real name)

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

[b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, UK

[b][u]Occupation[/u]:[/b] Singer, Business Woman

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

[b][u]Family[/u]:[/b] Geri Stone (Mother) Winston Stone (Father) 


[b][u]Age[/u]:[/b] 20 (DoB: July 24th 1991)

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

[b][u]Ethnicity[/u]:[/b] Caucasian / Afro-Caribbean

[b][u]Height[/u]:[/b] 5’5†(6’0†as YB)

[b][u]Weight[/u]:[/b] 150 lbs. (165 lbs. as YB)

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

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


[floatl][img] http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg [/img][/floatl][b][u]Description[/u]:[/b] Annice is an it girl, dressed in the latest fashions her hair and make-up perfectly complimenting her clothing. She carried herself with a confidence and why not she is better than you in every way.


As Young Britannia she holds herself with a confident and regal bearing that inspires confidence in others. Whilst her friendly and open face suggests that she understand and appreciates all that you’ve done and wants to thank your personally. Even her voice has a charming and yet commanding tone and an almost musical tone. In fact even without the face mask she wears few would realize that they were dealing with the same person.


Agnes is a combination of the two she dresses down in comfortable and practical clothes and rarely wears any kind of make-up. But her face is still attractive and still carries herself with an air of self-confidence.


[b][u]Power Descritpions[/u]:[/b] Young Britannia is always surrounded by a nimbus of bright white light that radiates out from her body.


When using any of her powers the glow tends to intensify and concentrate around the source of her power, normally her hands.


The memories of the past Young Britannia’s live on in the spirit allowing her to access their memories and knowledge’s, a tiny glow in her eyes when she first accesses the knowledge for the first time.


[b][u]History[/u]:[/b] Each of the Genius Loci, like Lady Liberty and Britannia are strange and powerful spirits, but each can and occasion are shaped and altered by the will of the people of their land. Britannia has another aspect once that has existed since the Magna Carta, the idea of Justice for All regardless of the laws of the land. Since the middle of the last century this has been amongst the youth of the country against the injustice of the older generation. 


For a while Agnes, as Annice, had everything at eighteen she was picked as a winner of a reality TV show, she was billed as a true pop sensation with a long a promising career. With a string of massive number one hits (in the UK) it seemed to be destined to happen. But with waning public interest and a demanding artist who wanted to do "new things" she was quickly and quietly dropped by her label as the hits dried up. 


But she had resisted the urge to just give everything up and decided one last try to rekindle her career. She managed to arrange a meeting with the show’s Producer and Guru Simone Kowal. Before she could even pitch her comeback someone burst into the office brandishing a gun, she never found out who maybe another failed pop star, and pointed it at the producer. Without worrying about her own safety she tried to protect Simone and wrestle the gun from the assailant. In the scuffle the gun went off and she was wounded, a seemingly fatal wound.


In the hospital on the verge of death a woman came to her in a dream and offered her another chance at life, to begin again as a better person. But she would have to make amends, by helping people and making sure justice was done.


The next day a miraculously healed Annice checked herself out of the hospital and disappeared.


And so Annice went missing and for the very few that still cared her parents covered for her by saying she was in retreat. But even they feared that she was gone.


Meanwhile strange reports were coming from all over the UK of a strange woman, or women, would turn up when needed to help people in trouble, before disappearing again. Sometime they would be in costume, other times in old period dress, all were however of a girl not yet out of her teens. And while pictures of her all looked different people were sure it was the same person. One of papers picked up on the name Young Britannia(s) which seemed perfect to describe this strange woman.


After a year of wandering the country and helping people and much wiser and humbler Agnes returned home to rebuild her life.


Whilst she has embraced her superhero side as Young Britannia her career has been slower to recover. That was until recently when she managed to convince a hot young US producer to take a chance on her. It means spending a couple of months in Freedom City, but it may be her only chance to make it as a serious music artist. She also heard rumours of a chance to invest in his production company which could cement her future if not her career.


