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Character Edits, v6


Dr Archeville

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Doktor'd

I'd like to add the Complication 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.

And the Complication 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.

Also, I'd like to add this to the last paragraph of the History section:

But first, he has to take care of the small crowd of homeless and disadvantaged who cling to him like limpets to a rock, and look to him as their sole guardian against the criminal element who would otherwise attack them with abandon.

And I'd like to add/remove these to/from his Personality and Motivation section:

Addition: Marceau's desire to be a worthy ruler, not to mention his travels through some of the poorest and most ill-managed regions in the world has born in him a passionate devotion to protecting the 'lower-class' first and foremost. He will actively speak on their behalf or challenge any real or imagined insults against them. Of a similar origin is a deep suspicion of conspiracies of any kind, seeing high-handed assumptions of "the ends justify the means" as insufferable.

Remove: Take out the bit about him wanting justice done against the Januii. Pretty redundant.

Doktor'd

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DONE BY SHAENTHEBRAIN

Changeling

Powers Update

Three points this month, not too bad. With that, I add two ranks of Progression to her illusion array, bumping it up to fifty feet instead of ten. Also, new AP to go with the extended range, Blast, with alternate will save like everything else and two ranks of effect insubstantial and one rank of variable descriptor.

[url=http://www.freedomplaybypost.com/viewtopic.php?p=86455#p86455]Subject: Changeling (PL12) - Aoiroo (Bronze)[/url]


[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr]

[b][u]Power Level:[/u][/b] 12 (181/181PP)

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

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

    [b][u]Progress to Silver Status:[/u][/b] 31/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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

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

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

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


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

    Str 12 (+1)

    Dex 14 (+2)

    Con 16 (+3)

    Int 14 (+2)

    Wis 18 (+4)

    Cha 20 (+5)


    [b][u]Combat:[/u][/b] 20 + 34 = 54pp

    Initiative: +2

    Attack: +10 (+12 /w Swords)

    Grapple: +11

    Defense: +17 (+8 flat footed)

    Knockback: -3, -1 without Force Field



    [b][u]Saving Throws:[/u][/b] 5 + 7 + 6 = 18pp

    Toughness: +7; +3 without Protection

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

    Reflex: +9 (+2 Dex, +7)

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



    [b][u]Skills:[/u][/b] 52r = 13pp

    Bluff 5 (+10)

    Concentration 6 (+10)

    Craft (Sewing) 8 (+10)

    Handle Animal 2 (+7)

    Knowledge (Arcane Lore) 8 (+10)

    Languages 2 (Native: Latin, English, French)

    Notice 6 (+10)

    Perform (Dance) 2 (+7)

    Perform (Singing) 5 (+10)

    Perform (String Instruments) 2 (+7)

    Sense Motive 6 (+10)


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

    Animal Empathy

    Attack Specialization (Swords)

    Attractive

    Equipment 3 [free from Player Reward)

    Interpose

    Minion 8 [free from Player Reward]

    Move-By Action

    Quick Change

    Redirect

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


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


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


    [b][u]Powers[/u][/b] 46 + 4 + 7 = 57pp


    [b]Glamour Array 18.5[/b] (39 points; [i]PFs[/i]: Alternate Power x7) [46PP]


    [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression 3 [50-ft. radius]) [39/39PP]


    [u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/39PP]


    [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1], Action (Reaction); [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [33/39pp]


    [u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/39PP]


    [u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder (Progression 3 [50ft-Radius]) [i]PF[/i]: Reversible [37/39pp]


    [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: General Area: Cylinder (Progression 3 [50ft-Radius])) [37/39pp]


    [u]AP:[/u] [b]Stun 12[/b] ([i]Extras:[/i] Alternate Save: Will, General Area: Cylinder (Progression 3 [50ft-Radius], Sleep [i]PF:[/i] Sedation) [37/39pp][/list]


    [u]AP:[/u] [b]Blast 12[/b] ([i]Extras:[/i] Alternate Save: Will, [i]PF[/i] Variable Descriptor, Affects Insubstantial 2) [39/39 PP]


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


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




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


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


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

    [code]ATTACK      RANGE         SAVE              EFFECT

Unarmed     Touch         DC 16 Toughness   Damage (Staged)

Swordbrella Melee         DC 19  Toughness  Damage (Staged)

Blast       Ranged        DC 27 Will        Damage (Staged); Affects Insub 2, Variable Descriptor

Dazzle      Ranged        DC 22 Will        Blinded & Deafened

Paralyze    Area:Cylinder DC 22 Reflex/Will Paralyzed (Staged)

Strike      Melee         DC 27 Will        Damage (Staged); Affects Insub 2, Variable Descriptor

Stun        Area:Cylinder DC 22 Will        Daze/Stun/Unconcious
Abilities (34) + Combat (57) + Saving Throws (18) + Skills (13) + Feats (8) + Powers (57) - Drawbacks (-3) = 181/181pp
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 Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) 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 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

    Unarmed           Touch          DC 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 Contorl   Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points
[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] 10 (154/154PP)

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

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

    [b][u]Progress to Silver Status:[/u][/b] 49/60

    [i]Bronze Player Reward[/i]: Equipment 4 for Silhouette, Equipment 1 & Minion 7 for Changeling 3 goes to Parkhurst HQ.


    [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

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

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

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


    [b][u]Age:[/u][/b] April 20th 25

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

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

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

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

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

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


    [b][u]Description:[/u][/b] The transition into superherotry 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.


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

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

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

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

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

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


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

    Initiative: +9

    Attack: +5 (+9 Melee)

    Grapple: +12

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

    Knockback: -4, -2 flat-footed



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

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

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

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

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



    [b][u]Skills:[/u][/b] R 108 = 27PP

    Acrobatics 15 (+20)

    Climb 4 (+7)

    Computers 8 (+10)

    Crafts Artisitic 8 (+10)

    Disable Device 8 (+10)

    Escape Artist 4 (+9)

    Gather Information 4 (+4)

    Knowledge (Physics) 6 (+8)

    Knowledge (Behavioral Sciences) 4 (+6)

    Knowledge (Popular Culture) 3 (+5)

    Knowledge (Art) 8 (+10)

    Knowledge (Technology) 4 (+6)

    Language 1 (English [native], Spanish)

    Notice 8 (+10)

    Search 4 (+6)

    Sleight of Hand 4 (+9)

    Stealth 15 (+20)


    [b][u]Feats:[/u][/b] 25PP

    Acrobatic Bluff

    Attack Focus 4 (Melee)

    Defensive Roll 3 (+6 Toughness)

    Dodge Focus 2

    Equipment 2 [free from Player Reward]

    Grappling Finesse

    Improved Critical (Strike)

    Improved Initiative

    Improved Trip

    Improvised Tools

    Luck

    Move-By Action

    Redirect

    Set Up

    Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

    Takedown Attack

    Ultimate Reflex Save

    Uncanny Dodge (Hearing)

    Weapon Bind

    Well-Informed

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


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

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

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

    [/quote]



    [b][u]Powers:[/u][/b] 4 + 18 + 3 + 11 = 36PP

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

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


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


    [b]Dimensional Control (2-D Form)[/b] (Extras: Action(Reaction)) [18 PP]

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


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


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


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


    [b]Strike 8[/b] (Training/Mutation(Ultrasharp Fingers and Feet)); [i]Extra[/i]: Penetrating 2; [i]Power Feats[/i]: Mighty) [11 pp]


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

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

    Strike --- 26 / Toughness --- Bruised (Staged); Penetrating 2



    [b]Abilities 26 + Combat 26 + Saves 14 + Skills 27 (108r) + Feats 25 + Powers 36 - Drawbacks 0 = 154/154 Power Points[/b]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Equinox - 7pp to spend

- 3pp on Minion: Hayley the raccoon, conveniently statted up in legible form here.

- 1pp on Super Senses 1 (Commubication Link [Hayley]) outwith her normal Super-Senses construct

- 1pp to add AP to existing Super-Senses: Sensory Link

- 1pp to add Area Blast AP to Magic Array

- 1pp to add Teleport AP

- Add Complication of Public identity

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e7/Equinox.png][/floatr]

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

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

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

    [b][u]Progress to Gold:[/u][/b] 21/90 (Silver status already earned by [url=http://www.freedomplaybypost.com/viewtopic.php?p=59726#p59726]Geckoman[/url])


    [b][u]In Brief[/u][/b]: Witch focused on fighting  Earth's supernatural villains.


    [b][u]Alternate Identities[/u][/b]: Siobhan Drake (Shiv-awn, not see-oban)

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

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

    [b][u]Occupation[/u][/b]: Theology lecturer at FCU, campaigner for the occult community

    [b][u]Family[/u][/b]: General Jonathan Drake [father, 51], Jessica Drake [mother, 46], Francis "Frank" Smith [uncle, 39]


    [b][u]Age[/u][/b]: 28 (born 20th March 1985)

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

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

    [b][u]Height[/u][/b]: 5'9''

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

    [b][u]Eyes[/u][/b]: Blue (White when using powers)

    [b][u]Hair[/u][/b]: Brown (Black as Equinox)


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

    [floatl][img=http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg][/floatl]


    Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers.


    As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a [i]deep[/i] black floor-length  coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume.


    [b][u]History[/u][/b]: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's  profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his  family should stay in Freedom City with Siobhan's maternal uncle Frank.


    However, childhood petulance dictated that despite her parents [i]trying[/i] to improve her life, Siobhan still resented them for her name, for the moving and even  for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home.


    While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old  texts  they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had [i]plenty[/i] of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals.


    She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as  Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a  word and a gesture.


    While angered at her not stopping it before it  happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she  set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own.


    Taking a job marking tests and teaching a few small classes, Siobhan decided to become the  superhero Equinox,  fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again.


    [b][u]Personality & Motivation[/u][/b]: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people.


    Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, [i]must[/i] do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth.

[floatr][img=http://freedomplaybypost.com/wiki/images/a/a0/EquinoxGlow.jpeg][/floatr]

    [b][u]Powers & Tactics[/u][/b]: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her.


    With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand.


    Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks.


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

    [b]Addiction (cigarettes)[/b]: While aware it's a filthy habit,  Siobhan nonetheless has a ten-a-day one.

    [b]"An' it harm none, do as you will"[/b]: Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being.

    [b]"DAMMIT, I HATE MY NAME!"[/b]: Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it.

    [b]Enemy (Keter)[/b]: For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge.

    [b]Magical Gestures[/b]: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array.

    [b]Prejudice (openly practicing Wiccan)[/b]: While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties.

[b]Public Identity[/b]: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm.

    [b]Responsibility (Eldrich)[/b]: While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour.

    [b]Responsibility (family)[/b]: While still somewhat  estranged from them, Siobhan's family still matter to her, and she strives to protect  them.

    [b]Responsibility (magical threats)[/b]: Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers.

    [b]Responsibility (job)[/b]: Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because...

    [b]Struggling[/b]: ... she hasn't much money, spending a lot of what she does earn on mystic supplies.


    [b][u]Abilities[/u][/b]: 0+2+0+6+8+2 = 18pp

    Str: 10 (+0)

    Dex: 12 (+1)

    Con: 10 (+0)

    Int: 16 (+3)

    Wis: 18 (+4)

    Cha: 12 (+1)


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

    Attack: +7, +11 Magic

    Grapple: +7, +21 Telekinesis, +24 Telekinesis with Wand

    Defense: +6 (+3 flat-footed), +11 with Shield (+3 flat-footed)

    Knockback: -0, -3 with Force Field, -2 with Pentagram, -5 with both

    Initiative: +1


    [b][u]Saving Throws[/u][/b]: 5+5+8 = 18pp

    Toughness: +11 (+0 Con, +7 Force Field, +4 Pentagram)

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

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

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


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

    Concentration 12 (+16)

    Craft (Artistic) 12 (+15, Skill Mastery)

    Diplomacy 9 (+10)

    Knowledge (Arcane Lore) 12 (+15, Skill Mastery)

    Knowledge (Theology and Philosophy) 7 (+10, Skill Mastery)

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

    Medicine 1 (+5)

    Notice 11 (+15)

    Sense Motive 6 (+10, Skill Mastery)


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

    Artificer

    Attack Specialisation (Magic) 2

    Equipment 2

    Luck 3

Minion 3 (Hayley the raccoon)

    Ritualist

    Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive)

    Trance

    [quote name="Equipment(7/10ep)"][b]Apartment[/b]

    Size: Diminutive; Toughness: 10; Features: Defence System [magical Snare 10], Fire Prevention System, Library, Living Space,

    Power [scrying ball; ESP 6 (20 miles; visual; Sustained duration, Rapid 2 [x100 speed])], Power [scrying ball; Communication 6 (20 miles; mental)], Sealed [supernatural creatures require invitaton], Security System, Workshop

    Cost: 8 equipment points.[/quote]


    [b][u]Powers[/u][/b]: 4+8+36+2+1+7+12+6+1 = 77pp


    [b]Device 1[/b] (Pentagram of warding; Hard to Lose; 5pp of powers) [4pp]


    [device][b]Force Field 4[/b] (spells of warding, [i]Power Feats:[/i] Subtle) [5pp] (magic)[/device]


    [b]Device 2[/b] (Wand of Spell Focus; Easy to Lose; 10pp of powers; Power Feats: Restricted 2 [only her]) [8pp]

    [device][b]Magic 3[/b] (Total rank 17.5, 35PP Array; increases rank of spells in Array to 11 (Obscure to 12, Telekinesis to 17, Weather Control to 7), Power Feats: Affects Insubstantial 2, Alternate Power +1) [9/10dp]

    [u][b]AP:[/u] Healing 6[/b] (Seal wounds; Extras: Action - Standard [+1], Energizing [+1], Total [+1]; Power Feats: Regrowth)[/device]


    [b]Magic 14.5[/b] (Elemental Magic, 29PP Array, Power Feats: Alternate Power 7) [36pp] (magic, plus elemental descriptors)

    [list][u][b]BP:[/u] Blast 9[/b] (Summon the elements; Extras: Penetrating [+1]; Power Feats: Variable Descriptor 2 [any natural]) [29PP]

[u][b]AP:[/u] Blast 9[/b] (Wreak havoc; Extras: Area - Burst [+1]; Power Feats: Variable Descriptor 1 [any natural]) [29PP]

    [u][b]AP:[/u] Dazzle 9[/b] (elemental flash; visual senses, Extras: Alternate Save - Fort [+0], Area - Burst [+1], Power Feats: Variable Descriptor 2 [any natural]) [29PP]

    [u][b]AP: [/u]Obscure 9[/b] (natural barriers; visual senses, 500' radius [5000' with wand], Extras: Independent [+0], Power Feats: Reversible, Variable Descriptor 2 [any natural]) [21PP]

    [u][b]AP:[/u] Snare 9[/b] (Binding; Extras: Backlash [+1], Power Feats: Reversible, Variable Descriptor 1 [ice/wood]) [29PP]

    [u][b]AP:[/u] Telekinesis 14[/b] (Move the elements; Heavy load: 200 tons [1,600 tons with Wand]; Power Feats: Precise) [29PP]

[u][b]AP:[/u] Teleport 7[/b] (mystic teleport; 200 miles; Extras: Affects Others [+1], Flaws: Long Range [-1], Power Feats: Easy, Progression 2 [5 passengers]) [17PP]

    [b][u]AP:[/u] Weather Control 5[/b] (Call down the sky; 100ft area [500' with wand]; 4pp of mix and match environments; Extras: Independent [+0], Total Fade [+1) [25PP][/list]


    [b]Enhanced Feats 2[/b] (Quick Change) [2pp] (magic)


    [b]Environmental Control 2[/b] (light [reduce concealment], 10' radius, [i]Flaws:[/i] Range - Touch [-1]) [1PP] (magic, glowy forcefield)


    [b]Flight 3[/b] (Wings of magic; 50 MPH) [6pp] (magic, air)


    [b]Force Field 7 + Shield 5[/b] (Spells of warding) [12pp] (magic)


    [b]Super-Senses 6[/b] (Detect Magic [Mental; [i]Extras:[/i] Accurate 2, Acute, Extended, Ranged], [i]Power Feats:[/i] Alternate Power 1) [7pp] (magic)

[list][b][u]AP:[/u] Sensory Link 5[/b] (5 miles, [i]Extras:[/i] Does Not Have Additional Save [+1], Simultaneous [+1], [i]Flaws:[/i] Limited - only Hayley [-3], Power Feats: Subtle) [6PP)[/list][/list]


[b]Super-Senses 1[/b] (Communication Link [mental, with Hayley]) [1PP]



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

    [i]First DC is without wand, second DC is with it[/i]

    [code]ATTACK            RANGE      SAVE                                                      EFFECT

Unarmed           Melee      DC15 Toughness (Staged)                                   Damage

Dazzle            Ranged     DC19/21 Reflex (area)/Fortitude (initial+lasting effects) Blinded

Area Blast        Ranged     DC19/21 Reflex (area), 24/26 Toughness (staged)           Damage

Element Blast     Ranged     DC24/26 Toughness (Staged)                                Damage

Snare             Ranged     DC19/21 Fort (Staged)                                     Entangled/Helpless
Abilities (18) + Combat (26) + Saves (18) + Skills (18) + Feats (14) + Powers (77) - Drawbacks (00) = 171/171pp :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's.
Hayley the Raccoon Power Level: 3 (45PP/Minion 3) [floatr]raccoon-face_9700.jpg[/floatr] Birthplace: Wharton State Forest, NJ Occupation: Witch's familiar Family: Raccoons Age: 28 (born 20th March 1985) Gender: Female Ethnicity: Fuzzy Body Length: 2' Weight: 15 lbs Eyes: Brown Hair: Grey Abilities: 0 + 6 + 2 - 4 + 2 - 2 = 4PP Strength 6 (-2) [Inc. -4 from Shrinking] Dexterity 16 (+3) Constitution 12 (+1) Intelligence 6 (-2) Wisdom 12 (+1) Charisma 8 (-1) Combat: 4 + 6 = 10PP Initiative: +3 Attack: +3 [inc. +1 from Shrinking] Grapple: -3 Defense: +4 (+3 Base, +0 Dodge Focus, +1 Shrinking), +2 Flat-Footed Knockback: -0 Saving Throws: 3 + 2 + 3 = 8PP Toughness: +2 (+1 Con, +1 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +5 (+3 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 36R = 9PP Climb 7 (+10, Skill Mastery) Disable Device 7 (+10, Skill Mastery) Language 1 (English, native: Raccoon) Notice 7 (+8, Skill Mastery) Stealth 8 (+15, Skill Mastery) Survival 4 (+5) Swim 7 (+5) Feats: 4PP Agile Climber Benefit (Dexterity to Disable Device) Improvised Tools [claw lockpicks] Skill Mastery (Climb, Disable Device, Notice, Stealth) Powers: 6 + 1 + 1 + 5 = 13PP Shrinking 4 (Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate, Normal Toughness) [6PP]
+1 Attack/Defence, -4 Grapple, +4 Stealth, -2 Intimidate, 3/4 carrying capacity, 20' movement
Protection 1 (tough little bugger) [1PP] Strike 1 (claws & fangs) [1PP] Super Senses 5 (Communication link [mental; with Equinox], low light vision, scent [olfactory sense; Acute, tracking], magic awareness [olfactory]) [5PP] Drawbacks: 3PP Mute ( Frequency: very common, Intensity: minor) [-3PP] DC Block:

ATTACK     RANGE     SAVE                         EFFECT

Strike     Touch     DC 16 Toughness (Staged)     Damage
Abilities (4) + Combat (10) + Saving Throws (0) + Skills (9) + Feats (4) + Powers (13) - Drawbacks (3) = 45 Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Fleur de Joie

Removing Feature: Plants grow nearby when she is at rest (1pp)

Removing Feats: Improved Aim, Precise Shot 2 (3pp)

Removing Skills: 2 ranks Profession: Florist, 2 ranks Stealth (1pp)

This 5pp, coupled with her 36 unspent pp, equals the 41 total pp poured into Stesha when I hit Gold (Bronze). I'd like that reward back, and to knock Stesha back to 209/250pp.

DONE BY SHAENTHEBRAIN

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Blueshift

First things first. Found yet another book keeping error that's going to eat up more of my points. Her cloaking device should be rank 2, though near as I can tell I'm only paying for rank 1. No clue how that happened. Please raise it to rank 2, but drop it to Easy To Lose total spent: 2pp

Now let's see if I can actually use some of the things I've earned.

Skills [1pp]

Computers 16 (+20/+23)

Feats:

Sidekick 1 [1pp]

Also, please add this complication:

Passionate and Pushy - Rachel has finally found a decent guy who's stuck around long enough to get to know her. More than that, he's even done a great deal helping her come to grips with some of her more debilitating mental disorders. The man? Gabriel Quinn, a.k.a. Push. She's incredibly appreciative of everything he's done for her, and looks for every chance to thank him. Though she may soon find herself fighting a new battle on two new fronts. On one side, the darker things from Gabe's past creep closer, on the other, Rachel struggles to fight the onset of co-dependency.

[i]Passionate and Pushy[/i] - Rachel has finally found a decent guy who's stuck around long enough to get to know her.  More than that, he's even done a great deal helping her come to grips with some of her more debilitating mental disorders.  The man? Gabriel Quinn, a.k.a. Push. She's incredibly appreciative of everything he's done for her, and looks for every chance to thank him.  Though she may soon find herself fighting a new battle on two new fronts.  On one side, the darker things from Gabe's past creep closer, on the other, Rachel struggles to fight the onset of co-dependency.

MAC (with 5 points to spend)

Dex 2 [2pp]

Wis 2 [2pp]

Forcefield 1 [1pp]

Reflex Save goes up, Will Save goes up, Toughness Save goes up.

DONE BY SHAENTHEBRAIN

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Doktor'd

Thrude

[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b7/ThrudeAxe.jpg][/floatr][b][u]Player Name[/u]:[/b] ShaenTheBrain

[b][u]Character Name[/u]:[/b] Thrude ("ThrOOD")

[b][u]Power Level[/u]:[/b] 10 (155/155PP)

[b][u]Trade-Offs[/u]:[/b] -4 Attack / +4 Damage, -4 Defense / +4 Toughness

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

[b][u]Progress To Gold Status[/u]:[/b] 5/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1483]The Scarab[/url])


[b][u]In Brief[/u]:[/b] Dimensionally and temporally displaced Nordic warrior-goddess seeking to redeem her pantheon in the court of public opinion.


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

[b][u]Identity[/u]:[/b] Public (She has no "cover identity," but the general public is not in universal agreement regarding her status as an actual goddess)

[b][u]Birthplace[/u]:[/b] Valhalla, Asgard (Earth-Prime)

[b][u]Occupation[/u]:[/b] Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior

[b][u]Affiliations[/u]:[/b] The Aesir, The Valkyries

[b][u]Family[/u]:[/b] Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Gaea (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Granduncle), Alvis (Fiancé, Deceased)


[b][u]Age[/u]:[/b] Incalculable (several thousand Earth-years [b]at least[/b])

[b][u]Apparent Age[/u]:[/b] 18

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

[b][u]Ethnicity[/u]:[/b] Caucasian (Scandinavian)

[b][u]Height[/u]:[/b] 6'0"

[b][u]Weight[/u]:[/b] 175 lbs.