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

Annice she was loud and outgoing the gregarious party girl that laughed and flirted and generally always had a good time. Part of that is still there, Agnes has always been an outgoing person quick to laugh and slow to anger. But her time spent helping has tempered her a little, she a little more quiet and serious and thinks before giving her opinion.


[b][u]Powers & Tactics[/u]:[/b] Infused with the Spirit of Britannia Young Britannia is a mini powerhouse, though Agnes is still a little inexperienced and tend to hold back before getting to conflict. 


[hr][/hr] 

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

[b]Almost Famous:[/b] Whilst Annice was never as big in the US, there are a few people who have heard her hits and recognize the face.

[b]Secret identity:[/b] Whilst Agnes enjoys being a hero, as much as possible all she really wants is an ordinary quiet life.



[b][u]Abilities[/u]:[/b] 6 + 0 + 6 + 0 + 2 + 6 = 20PP

Strength: 16/30 (+3/+10)

Dexterity: 10 (+0)

Constitution: 16/30 (+3/+10)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 4 = 10PP

Initiative: +4

Attack: +3, +4 melee, +9 focused light blast, +5 burst of light

Grapple: +7, +14 with powers, up to +18 with Dynamic Super-Strength

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

Knockback: -8/-1



[b][u]Saving Throws[/u]:[/b] 0 + 2 + 3 = 5PP

Toughness: +10/+3 (+10/+3 Con [Impervious 7/0])

Fortitude: +10/+3 (+10/+3 Con, +0)

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

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



[b][u]Skills[/u]:[/b] 24R = 6PP

Bluff 2 (+5, +9 w/Attractive)

Diplomacy 2 (+5, +9 w/Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 9 (+12) 



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

Attack Focus (melee) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



[b][u]Powers[/u]:[/b] 14 + 4 + 14 + 2 + 6 + 6 +11 +11 = 68PP


[b]Enhanced Constitution 14[/b] [14PP]


[b]Enhanced Feats 4[/b] (Beginner’s Luck, Eidetic Memory, Jack of all Trades, Well-Informed) [4PP]


[b]Enhanced Strength 14[/b] [14PP]


[b]Flight 1[/b] (10MPH / 100ft per Move Action) [2PP]


[b]Immunity 7[/b] (Environmental Effects, Suffocation (All) Drawback:[/i] Noticeable) [6PP]


[b]Impervious Toughness 7[/b]) [i]Drawback:[/i] Noticeable) [6PP]


[b]Light Control 4.5[/b] (9PP Array, [u]Feats:[/u] Alternate Power 2) [11PP]

[list][u]Base Power:[/u] [b]Blast 5[/b] ([i]Flaws:[/i] Distracting, [i]Feats:[/i] Accurate 3, Precise) [9PP] (Focused Light)


[u]Alternate Power[/u]: [b]Blast 4[/b] ([i]Feats:[/i] Accurate 1) [9PP] (Burst of Light)


[u]Alternate Power[/u]: [b]Healing 4[/b] ([i]Feats:[/i] Regrowth) [9PP][/list]


[b]Might 4[/b] (8PP Array, [u]Feats:[/u] Dynamic Alternate Power, Dynamic Base Power) [11PP]

[list][u]Base Power (Dynamic)[/u]: [b]Flight 4[/b] (Rank 5, 250MPH / 2,500ft per Move Action) [8PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/list]



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

[b]Normal Identity[/b] ([i]Frequency:[/i] Uncommon [Free Action], [i]Intensity:[/i] Major) [-3PP]




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

[code] ATTACK           RANGE     SAVE                          EFFECT

Unarmed          Touch     DC25/18 Toughness (Staged)    Damage (Physical)

Focused Light    Ranged    DC20 Toughness (Staged)       Damage (Energy)

Burst of Light   Ranged    DC19 Toughness (Staged)       Damage  (Energy)
Totals: Abilities (20) + Combat (10) + Saving Throws (5) + Skills (6) + Feats (6) + Powers (68) - Drawbacks (3) = 109/109 Power Points

Vocal Cords Surgery'd by Dok 11/7/2011

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