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

[b][u]Hair[/u]:[/b] Gold


[floatl][img=http://www.freedomplaybypost.com/wiki/images/3/34/ThrudeHammer.jpg][/floatl][b][u]Description[/u]:[/b] A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow, both of which almost seem to glow. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them braided to keep them out of her way during combat. She stands tall with the regal imperiousness one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume.


[b][u]Power Descriptions[/u]:[/b] As a goddess, Thrude is simply stronger, faster, tougher, hardier, and more beautiful than any mortal ever could be. Her presence commands more respect. She can run faster and jump higher. Her eyes and ears see and hear farther and better, and she is equally at home on dry land, on the highest mountain, or in the deepest ocean. Although hunger and thirst cause her discomfort, they will not be her undoing.


As a member of a pantheon where every god is a "god of war," Thrude has received extensive formal training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her very aggressive, reckless, and ultimately straightforward fighting style. Those traits are particularly emphasized when she uses the techniques her father taught her to enter the "berserk" state of mind, tapping into a nearly endless wellspring of anger and pushing herself beyond even her own divine limits.


As the daughter of the god of thunder himself, Thrude has an inherent and intense connection to storms and winter in general. At her command (conscious or otherwise), mist shrouds the sky, rain and snow pour down, thunder and lightning crash. Electricity arcs up and down her body and between her eyes. When she wills it, the chill wind coalesces into the spectral image of a magnificent horse, which she appears to ride as it lifts her into the air.


In battle, she wears a coat of resplendent silvered steel mail, solid plates over a bed of interlocking chain. Runes of protection, etched into the mithril and filled in with powdered gems, line the plates. The mail is strong enough to turn aside almost any attack, and the magic of the runes pulls at those attacks, diverting them from bare flesh to thickest silvered-steel. Under her mail, she wears leathers and linens dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes.


[floatr][img=http://www.freedomplaybypost.com/wiki/images/9/97/ThrudeLightning.jpg][/floatr]Her weapon, Vendrvapn, consists of a ebony haft a meter long, with a gleaming mithril double-head which morphs at her mental command between the shape of a battle axe and a warhammer. In either form, the head is nearly as wide as the haft is long, etched with magical runes similar to those on her armor. But these runes are killing words. On the edges of the axe blades or the striking faces of the hammer, lightning crackles, frost gleams, and a pale blue and white aura of "pure cold" glows. The weapon looks to be completely impractical, and indeed, to anyone relying solely upon the laws of physics, it is worse than useless, refusing even to move. But at the first sign of danger, it leaps almost unbidden into the hands of those of honor and courage, those deemed "worthy." The haft extends and retracts in reaction to both the size and strength of the wielder and the proximity of her foes. And in those worthy hands, it is a weapon that can crush mountains into dust, or cleave even a god in twain.


[b][u]History[/u]:[/b] Odin, All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, who commanded the thunder and the lightning, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent.


The Aesir sought to form a lasting alliance with the dwarves, the runesmiths, creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her a great suit of mail, inscribed with enchanted runes of protection that would turn aside any blow, and Vedrvapn, a weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir.


But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol.


[floatl][img=http://www.freedomplaybypost.com/wiki/images/0/00/Thrude_03.png][/floatl]Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Asgard. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, slew many foes, men and monsters alike.


It was in a battle with such a beast that young Thrude's fate was sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe.


In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. On Midgard, their battle may finally reach its conclusion. Having arrived through no fault or intent of her own, Thrude will not be bound by the pact which forbids her fellow Aesir from entering Midgard, so long as she remains there. Thus, upon her shoulders rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon her shoulders rests the honor and redemption of her entire pantheon.


[b][u]Personality & Motivation[/u]:[/b] Like any teenager, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naiveté to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident almost to a fault, acts and speaks before thinking (often violently), and lets her boundless passion rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. But she is also generous and self-sacrificing almost to a fault, seeking to alleviate the suffering of others by any means necessary, taking them upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome.


[hr][/hr]

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

:!: [b]Accidents:[/b] As the daughter of a thunder god, Thrude has an innate, intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. And as a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use.

 :!: [b]Anachronism:[/b] Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding.

:!: [b]Brash:[/b] Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions).

:!: [b]Enemies:[/b] Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of Loki, and the many monsters he has begotten, such as the dire wolf Fenris). And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time.

:!: [b]Honor Before Reason:[/b] The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends [b]do not[/b] justify the means. An honorable defeat is better than a dishonorable victory. Thrude can wield Vendervapn only so long as she proves "worthy" of it.

:!: [b]Lost Love:[/b] Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed (before her father killed him). A GM should feel free to inflict penalties upon Thrude when she is distracted by his memory, or when an enemy uses that memory to manipulate her, in exchange for a Hero Point.

:!: [b]Reputation:[/b] The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks.

:!: [b]Rivals:[/b] Like many young women before her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons with another goddess. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their Earthly followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris.



[b][u]Abilities[/u]:[/b] 14 + 14 + 14 + 0 + 0 + 14 = 56PP

Strength: 26/24 (+8/+7), 30/28 (+10/+9) Rage

Dexterity: 26/24 (+8/+7)

Constitution: 26/24 (+8/+7)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26/24 (+8/+7)



[b][u]Combat[/u]:[/b] 12 + 12 = 24PP

Initiative: +8/+7

Attack: +6 Melee, +2 Ranged, +10 Lightning

Grapple: +14/+13, +16/+15 Rage, +24 Super-Strength, +26 Rage & Super-Strength

Defense: +6, +3 Flat-Footed, +4 Rage, +2 Flat-Footed & Rage

Knockback: -12/-7/-4, -11/-6/-3 Flat-Footed, -5/-4 Unarmored, -4/-3 Flat-Footed & Unarmored



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

Toughness: +14/+9, +12/+7 Flat-Footed (+8/+7 Con, +4/+0 Armor [Unreliable Impervious 10/0], +2 Defensive Roll)

Fortitude: +8/+7 (+8/+7 Con, +0), +10/+9 Rage

Reflex: +8/+7 (+8/+7 Dex, +0)

Will: +4 (+0 Wis, +4), +6 Rage



[b][u]Skills[/u]:[/b] 40R = 10PP

Craft (Artistic) 5 (+5)

Knowledge (Arcane) 5 (+5)

Knowledge (History) 5 (+5)

Knowledge (Theology & Philosophy) 5 (+5)

Languages 8 (Danish, English, German, Gothic, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish)

Notice 5 (+5)

Ride 2 (+10/+9)

Survival 5 (+5)



[b][u]Feats[/u]:[/b] 11PP

Artificer (Rune Magic)

Benefit (Status [Deity])

Defensive Roll (+2 Toughness)

Fearless

Interpose

Rage 2 (10 rounds, -2 Defense, +2 Fortitude, +4 Strength, +2 Will)

Ritualist (Rune Magic)

Takedown Attack

Track

Ultimate Save (Will)



[b][u]Powers[/u]:[/b] 5 + 9 + 21 + 2 + 2 + 2 + 2 + 1 + 11 + 1 + 1 + 3 = 60PP


[b]Divine Power 2 ([/b]4PP Array[b])[/b] [4PP]


[list][u]Base Power[/u]: [b]Environment Control 4 ([/b]50ft radius, Cold [Intense, 10 minutes], Hamper Movement [1/2], Visibility [-4 Notice/Search], Wind [Extinguishes open flames automatically, -2 Thrown Attacks, -2 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch], [i]Feats:[/i] Slow Fade [1 minute], [i]Drawbacks:[/i] Full Power[b])[/b] [4PP] (Summon Storms [Dark Clouds, Lightning, Rain, Thunder, Wind])


[u]Alternate Power[/u]: [b]Super-Strength 2 ([/b]STR 36, 40 with Rage, [i]Heavy Load:[/i] 1 ton 1,680 lbs., 3 tons with Rage[b])[/b] [4PP] (Divine Might)[/list]

[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Quick Change[b])[/b] [9PP] (Enchanted Mithril Armor)


[device][b]Dimensional Pocket 1 ([/b]100 lbs., [i]Extras:[/i] Action [Move/Free], [i]Flaws:[/i] Additional Save [Reflex], Requires Grapple[b])[/b] [1PP]


[b]Immunity 2 ([/b]Critical Hits, [i]Flaws:[/i] Unreliable [50%][b])[/b] [1PP]


[b]Impervious Toughness 10 ([/b][i]Flaws:[/i] Unreliable [50%][b])[/b] [5PP]


[b]Protection 4 ([/b][i]Drawbacks:[/i] Weak Point[b])[/b] [3PP][/device]

[b]Device 6 ([/b]30PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Quick Draw, Restricted 2 [Can only be lifted or wielded by "the worthy"][b])[/b] [21PP] (Enchanted Empathic Mithril Weapon ["[i]Vendrvapn[/i]"])


[device][b]Divine Power 8 ([/b]16PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [20PP]

[i]The ranks and feats in this array stack with any ranks in a compatible Array which the wielder may possess outside of the Device.[/i]


[list][u]Base Power[/u]: [b]Environment Control 12 ([/b]5 mile radius, Cold [Intense, 10 minutes], Hamper Movement [1/2], Visibility [-4 Notice/Search], Wind [Extinguishes open flames automatically, -2 Thrown Attacks, -2 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch], [i]Feats:[/i] Buys Off Full Power Drawback, Slow Fade 3 [20 minutes][b])[/b] [16PP] (Summon Storms [Dark Clouds, Lightning, Rain, Thunder, Wind])

[i]If the character does not have a Full Power drawback, then they gain a 4th rank of Slow Fade instead.[/i]


[u]Alternate Power[/u]: [b]Blast 6 ([/b][i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 4, Homing 2, Improved Range 3 [1 600ft Range Increment], Indirect 2, [i]Drawbacks:[/i] Full Power[b])[/b] [16PP] (Divine Lightning)


[u]Alternate Power[/u]: [b]Flight 8 ([/b]2,500MPH / 25,000ft per Move Action[b])[/b] [16PP] (Divine Wind)


[u]Alternate Power[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Knockback 7 [DMG 11+STR], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing[b])[/b] [16PP]


[u]Alternate Power[/u]: [b]Super-Strength 8[/b] [16PP] (Divine Might)[/list]

[quote name="Thrude + [i]Vendrvapn[/i] Combined"]


[b]Divine Power 10 ([/b]20PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [24PP]


[list][u]Base Power[/u]: [b]Environment Control 16 ([/b]100 mile radius, Cold [Intense, 10 minutes], Hamper Movement [1/2], Visibility [-4 Notice/Search], Wind [Extinguishes open flames automatically, -2 Thrown Attacks, -2 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Distracting, Range [Touch], [i]Feats:[/i] Slow Fade 4 [1 hour][b])[/b] [20PP] (Summon Storms [Dark Clouds, Lightning, Rain, Thunder, Wind])


[u]Alternate Power[/u]: [b]Blast 10 ([/b][i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 4, Homing 2, Improved Range 3 [1 1,000ft Range Increment], Indirect 2, [i]Drawbacks:[/i] Full Power[b])[/b] [20PP] (Divine Lightning)


[u]Alternate Power[/u]: [b]Flight 10 ([/b]10,000MPH / 100,000ft per Move Action[b])[/b] [20PP] (Divine Wind)


[u]Alternate Power[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Knockback 11 [DMG 23, 25 Rage], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, Slashing[b])[/b] [20PP] (Weapon Strike)


[u]Alternate Power[/u]: [b]Super-Strength 10 ([/b]STR 76, 80 with Rage, [i]Heavy Load:[/i] 471 tons 80 lbs., 800 tons with Rage[b])[/b] [20PP] (Divine Might)[/list][/quote]

[b]Immunity 20 ([/b]Cold Effects, Electrical Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] [10PP] (Storm Mastery)[/device]

[b]Enhanced Charisma 2[/b] [2PP] (Divine Might)


[b]Enhanced Constitution 2[/b] [2PP] (Divine Might)


[b]Enhanced Dexterity 2[/b] [2PP] (Divine Might)


[b]Enhanced Strength 2[/b] [2PP] (Divine Might)


[b]Features 1 ([/b]Environment Adaptation [Stormy Weather][b])[/b] [1PP] (Divine Elemental Affinity)


[b]Immunity 11 ([/b]Aging, Life Support, Starvation/Thirst[b])[/b] [11PP] (Divine Might)


[b]Leaping 1 ([/b]x2 [[i]Running Long Jump:[/i] 36ft, 40ft Rage][b])[/b] [1PP] (Divine Might)


[b]Speed 1 ([/b]10MPH / 100ft per Move Action[b])[/b] [1PP] (Divine Might)


[b]Super-Senses 3 ([/b]Extended Hearing, Extended Vision [100ft Notice Increments], Low-Light Vision[b])[/b] [3PP] (Divine Might)



[b][u]Drawbacks[/u]:[/b] (-3) + (-2) + (-2) + (-3) = -10PP


[b]Disability ([/b]One Eye, -4 Ranged Attacks, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate[b])[/b] [-3PP]


[b]Vulnerability ([/b]Emotion Control Effects, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-2PP] (Divine Passion)


[b]Vulnerability ([/b]Fire/Heat Effects, [i]Frequency:[/i] Common, [i]Intensity:[/i] Minor [+1 DC][b])[/b] [-2PP] (Opposing Elemental Forces)


[b]Vulnerability ([/b]Magic Effects, [i]Frequency:[/i] Very Common, [i]Intensity:[/i] Minor [+1 DC][b])[/b] [-3PP]



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

[code]ATTACK       RANGE     SAVE                            EFFECT

Unarmed      Touch     DC23(25*) Toughness (Staged)    Damage (Physical)

Weapon       Touch     DC27(29*) Toughness (Staged)    Damage**

Lightning    Ranged    DC25 Toughness (Staged)         Damage (Energy)


*Rage

**Energy and/or Physical (Variable Descriptor)
Abilities (56) + Combat (24) + Saving Throws (4) + Skills (10) + Feats (11) + Powers (60) - Drawbacks (10) = 155/155 Power Points
Power Stunts For Divine Power Blast/Strike (Extras: Area [burst]) (Ball Lightning, Super-Strength Shockwave) Blast (Extras: Alternate Save [Fortitude]) (Lightning) Create Object (Ice) Dazzle (Visual and/or Auditory Senses) (Lightning, Thunder) Immovable (Extras: Unstoppable) (Divine Might) Move Object (Divine Wind) Obscure (Visual Sense) (Fog/Mist) Snare (Ice) Space Travel (Divine Wind) Stun (Lightning) Trip (Divine Wind)

5PP to spend.

Added "Anachronism" and "Rival: Fenris" to Complications.

Changed defense tradeoff to -4 Defense / +4 Toughness.

Add 12 skill ranks: +1 Craft (Artistic), +1 Knowledge (Arcane), +5 Knowledge (History), +1 Knowledge (Theology), +1 Languages (Gothic), +1 Notice, +1 Ride, +1 Survival (-3PP).

Added 1 rank of Defensive Roll (-1PP).

Dropped 2 ranks of Dodge Focus (+2PP).

Added 1 rank of Rage, changing the duration from 5 rounds to 10 (-1PP).

Added Super-Strength as an alternate power of the Divine Power array outside the Device (-1PP).

Moved Quick Change Feature to the outside structure of the armor Device (-1PP).

Use the 1PP remaining inside the armor Device to purchase Dimensional Pocket 1 (0PP).

Dimensional Pocket 1 (100 lbs., Extras: Action [Free], Flaws: Additional Save [Reflex], Requires Grapple) [1PP]

Moving objects into our out of the pocket requires a move action by default. The "Action" extra improved that to a Free Action. It also improved the action necessary to use the power as an attack from Standard to Move, but since it has the Requires Grapple flaw, that becomes irrelevant. If the wielder was desperate enough to use this power as an attack, it would occur as a reaction following a successful pin during a grapple. Then the victim would get two Reflex saves to avoid it, and a new Will save every round (with a cumulative +1 bonus per round) to break out.

Doktor'd

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Midnight IIAAED

3PP - Add to the Midnight Mist array, like so:

Midnight Mist 8.5 (17PP Array, Feats: Alternate Power 2) (Mutant) [19PP]

  • Base Power: Midnight Mist [16 + 1 = 17PP]
    Obscure 4 (Visual and Olfactory Senses, 50ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) (Gaseous Cloud) [16PP]
    Speed 1 (10MPH / 100ft per Move Action) [1PP]

    Alternate Power: Supersaturated Muscle Tissue [8 + 9 = 17PP]
    Enhanced Strength 8 [8PP]
    Protection 9 (Extras: Force Field [Free Action, Sustained Duration]) [9PP]

    Alternate Power: Mist Form [5 + 12 = 17PP]
    Flight 2 (25MPH / 250ft per Move Action, Feats: Subtle) [5PP]
    Insubstantial 2 (Gas, Extras: Action [Reaction]) (Gaseous Cloud) [11PP]

[b]Players Name[/b]: Gizmo 

[b]Power Level[/b]: 15 (215/222PP)

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

[b]Unspent PP[/b]: 4

[b][u]Progress to Platinum:[/u][/b] 72/90 (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/floatr][b]Characters Name[/b]: Midnight II

[b]Alternate Identity[/b]: Trevor Hunter

[b]Age[/b]: 17

[b]Gender[/b]: Male 

[b]Height[/b]: 6'2"

[b]Weight[/b]: 165 lbs

[b]Hair[/b]: Black

[b]Eyes[/b]: Black Sclera With Red Irises


[b]Description[/b]:


Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, giving him a thinness accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows.


As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.


[b]History[/b]:


Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.


The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced.


Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.


Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.


The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.


[b]Personality & Motivation[/b]:


Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.


Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade.


[b]Powers & Tactics[/b]: 


Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals. 


A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.



[b]Complications[/b]:

[i]Camera Shy[/i] (Trevor prefers to remain unseen by the public; the shadows are where he does his best work.)

[i]Disarmed[/i] (Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand held and can be disarmed as normal.)

[i]Don’t Touch the Hat[/i] (Don’t. Touch. The [i]Hat[/i].)

[i]Erin White[/i] (Dating. It's complicated.)

[i]Frightening[/i] (The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.)

[i]Honest[/i] (Trevor’s a lousy liar, to the point of bluntness)

[i]Legacy[/i] (Living up to his inherited code name means the world to Trevor.)

[i]Loyalty[/i] (Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.)

[i]Mental Familiarity[/i] (Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.)



[b]Abilities[/b]: 8 + 6 + 6 + 4 + 4 + 8 = 36PP

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

DEX: 16 (+3)

CON: 16 (+3)

INT: 14 (+2)

WIS: 14 (+2)

CHA: 18 (+4)



[b]Combat[/b]: 18 + 12 = 30PP

Initiative: +3

Attack: +9 Base, +15 Melee

Grapple: +19

Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed

Knockback: -4, -2 Flat-Footed



[b]Saving Throws[/b]: 4 + 5 + 8 = 17PP

Toughness: +10/+16 (+3 Con, +4 Defensive Roll, +3 Midnight Costume/+9 Protection)

Fortitude: +7 (+3 Con, +4) (+2 Sensory Shield)

Reflex: +8 (+3 Dex, +5) (+2 Sensory Shield)

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



[b]Skills[/b]: 116r = 29PP

Acrobatics 7 (+10)

Craft (mechanical) 13 (+15)

Drive 12 (+15)

Gather Information 6 (+10)

Intimidate 16 (+20)

Knowledge (Streetwise) 3 (+5)

Knowledge (Tactics) 13 (+15)

Knowledge (Technology) 3 (+5)

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

Medicine 3 (+5)

Notice 8 (+10)

Perform (Dance) 1 (+5)

Sense Motive 13 (+15)

Stealth 16 (+19)



[b]Feats[/b]: 43PP

Attack Focus (Melee) 6

Benefit 2 (Wealth 2)

Blind Fight

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 7

Evasion 2

Equipment 6 (30EP)

Hide in Plain Sight

Jack of All Trades

Luck 3

Master Plan 2

Power Attack

Second Chance (Intimidate)

Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Sneak Attack

Startle

Takedown Attack 2

Well-Informed


[quote name="Equipment"]3 + 1 + 3 + 4 + 14 = 25ep


[b][u]Collapsible Escrima Sticks:[/u] Strike 3[/b] ([i]Power Feat:[/i] Mighty, Subtle); [i]Cost:[/i] 5ep


[b][u]Gas Mask[/u]: Immunity 1[/b] (eye and lung irritants); [i]Cost:[/i] 1ep


[b][u]Grappling Hook[/u]: Super-Movement 1[/b] (Swinging), [b]Speed 1[/b] (10 MPH); [i]Cost:[/i] 3ep


[b][u]Midnight Costume[/u]: Protection 3[/b] ([i]Power Feat:[/i] Subtle); [i]Cost:[/i] 4ep


[b][u]Night Cycle:[/u] Speed 5[/b] (250 mph)

[list][u]Stats[/u]: [i]Size:[/i] Medium; [i]Strength:[/i] 20; [i]Defense:[/i] 10; [i]Toughness:[/i] 10; [i]Features:[/i] Disguise, Hidden Compartments, Nitro Injectors, Remote Control, Subtle; Cost: 17ep[/list][/quote]


[b]Powers[/b]: 4 + 1 + 27 + 5 + 19 + 1 + 6 = 63PP


[b]Concealment 2 ([/b]All Mental Senses, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] (Mutant, "Shadowy Presence") [4PP]


[b]Concealment 1 ([/b]ESP Effects, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Limited [Mental/Psychic Effects], Permanent[b])[/b] [1PP]


[b]Gadgets 3 ([/b]15PP Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose[b])[/b] (Utility Coat & Belt) [27PP]


[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] (Mutant, "Telepathic Resistance") [5PP]


[b]Midnight Mist 8.5 ([/b]17PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Mutant) [19PP]


[list][u]Base Power[/u]: Midnight Mist [16 + 1 = 17PP]

[b]Obscure 4 ([/b]Visual and Olfactory Senses, 50ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch][b])[/b] (Gaseous Cloud) [16PP]

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


[u]Alternate Power[/u]: Supersaturated Muscle Tissue [8 + 9 = 17PP]

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

[b]Protection 9 ([/b][i]Extras:[/i] Force Field [Free Action, Sustained Duration][b])[/b] [9PP]


[u]Alternate Power[/u]: Mist Form [5 + 12 = 17PP]

[b]Flight 2 ([/b]25MPH / 250ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP]

[b]Insubstantial 2 ([/b]Gas, [i]Extras:[/i] Action [Reaction][b])[/b] (Gaseous Cloud) [11PP][/list]

[b]Sensory Shield 1 ([/b]Visual[b])[/b] [1PP]


[b]Super-Senses 6 ([/b]Counters Obscure [Visual Senses, All Descriptors], Infravision[b])[/b] [6PP]



[b]DC Block:[/b]

[code]ATTACK            RANGE    SAVE                            EFFECT

Unarmed           Touch    DC19(21*, 25^) Toughness (Staged)    Damage (Physical)

Escrima Sticks    Touch    DC22(24*, 28^) Toughness (Staged)    Damage (Physical)


*Sneak Attack, ^Supersaturated Muscle Tissue
Abilities 36 + Combat 30 + Saves 17 + Skills 29 + Feats 43 + Powers 63 = 218/222 Power Points
Example Gadgets
Blessed Silver Knuckles Corrosion 5 (Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Affects Insustantial 2, Improved Critical, Incurable, Mighty) [15PP] EMP Grenade Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP] Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack Super-Senses 1 (Trace Teleport) [1PP] Teleport 3 (Extras: Accurate, Affects Others, Power Feats: Easy, Progression [600 lbs.]) [14PP] Original Night Gun Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full Action]) [3PP] Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Ranged, Flaws: Action [Full Action]) [12PP] Tight-Beam Sonic Emitter Dazzle 15 (Auditory) [15PP] Universal Translator Super-Senses 4 (Normal Auditory [Analytical, Ultra-Hearing], Normal Olfactory [Acute, Analytical], Normal Visual [Analytical]) [5PP] Comprehend 5 (Code, Read, Speak and Understand Languages) [10PP]
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Doktor'd

The Scarab

[floatr][img=http://www.freedomplaybypost.com/wiki/images/6/65/TheScarabElenaGuerrero.jpg][/floatr][b][u]Power Level:[/u][/b] 15 (220/220PP)

[b][u]Tradeoffs[/u]:[/b] None

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

[b][u]Progress to Gold[/u]:[/b] 70/90


[b][u]Character Name[/u]:[/b] The Scarab

[b][u]Alternate Identities[/u]:[/b] Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation)

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

[b][u]Birthplace[/u]:[/b] Santa Lucia, California, USA

[b][u]Occupation[/u]:[/b] Freelance Legal Consultant, Philanthropist

[b][u]Affiliations[/u]:[/b] Freedom City Historical Museum (Donor), [i]Freedom City Ledger[/i] (Lifetime Subscriber), Freedom City Public Libraries (Donor), Freedom City University (Alumnus), Law Office of Nelson & Bannerly (Independent Consultant), Rhodes Foundation (Shareholder)

[b][u]Family[/u]:[/b] Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased)


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

[b]Age:[/b] 31 (D.O.B. 1979)

[b]Ethnicity:[/b] Latina

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

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

[b]Hair:[/b] Black

[b]Eyes:[/b] Brown


Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under her shoulder guards never ceases flowing and billowing dramatically behind her, subtly guided by her telekinesis and her flair for the dramatic. Careful observers will quickly realize that, even when she chooses to walk rather than hover, her feet never quite touch the ground, only adding to the alternately unsettling and awe-inspiring mystique she cultivates.


[floatl][img=http://www.freedomplaybypost.com/wiki/images/8/89/MichelleRodriguezAsElenaGuerrero01.jpg][/floatl]Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals employed in the fields of law or big business. She tends toward tailored skirtsuits, sweaterdresses, sundresses, and other outfits which could be described as "feminine and elegant, but unremarkably so." She tends to wear a lot of red and gold combinations, so as to be color-coded for the convenience of the imaginary readers of the FCPBP comic books. When it comes to clothing, she believes in paying for quality, but almost never to the point of extravagance (on the rare occasion where she does indulge, it is not for her own benefit). She isn't a very athletic person, focused far more on the cerebral than the physical, and her body suffers for it. She's fortunate enough to have been born with genes which make weight difficult to keep on rather than off, but what flesh she does carry lacks any real muscle tone. Her physique is petite, but doughy. Her facial features aren't actively unpleasant to gaze upon, but neither are they anything exceptional.


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


[b]Heru-Ra[/b]

In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics or economics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and sheer talent, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining great power to exert his will upon the world around him.


Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men fought together often, defending Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, and trapped them within the eggs for all eternity.


Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade died striking each other a death blow. When the two men stood before the gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor. Simultaneously impressed with his courage and insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all - they gave him exactly what he asked for.


Heru-Ra and Tan-Aktor were both doomed to unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and rid himself of his eternal foe.


[floatr][img=http://www.freedomplaybypost.com/wiki/images/8/80/TheScarabAlexanderRhodes.jpg][/floatr][b]Alexander Rhodes[/b]

Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark in 1961. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra. The recovery of all the memories he'd accumulated in previous lifetimes reawakened his ka, empowering him once again. He decided to use his powers to fight Evil, putting on a mask and cape to help usher in the resurgence of costumed superheroes as The Scarab.


The Scarab was the second-in-command of the original Freedom League, and aside from The Centurion, the longest-running member. His psychic powers and diplomatic nature helped him fulfill the role of "peacemaker" on the team, settling conflicts and encouraging and facilitating teamwork. He was a mentor, comrade, and friend to most of his teammates during his nearly 20 years of service.


Although Rhodes never met the Nazi sorcerer Wilhelm Kantor personally, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless hours and resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab foiled his attempts at world conquest.


In 1979, seeking to rid himself of his eternal foe, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleashing the Scions of Sobek upon the world. He manipulated the crocodile-headed sorcerers into hunting down Heru-Ra. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both of them their lives.


As far as the public knew, Alexander Rhodes suffered a fatal brain aneurysm (which was technically true). At his request, his comrades on the Freedom League interred his corpse in a secret chamber inside The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. In accordance with his departed friend's wishes and contingency plans, Daedalus created cloned bodies which were interred at Rhodes' public grave and a fake burial chamber in The Lair, as decoys. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will & testament, controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for taking care of The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. As Maria aged, she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place at the head of the Rhodes Foundation.


As he'd promised, Adrian Eldritch cast a spell immediately after The Scarab's death, obscuring any attempt by Kantor to locate his next incarnation. Unfortunately, this spell made it impossible for any of The Scarab's fellow heroes to locate her either, so she was left to her own devices. Although she was conceived at the moment of Rhodes' death, it would be nearly 30 years before the next incarnation of Heru-Ra became fully aware of her own destiny.


[floatl][img=http://www.freedomplaybypost.com/wiki/images/8/85/TheScarabDCAUStyle.jpg][/floatl][b]Elena Guerrero[/b]

Elena Guerrero's parents were illegal Mexican immigrants, who made it over the border just in time for her to be born in Southern California, becoming an American citizen by default. Eventually, her family made their home in Santa Lucia, a small town with a large (and poor) Latino population. Her upbringing couldn't help but be "multicultural."


Some children are born with a silver spoon in their mouths. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. As childhood gave way to adolescence, childish games stood aside to make room for Noble Causes. Elena was never without a cause to champion, though the exact nature of that cause seemed to change with amusing regularity. Still, it was courage, conviction, and an unhealthy sense of adventure that had driven her parents across the border in the first place, and they had no intention of squashing these same qualities in their own daughter. So they indulged her as much as they were able.


An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her Juris Doctorate. As a lawyer, she planned to fight injustice and oppression, to fight for those who couldn't fight for themselves. During her tenure at FCU, Elena was amazed how Freedom City felt more like "home" to her than any place she had ever visited. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline.


Unfortunately, her graduation from FCU Law School was a bittersweet occasion, as both her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people were dying premature, cancer-ridden deaths in Santa Lucia, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a wholly-owned subsidiary of Grant Conglomerates. But it was the poor Latino residents who were dying, while the White upper-class (a minority in population but a majority in power and resources) looked the other way.


[floatr][img=http://www.freedomplaybypost.com/wiki/images/0/03/MichelleRodriguezAsElenaGuerrero02.jpg][/floatr]The townspeople finally organized and put together a class-action suit against Locusta, but they couldn't find a lawyer to try the case who they could afford. That is, until Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic. To them, she was "one of us," a local-kid-done-good. Besides, they had accumulated a mountain of evidence and a list of witnesses a mile long. It was an open-&-shut case.


Which is why everyone was so surprised when they lost. They underestimated Locusta's influence as much as they overestimated Locusta's ethics. Witnesses either disappeared or recanted their testimony. Evidence was lost or destroyed. New evidence "appeared" or was manufactured. The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta.


The *crack* of the judge's gavel coming down echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. Her mind started randomly reaching out into the thoughts of others. She saw past events as if they were happening in the present. She saw the bribes, the threats, the lies. She staggered out of the courtroom, overwhelmed and demoralized. It was her first and last case.


Her defeat utterly disillusioned Elena regarding the entire legal system. She decided that, if the system was being so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few years learning to control and expand her powers, and learning how to profit from them. Precognition helped her make a substantial profit on the stock market (and one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." She helped select juries, verify witness testimony, and stay one step ahead of the opposing legal teams. None of her clients knew about her superhuman abilities; they thought she was "just that good." Most law firms paid top dollar for her services, though she was known to aid certain sincere "underdog" causes for free.


The money started piling up, almost faster than she could spend it. She began donating it to charity, starting with several anonymous donations to both the private citizens and public institutions of Santa Lucia. But in all those years, no matter how many cases she helped win or how much money she gave away, her sleep was plagued with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough. That she had to do more.


Three years to the day of her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to Downtown, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance to The Lair. She realized that she wasn't merely daydreaming about flying across the skyline. She was actually reaching out with her mind, extending her senses beyond her physical body. Once inside The Lair, once inside her Lair, everything finally made sense. She remembered everything.


Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb for what it was, and identified the true resting place of Alexander Rhodes. She was able to tell Sofia things, things about herself, about her mother, about Rhodes, that no one else would know, that no one else could know. Eventually, Sofia was convinced, and pledged her renewed support. Soon, all the pieces were in place. At long last, almost thirty years since his death, The Scarab was reborn, and ready to make up for lost time.


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

In and out of costume, Elena carries herself with an air of nobility. She radiates the calm confidence of someone who really has "seen it all;" very little surprises her anymore. Some people mistake her demeanor for repression at first, but in her interacts it quickly becomes clear that she isn't pent up, merely serene. She is incredibly empathic, always looking for the best in people even when they can't see it themselves, always looking for ways to settle conflicts peacefully and turn yesterday's enemies into today's allies. The fact that she hasn't already tried to just take over the world and turn everyone into her puppets, after dealing with Humanity for 5,000 years, is a testament to an almost saintly capacity for restraint and understanding.


However, that "air of nobility" cuts both ways. She expects her words to carry weight, for others to defer to her experience, and so she has very little patience for being questioned or second-guessed, especially on the battlefield. And although her patience is legendary, once a foe (or even a comrade) has reached its limits, she swings completely to the other end of the spectrum with alarming alacrity. There is no gradual progression between "understanding counselor" and "ruthless warrior" with The Scarab, but a switch (albiet a weighty one, difficult to flip).


Between remembering 5,000 years worth of accumulated life experience and being the most powerful telepath in the history of the world, The Scarab tends to be uncomfortably (and unconsciously) blunt in social interaction. She usually stops short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects and gives voice to matters others leave unspoken. She knows too much about how the human mind works to avoid some measure of manipulation in her interactions, but she rarely has the patience for employing or indulging outright deception.


When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. After accumulating so much experience on both sides of the gender barrier, watching the fickle standards of beauty change from one culture and generation to the next, while peering into the very minds and souls of so many people, she no longer places much importance upon the particular body those souls come wrapped in. In short, she's bisexual, and at one point or another, she's probably tried everything, in all possible combinations, from all possible points of view.


When Elena puts on the mask of The Scarab, she changes her persona noticeably to match. Her speech pattern and word choice leans far toward the formal and the dramatic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright hammy speeches. She does not "speak." She proclaims.


Ultimately, the soul of Heru-Ra is a hero in any incarnation. An unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault.


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

The Scarab is the archetypal "Psionic" superhero. She is a master of the art of exerting her will upon the world around her, both physical objects and the thoughts and minds of others. This allows her to move objects (including herself) as if she had the strength of thousands, without touching them, at amazing speeds (potentially turning any object into a "bullet"). She can project her thoughts into the minds of others (overwhelming them to the point of pain or even injury if she chooses), and read their thoughts as well. She can even seize direct control of other minds entirely, directing their actions like a puppeteer, or erasing and rewriting their memories as she chooses. Her senses are not bound by her physical body, or even time or space. She can push her sight out past her eyes, scanning her surroundings with incredible speed and experiencing faraway events as if she were present, or she can dredge up the psychic echoes left in places and objects, viewing past events which occurred around them. With effort, she can even extend her perceptions into the future. Such prophetic visions often come to her without any active effort on her part, especially in her dreams.


[hr][/hr]

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

 :arrow: [b]Dating Catwoman:[/b] The Scarab's previous incarnation had a "complicated" relationship with the supervillain Bombshell. Thanks to The Scarab's reincarnation and Bombshell's immortality, they have rekindled that relationship.

 :arrow: [b]Enemy:[/b] Tan-Aktor is, to say the least, not pleased to learn that his nemesis has returned.

 :arrow: [b]Justice:[/b] In 5,000 years and 100 lifetimes, there are still some lessons Heru-Ra hasn't learned. Elena's innate sense of justice and nobility are like conveniently-placed handles bolted to her back for easy steering.

 :arrow: [b]Keep Your Enemies Closer:[/b] The offices of Johnathan Grant (Grant Conglomerates) and Hieronymus King (Majestic Industries) are a stone's throw away from both Elena's apartment in Pyramid Plaza, and her secret headquarters beneath it. Constantine Urallos rents office space for Delphic Industries [i]and[/i] one of the penthouse apartments. Which he sometimes uses [i]to host meetings with the inner circle of The Labyrinth[/i]. Elena is, of course, totally ignorant of all this.

 :arrow: [b]Legacy:[/b] Heru-Ra has walked the Earth many times, making friends and enemies, accumulating and collecting debts, and generally building a past full of elements which could come back to bite her in the ass at any moment.

 :arrow: [b]Peeps:[/b] If Sofia Cruz, Maria Hernandez, or their families or friends are ever in danger, Elena will feel personally responsible for rescuing them. If any villains ever discover the link between them and The Scarab, exploiting that information will be the worst mistake they ever make.

 :arrow: [b]Powers:[/b]

[list]
[*][b]ESP:[/b] GMs can Fiat to allow villains being observed remotely to reroll or automatically pass the Notice check to pick up on it, and to allow them to ignore the "No Conduit" extra and target The Scarab with Perception-range powers.

[*][b]Mind Reading:[/b] If a subject The Scarab has established mental contact with is injured, The Scarab must make a save against the same Damage, using her Mind Reading power rank in the place of her Toughness bonus, as with the "Feedback" flaw. The GM can also force a save against an attack effect of his choice if The Scarab's mental probing unconvers a particularly intense or traumatic memory.

[*][b]Teleport Beacon:[/b] The beacon uses a Radio medium to transmit the signal to The Scarab's Lair to open up a portal at its location. Any effects which interfere with Radio Communication or Radio senses will also block the signal.

[*][b]Other:[/b] The GM should feel free to force a save against an attack effect of his choosing, with either her power rank or her actual saving throw, when one of her mental powers is resisted or otherwise fails.[/list] :arrow: [b]Pretender To The Throne:[/b] Some people doubt the legitimacy of Elena's claim to the legacy of The Scarab.

 :arrow: [b]Prejudice:[/b] Elena is female, Hispanic, openly bisexual, and "New Money" (or "[i]Nouveau Riche[/i]," as they are called only by the [i]super[/i]-pretentious). There's a whole [i]salad bar[/i] of differences for bigots to disapprove of here.

 :arrow: [b]Reputation:[/b] The Scarab's romantic relationship with the supervillain Bombshell (or at least, accusations thereof) is now a matter of public record. Opinions differ, to say the least.

 :arrow: [b]Secret:[/b] Identity. If any of The Scarab's enemies ever learn who she is, the residents of Pyramid Plaza will quickly see their insurance premiums skyrocket.



[b][u]Abilities[/u]:[/b] (-2) + 0 + 0 + 10 + 10 + 8 = 26PP

Strength: 08 (-1)

Dexterity: 10 (+0)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 18 (+4)



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

Initiative: +5

Attack: +4, +12 Telekinesis

Grapple: +3, +24 Telekinesis

Defense: +12/+4 (+4 Base, +8/+0 Shield), +2 Flat-Footed

Knockback: -6/-0, -0 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 6 + 6 + 15 = 27PP

Toughness: +12/+0 (+0 Con, +12/+0 Force Field), +0 Flat-Footed

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

Reflex: +6 (+0 Dex, +6)

Will: +20 (+5 Wis, +15)



[b][u]Skills[/u]:[/b] 100R = 25PP

Concentrate 7 (+12, Second Chance)

Diplomacy 11 (+15, Skill Mastery)

Investigate 15 (+20, Skill Mastery)

Knowledge (History) 0 (+5, Skill Mastery)

Language 1 (English [Native], Spanish)

Medicine 0 (+5, Skill Mastery)

Notice 20 (+25, Skill Mastery)

Perform (Oratory) 11 (+15, Skill Mastery)

Search 15 (+20, Skill Mastery)

Sense Motive 20 (+25, Skill Mastery)

[Any STR] 0 (-1)

[Any DEX] 0 (+0)

[Any INT] 0 (+5)

[Any WIS] 0 (+5)

[Any CHA] 0 (+4)



[b][u]Feats[/u]:[/b] 19PP

Attack Specialization (Telekinesis) 3

Beginners Luck

Benefit 3 (Status [Legacy of The Scarab], Wealth 2 [Rich])

Connected

Equipment 0 (+7 [35EP] Veteran Reward)

Improvised Tools

Jack of All Trades

Luck 4

Second Chance (Concentrate)

Skill Mastery 2 (Diplomacy, Investigate, Knowledge [History], Medicine, Notice, Perform [Oratory], Search, Sense Motive)

Speed of Thought

Trance


[quote name="Equipment 7PP = 35EP"]


[b][u]The Scarab's Lair (PL14 HQ)[/u][/b] [35EP]


[i]The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, those aged facades conceal the highly advanced technology that maintains the entire complex. The Lair is detailed in Freedom City Atlas #2, and [url=http://www.freedomplaybypost.com/viewtopic.php?f=10&t=1525&start=0]this thread[/url].[/i]


[b]Size:[/b] Huge [3EP]


[b]Toughness:[/b] +15 [2EP]


[b]Features:[/b] [30EP]

Communications

Computers 2 (Masterwork)

Concealed 2 (+15 DC)

Defense System (Blast 15) (Scarab-Bots)

Fire Prevention System

Gym

Holding Cells (Nullify 15)

Infirmary 2 (Masterwork)

Laboratory 2 (Masterwork)

Library 2 (Masterwork)

Living Space

Personnel (Scarab-Bots)

Pool

Power 2 (60PP)

Power System

Security System 5 (DC40)

Self-Repairing (Scarab-Bots)

Think-Tank (Journals From Past Lives)

Workshop 2 (Masterwork)


[i]The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each scarab-bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks.[/i]


[b]Powers:[/b]


[b]Teleport 10 ([/b]200,000 miles ["Earth To The Moon"], [i]Extras:[/i] Accurate, Duration 2 [Continuous], Portal 2, [i]Flaws:[/i] Limited [Others], Limited [To/From HQ], [i]Feats:[/i] Change Direction, Progression [Portal Size] 1 [10ft x 10ft][b])[/b] [52PP]


[i]The Scarab's teleportals appear to be giant glowing ankh-shaped holes in space, surrounded by crackling lightning. In order to use the teleporter, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses will prevent the beacon from working, and the subject will gain a Hero Point for the Complication. Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that they be on [url=http://www.freedomplaybypost.com/viewtopic.php?f=10&t=1525&start=0#p31480]the list[/url] of characters to whom The Scarab has granted access.[/i][/quote]


[b][u]Powers:[/u][/b] 6 + 2 + 2 + 7 + 17 + 46 + 12 + 15 = 107PP


[b][i]Descriptors:[/i][/b] Enlightenment, [i]Ka[/i], Mental, Past-Life Memory, Psionic, Psychic, Reincarnation, Telekinetic, Telepathic


[b]Comprehend 3 ([/b]Languages 3 [Read/Write Any, Speak Any, Understand Any][b])[/b] (Past-Life Memory) [6PP]


[b]Comprehend 1 ([/b]Spirits[b])[/b] (Telepathy) [2PP]


[b]Features 2 ([/b]Quick Change [Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair][b])[/b] [2PP]


[b]Flight 3 ([/b]50MPH / 500ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] (Telekinesis) [7PP]


[b]Force Field 12 ([/b][i]Extras:[/i] Linked [Shield], [i]Flaws:[/i] Limited [Dodge Bonus][b])[/b] [6PP] [b]+ Shield 8 ([/b][i]Extras:[/i] Linked [Force Field], [i]Feats:[/i] Selective, Subtle, Variable Descriptor[b])[/b] [11PP] (Deflection, Dodge, Force Fields, Parry, Precognition, Telekinesis, Telepathy) [17PP]


[b]Psionics 20 ([/b]40PP Array, [i]Feats:[/i] Alternate Power 6[b])[/b] [46PP]


[list][u]Base Power[/u]: [b]Stun 12 ([/b][i]Extras:[/i] Alternate Save [Will], Mental, Range 2 [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Sedation, Subtle[b])[/b] (Psychosomatic Pain) [38PP]


[u]Alternate Power[/u]: [b]Concealment 10 ([/b]All Non-Mental Senses, [i]Extras:[/i] Affects Others, [i]Flaws:[/i] Phantasm, [i]Feats:[/i] Progression [Save DC] 4 [DC24], Progression [Subjects] 1 [2 Subjects], Selective[b])[/b] (Psychic Invisibility) [26PP]


[u]Alternate Power[/u]: [b]Damage 12 ([/b][i]Extras:[/i] Range 2 [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12, Precise, Subtle[b])[/b] (Telekinesis) [38PP]


[u]Alternate Power[/u]: [b]ESP 5 ([/b]Visual + Auditory Senses, 5 miles, [i]Extras:[/i] Action [Free], Duration [Sustained], No Conduit, Simultaneous, [i]Feats:[/i] Fast Task [Search] 4 [Full Action to search 1-mile area], Subtle [DC25 Notice][b])[/b] (Clairvoyance) [40PP]


[u]Alternate Power[/u]: [b]Mind Control 12 ([/b][i]Extras:[/i] Conscious, Instant Command, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Mental Link, Subtle[b])[/b] [38PP]


[u]Alternate Power[/u]: [b]Move Object 12 ([/b]Lifting Strength 60 [[i]Heavy Load:[/i] 50 tons], [i]Extras:[/i] Range [Perception], [i]Feats:[/i] Precise, Subtle[b])[/b] (Telekinesis) [38PP]


[u]Alternate Power[/u]: [b]Transform 12 ([/b]Memory Alteration, [i]Extras:[/i] Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Subtle[b])[/b] [38PP][/list]

[b]Super-Senses 14 ([/b]Danger Sense [Mental], Mental Awareness [Mental], Normal Mental Sense [[i]Extras:[/i] Acute, Radius, Ranged], Postcognition, Precognition [[i]Flaws:[/i] Uncontrolled], Uncanny Dodge [Mental][b])[/b] [12PP]


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


[list][u]Base Power[/u]: [b]Communication 7 ([/b]Mental, 200 miles, [i]Extras:[/i] Linked [Comprehend, Mind Reading], [i]Feats:[/i] Subtle[b])[/b] [8PP] [b]+ Comprehend 1 ([/b]Languages 1 [Speak Any Language], [i]Extras:[/i] Linked [Communication, Mind Reading][b])[/b] [2PP] [b]+ Mind Reading 1 ([/b][i]Extras:[/i] Action 2 [Free], Effortless, Linked [Communication, Comprehend], Mental, [i]Flaws:[/i] Duration [Instant/Lasting], Limited [Surface Thoughts][b])[/b] [2PP] (Telepathy) [12PP]


[u]Alternate Power[/u]: [b]ESP 1 ([/b]All Senses, 10ft, [i]Extras:[/i] Action [Free], Duration [Sustained], Simultaneous, [i]Feats:[/i] Subtle [DC21 Notice][b])[/b] [8PP]


[u]Alternate Power[/u]: [b]Mind Reading 15 ([/b][i]Extras:[/i] Linked [Super-Senses], Mental, [i]Flaws:[/i] Duration [Instant/Lasting], [i]Feats:[/i] Subtle[b])[/b] [9PP] [b]+ Super-Senses 1 ([/b]Normal Mental Sense, [i]Extras:[/i] Analytical[b])[/b] [1PP] (Telepathy) [10PP]


[u]Alternate Power[/u]: [b]Move Object 2 ([/b]Lifting Strength 10 [[i]Heavy Load:[/i] 100 lbs.], [i]Extras:[/i] Damaging, Range [Perception], [i]Feats:[/i] Precise, Subtle[b])[/b] (Telekinesis) [10PP][/list]


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

None



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

[code]ATTACK                RANGE         SAVE                       EFFECT

Unarmed               Touch         DC14 Toughness (Staged)    Damage (Physical)

Memory Alteration     Perception    DC22 Will                  Transform

Mind Control          Perception    Contested +12 vs Will      Controlled

Telekinesis           Perception    Grapple check (Staged)     Pinned/Bound

TK Blast              Perception    DC27 Toughness (Staged)    Damage (Energy)

TK (Thrown Object)    Ranged        DC27 Toughness (Staged)    Damage (Physical)

Telepathy             Perception    Contested +15 vs Will      Mind Reading
Abilities (26) + Combat (16) + Saving Throws (27) + Skills (25) + Feats (19) + Powers (107) - Drawbacks (0) = 220/220 Power Points

7PP to spend.

Dropped Wisdom from 22 to 20, which decreased Will to +18, Concentrate to +14, Notice to +24, and Sense Motive to +24 (+2PP).

Dropped Immunity (+3PP).

Added 2 ranks of Will save, increasing it from +18 to +20 (-2PP).

Added 22 skill ranks, dropped 2: -2 Concentrate, +10 Diplomacy, +1 Notice, +10 Perform (Oratory), +1 Sense Motive (-5PP).

Added 2 ranks of Luck (-2PP).

Added 1 rank of Skill Mastery (-1PP).

Added 1 rank to Psionics array (-2PP).

Increased rank of Mind Reading AP in Telepathy array from 14 to 15 (0PP).

Doktor'd

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DONE BY SHAENTHEBRAIN

Second part of Midnight II's edits:

4PP - Four more ranks of Equipment to go toward the Midnight Manor

[b]Players Name[/b]: Gizmo 

[b]Power Level[/b]: 15 (218/222PP)

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

[b]Unspent PP[/b]: 0

[b][u]Progress to Platinum:[/u][/b] 72/90 (Gold status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/MidnightIIHF.png][/floatr][b]Characters Name[/b]: Midnight II

[b]Alternate Identity[/b]: Trevor Hunter

[b]Age[/b]: 17

[b]Gender[/b]: Male 

[b]Height[/b]: 6'2"

[b]Weight[/b]: 165 lbs

[b]Hair[/b]: Black

[b]Eyes[/b]: Black Sclera With Red Irises


[b]Description[/b]:


Trevor Hunter is a tall, lanky teenager with dark hair just a little too long to be kept tidy and a relaxed demeanour. Although over six feet he's still growing into his full height, giving him a thinness accentuated by angular features. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His one concession is a battered black fedora which he wears whenever convenience allows.


As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes.


[b]History[/b]:


Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge.


The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realised, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognised the familiar light blocking gas he produced.


Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree.


Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice.


The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognised the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enrol at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark.


[b]Personality & Motivation[/b]:


Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailing genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years.


Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilising fear against the villains who make it their stock and trade.


[b]Powers & Tactics[/b]: 


Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Using his specially designed goggles, Trevor takes advantage of the cover to terrify his foes and strike undetected, leaving no trace of himself save unconscious criminals. 


A secondary power clouds his presence from telepathy and other mental senses, making him a shadowy figure even on the mental plane. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt.



[b]Complications[/b]:

[i]Camera Shy[/i] (Trevor prefers to remain unseen by the public; the shadows are where he does his best work.)

[i]Disarmed[/i] (Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand held and can be disarmed as normal.)

[i]Don’t Touch the Hat[/i] (Don’t. Touch. The [i]Hat[/i].)

[i]Erin White[/i] (Dating. It's complicated.)

[i]Frightening[/i] (The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids.)

[i]Honest[/i] (Trevor’s a lousy liar, to the point of bluntness)

[i]Legacy[/i] (Living up to his inherited code name means the world to Trevor.)

[i]Loyalty[/i] (Trevor insists he's only a part-time member of Young Freedom, but his teammates know better and deep down, so does he.)

[i]Mental Familiarity[/i] (Trevor and Eve Martel have developed their telepathic rapport to the point where she is unaffected by his otherwise difficult to read mind.)



[b]Abilities[/b]: 8 + 6 + 6 + 4 + 4 + 8 = 36PP

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

DEX: 16 (+3)

CON: 16 (+3)

INT: 14 (+2)

WIS: 14 (+2)

CHA: 18 (+4)



[b]Combat[/b]: 18 + 12 = 30PP

Initiative: +3

Attack: +9 Base, +15 Melee

Grapple: +19

Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed

Knockback: -4, -2 Flat-Footed



[b]Saving Throws[/b]: 4 + 5 + 8 = 17PP

Toughness: +10/+16 (+3 Con, +4 Defensive Roll, +3 Midnight Costume/+9 Protection)

Fortitude: +7 (+3 Con, +4) (+2 Sensory Shield)

Reflex: +8 (+3 Dex, +5) (+2 Sensory Shield)

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



[b]Skills[/b]: 116r = 29PP

Acrobatics 7 (+10)

Craft (mechanical) 13 (+15)

Drive 12 (+15)

Gather Information 6 (+10)

Intimidate 16 (+20)

Knowledge (Streetwise) 3 (+5)

Knowledge (Tactics) 13 (+15)

Knowledge (Technology) 3 (+5)

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

Medicine 3 (+5)

Notice 8 (+10)

Perform (Dance) 1 (+5)

Sense Motive 13 (+15)

Stealth 16 (+19)



[b]Feats[/b]: 43PP

Attack Focus (Melee) 6

Benefit 2 (Wealth 2)

Blind Fight

Defensive Roll 2 (+4 Toughness)

Distract (Intimidate)

Dodge Focus 7

Evasion 2

Equipment 10 (50EP)

Hide in Plain Sight

Jack of All Trades

Luck 3

Master Plan 2

Power Attack

Second Chance (Intimidate)

Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Sneak Attack

Startle

Takedown Attack 2

Well-Informed


[quote name="Equipment"]5 + 1 + 3 + 4 + 17 + 20 = 50EP


[b][u]Collapsible Escrima Sticks:[/u] Strike 3[/b] ([i]Power Feat:[/i] Mighty, Subtle); [i]Cost:[/i] 5EP


[b][u]Gas Mask[/u]: Immunity 1[/b] (eye and lung irritants); [i]Cost:[/i] 1EP


[b][u]Grappling Hook[/u]: Super-Movement 1[/b] (Swinging), [b]Speed 1[/b] (10 MPH); [i]Cost:[/i] 3EP


[b][u]Midnight Costume[/u]: Protection 3[/b] ([i]Power Feat:[/i] Subtle); [i]Cost:[/i] 4EP


[b][u]Night Cycle:[/u] Speed 5[/b] (250 mph)

[list][u]Stats[/u]: [i]Size:[/i] Medium; [i]Strength:[/i] 20; [i]Defense:[/i] 10; [i]Toughness:[/i] 10; [i]Features:[/i] Disguise, Hidden Compartments, Nitro Injectors, Remote Control, Subtle; [i]Cost:[/i] 17EP[/list]


20EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=39&t=5370]The Midnight Manor[/url][/quote]


[b]Powers[/b]: 4 + 1 + 27 + 5 + 19 + 1 + 6 = 63PP


[b]Concealment 2 ([/b]All Mental Senses, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] (Mutant, "Shadowy Presence") [4PP]


[b]Concealment 1 ([/b]ESP Effects, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Limited [Mental/Psychic Effects], Permanent[b])[/b] [1PP]


[b]Gadgets 3 ([/b]15PP Variable Power, Any Power, Multiple Powers At Once, [i]Extras:[/i] Action 2 [Free], Duration [Continuous], [i]Flaws:[/i] Hard-To-Lose[b])[/b] (Utility Coat & Belt) [27PP]


[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect][b])[/b] (Mutant, "Telepathic Resistance") [5PP]


[b]Midnight Mist 8.5 ([/b]17PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Mutant) [19PP]


[list][u]Base Power[/u]: Midnight Mist [16 + 1 = 17PP]

[b]Obscure 4 ([/b]Visual and Olfactory Senses, 50ft radius, [i]Extras:[/i] Action 2 [Free], Independent, [i]Flaws:[/i] Range [Touch][b])[/b] (Gaseous Cloud) [16PP]

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


[u]Alternate Power[/u]: Supersaturated Muscle Tissue [8 + 9 = 17PP]

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

[b]Protection 9 ([/b][i]Extras:[/i] Force Field [Free Action, Sustained Duration][b])[/b] [9PP]


[u]Alternate Power[/u]: Mist Form [5 + 12 = 17PP]

[b]Flight 2 ([/b]25MPH / 250ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [5PP]

[b]Insubstantial 2 ([/b]Gas, [i]Extras:[/i] Action [Reaction][b])[/b] (Gaseous Cloud) [11PP][/list]

[b]Sensory Shield 1 ([/b]Visual[b])[/b] [1PP]


[b]Super-Senses 6 ([/b]Counters Obscure [Visual Senses, All Descriptors], Infravision[b])[/b] [6PP]



[b]DC Block:[/b]

[code]ATTACK            RANGE    SAVE                            EFFECT

Unarmed           Touch    DC19(21*, 25^) Toughness (Staged)    Damage (Physical)

Escrima Sticks    Touch    DC22(24*, 28^) Toughness (Staged)    Damage (Physical)


*Sneak Attack, ^Supersaturated Muscle Tissue
Abilities 36 + Combat 30 + Saves 17 + Skills 29 + Feats 47 + Powers 63 = 222/222 Power Points
Example Gadgets

DONE BY SHAENTHEBRAIN

Blessed Silver Knuckles Corrosion 5 (Flaw: Limited [Drain Toughness Only vs. Targets with Vulnerability or Weakness to Silver], Power Feats: Affects Insustantial 2, Improved Critical, Incurable, Mighty) [15PP] EMP Grenade Drain Toughness 10 (Extras: Affects Objects, Area [General, Burst], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [10PP] Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack Super-Senses 1 (Trace Teleport) [1PP] Teleport 3 (Extras: Accurate, Affects Others, Power Feats: Easy, Progression [600 lbs.]) [14PP] Original Night Gun Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full Action]) [3PP] Stun 4 (Extras: Area [General, Cloud, 10ft radius], Linked [Obscure], Ranged, Flaws: Action [Full Action]) [12PP] Tight-Beam Sonic Emitter Dazzle 15 (Auditory) [15PP] Universal Translator Super-Senses 4 (Normal Auditory [Analytical, Ultra-Hearing], Normal Olfactory [Acute, Analytical], Normal Visual [Analytical]) [5PP] Comprehend 5 (Code, Read, Speak and Understand Languages) [10PP]
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Ironclad

:arrow: After this month's changes, Ironclad will be full +Tou shifted, so the following changes will apply.

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


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

Initiative: +3

Attack: +4, +10 Battlesuit Weapons Array

Grapple: +4, +20 Battlesuit Servos

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

Knockback: -5/-0


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

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

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

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

Will: +7 (+1 Wis, +6)
:arrow: Change to Powers and Tactics. Replace the entire section with following:
In the suit, Ironclad prefers to keep range from her opponents use full All-Out Attack and full Power Attack, 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 advantage.
:arrow: Roll 4 points into Skills, buying 4 ranks in Languages, 5 ranks in Craft/Mechanical, 5 ranks in Know/Tech, and 2 ranks into Sense Motive. Skills should look like:
[b][u]Skills[/u]:[/b] 68R = 17PP

Computers 10 (+15)[sup]SM[/sup]

Concentrate 9 (+10)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 10 (+15)[sup]SM[/sup]

Disable Device 10 (+15)[sup]SM[/sup]

Knowledge (Technology) 10 (+15)

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

Notice 8 (+9)[sup]SM[/sup]

Sense Motive 2 (+3)
:arrow: Buy Wealth II and drop 4 ranks of Dodge Focus. Feats should look like:
[b][u]Feats[/u]:[/b] 8PP

Benefit (Wealth II)

Dodge Focus 1

Eidetic Memory

Equipment 1 (5EP) - Free from player rewards

Inventor

Luck 2

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)
:arrow: Put another rank of Device into the Battlesuit and roll those points into Protection. Fix some formatting errors along the way. Suit should look like:
[b]Device 15[/b] (75PP, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6]) (Battlesuit [Technology]) [64PP]

[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) [7PP]


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


[b]Flight 5[/b] (250MPH/ 2 500ft per Move Action, [i]Feat:[/i] Subtle) - [i]Magnetic-Etheric Drive[/i] [11PP]


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


[b]Protection 15[/b] - [i]Armor[/i] [10PP]


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


[b]Sensory Array 2.5[/b] (5PP; [i]Feat:[/i] Alternate Power) [6PP]


[list][u]BE:[/u] [b]Super-Senses 2[/b] (All Visual Senses; [i]Extra:[/i] Radius) [2PP][/list]


[list][b]Super-Senses 3[/b] (Darkvision 2, Infravision) [3PP][/list]


[list][u]AP:[/u] [b]Super-Senses 4[/b] (All Auditory; [i]Extra:[/i] Accurate) [4PP][/list]


[list][b]Super-Senses 1[/b] (Ultra-Hearing) [1PP][/list]


[b]Weapons Array 10.5[/b] (21PP Array, [i]Feat:[/i] Alternate Power) [22PP]


[list][u]BE:[/u] [b]Blast 10[/b] ([i]Feat:[/i] Improved Range [x25]) [21PP] - [i]Wrist Blasters[/i][/list]


[list][u]AP:[/u] [b]Enhanced Strength 20[/b] ([i]Feat:[/i] Improved Critical [19-20]) [21PP] - [i]Servos[/i][/list]


[b]Vulnerability[/b] (Electricity; [i]Frequency:[/i] Common; [i]Intensity:[/i] Moderate) [-3PP][/device]

I just PMed you a copy of Ironclad's sheet. Re-do this edit request, with a single code block, containing her entire revised sheet, and separately, list an account of traits you've discarded and/or purchased with your available points. I'm not going to hunt and fetch all over the damned sheet like this.

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Thanks goes to Gizmo for pointing out the deficiencies in my descriptions. Please change it to the following:

[u]Description:[/u] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots and a grenadier cap. In general he'll use almost any weapon, but prefers to create specialized ones that give him the most use at the time they are needed. His combat uniform is a amalgamation of his past and present – The combat suit he was issued by SHADOW has been re-purposed, traced with blue lines representing his new affiliation with Claremont. Since his face is recognizable to many, he makes sure that it is obscured in both his civilian and hero identities. As John Smith, he wears sunglasses almost everywhere. As Myrmidon he has retooled a heavy riot helmet, making a subtle call back to his roots as a faceless SHADOW minion.
[u]Power Descriptions:[/u] According to the the files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' his duplicates from some sort of alternate dimension. Once 'built' they are in tune with a sort of psychic echo that duplicates and broadcasts his brainwaves into the assembled duplicate. This echo also allows simultaneous mental communication between Myrmidon and his 'troops'.  He can also forge weapons in a similar manner to the duplicates who also have this ability. Johns' state of mind seems to have a small effect on calling both his weapons and duplicates. Normally there is a faint light blue/white effect when they are summoned, and they have a standardized appearance. In one instance, it was noted that when angered these changed to red and his duplicates and weapons took on a more sinister mien. 
In addition could you add this picture to his sheet.
[img=http://imageshack.us/photo/my-images/607/myrmidon.jpg/]
After that, would you please also add the Descriptor (Psychic) to all of his powers. Now for the PP expenditures/changes. I would like to remove the feat Cunning Fighter and use that PP to buy another rank of Progression on Myrmidons' Duplication, bringing up the new total to 10 Duplicates at maximum.

[b]Duplication 7[/b] (Feats: Absorption Healing, Mental Link, Progression x3 [10 Duplicates]) (Psi Soldiers) [19 PP] 
I would then like to change Myrmidons' Weapon Creation power Duration to Sustained, (thereby freeing up 1 pp) and then buying 2 more ranks of it. (12 PP total with +1 PP coming from changing the duration.)

[b]Weapon Creation 3[/b] (5PP Variable Power, Any One Trait [Powers], One At A Time, Extras: Action 2 [Free]; Flaws: Duration [Sustained]) (Psi Arsenal) [18PP]
New Sample Weapons

[quote name='Sample Weapons (5PP/Rank)']


[u]Blastwave Emitter:[/u] [b]Trip 7[/b] (Extras: Knockback; Feats: Improved Trip) [15PP]


[u]Discus:[/u] [b]Damage 7[/b] (Extras: Range [Ranged]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Improved Critical [19-20], Ricochet) [15PP]


[u]Flash-Bang Grenade:[/u] [b]Dazzle 5[/b] [normal vision/auditory] (Extras: Area [Burst]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Ricochet) [15PP]


[u]Monoblade:[/u] [b]Damage 7[/b] (Extras: Penetrating; Feats: Improved Critical [19-20]) [15PP][/quote]
New DC Block

ATTACK              RANGE        SAVE                       EFFECT

Unarmed             Touch        DC16 Toughness (Staged)    Damage (Physical)

Blastwave Emitter   Touch        DC17 STR/DEX               Trip(Physical, Bludgeoning)

Flash-Bang Grenade  350ft        DC20 Reflex/Fort           Dazzle (Energy, Light & Sound)

Discus              350ft        DC22 Toughness (Staged)    Damage (Physical, Bludgeoning)

Monoblade           Touch        DC22 Toughness (Staged)    Damage (Physical, Slashing)

See my post to Rav above.

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Right then. Lord Steam first.

First off, Silver Reward is going to broken down: 2PP to Rene, 1PP to SC, and 12 PP to Lord Steam.

The 12 PP are going to be Equipment 12, this replaces his current Equipment 1 feat, freeing up one "normal" PP.

Normal Equipment 11 EP

Vehicle Array 32 EP

Steam Mansion 17 EP

60 EP Overall (12 PP)

[quote]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]



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


[u]Vehicle no1[/u]: "Bessie, the Steam powered horseless chariot" [32 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"


[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)








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]
Right, next up, the edit of the character himself. First off, he claws back the equipment 1 feat he used to have for 1 PP (its now part of Silver Reward) which means has 11 PP to spend. Second, +2 Toughness from his Ballistic Vest. Thirdly, for some bizzare reason he didnt spend one PP on creation. Sorry about that. So 12 PP to spend. Spent: +4 to Attack [4 PP] +2 to all exoctic saves [6 PP] Luck 1 Feat [1 PP] Takedown 1 Feat [1 PP] The changes are too combat and feats which works out:

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

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

Grapple: +13

Defence: +7 (+5 Base, +2 Dodge Focus), +2 Flat Footed

Knockback: -3, -1 Flat Footed



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

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]Feats[/u][/b] 20 PP


Attack Focus (Melee) 3

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

Connected

Defensive Roll 2

Dodge Focus 2

Equipment 12 (Free from Silver Reward)

Inventor

Luck 1

Master Plan

Power Attack

Takedown Attack 1
Next, Rene. First up 2PP from Silver Reward to go to Equipment 2 1 of these goes to Parkhurst Hotel as part of shared HQ 5 EP to go to his home: 7 PP to spend The PP donated to Parkhurst is now free (part of Silver Reward), so thats 8 PP Rejigging the Robe of Mists and the Amulet of Protection, clawing back 25 PP, for 33 total PP to spend: Amulet of Shielding Device 5 for PP 20 (Enhanced Fort +9, Enhanced dodge Focus +6, Protection +10) 25 PP Cloak of Mists Device 3 for PP 12 (Flight 2, Subtle, and Insubstantial 2: Gaseous) 15 PP Accurate 1 added to Blast array (for +12 Attack, +8 DC, a +2 attack/-2 damage shift) for 1 PP Coding this up (changes to Combat, Saving Throws)

Combat: 8 + 4 = 16PP

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

Attack: +4 (+12 with Magic Array)

Grapple: +3

Defence: +10 (+4 Base, +6 Dodge Focus from Amulet of Protection) +2 Flat-Footed

Knockback: -5


Saving Throws: 0 +2 + 0

Fortitude +9 (+0 Con +-0 +9 From Amulet of Protection)

Reflex +0 (-2 Dex, +2)

Will +10 (+10 Wis)


Power coding (Just covering the new devices)
[b]Device 5[/b] (Amulet of Protection; Mystic; Hard to Lose; 25 PP) [12 PP]

[list=][b]Enhanced Traits 15[/b] (mystic; Fortitude +9, Dodge Focus 6)

[b]Protection 10[/b]


[b]Device 3[/b] (Cloak of Mists; Mystic; Hard to Lose; 15 PP) [12 PP]

[list=][b]Flight 2[/b] (25mph; Mystic; [i]Feats[/i]: Subtle)

[b]Insubstantial 2[/b] (Gaseous; Mystic)[/list]



[/list]

The Magic Array looks slightly incorrect, although the maths is correct. The Array is listed as 29pp + 3 Alternate Power Feats, for 32 pp. The individual powers appear to be 27 pp (they should be 29pp), Hopefully this code corrects that and increases Accurate 2 to Accurate 3.
[b]Magic Array 15[/b] (mystic; 30pp, [i]Power Feats[/i]: Alternate Power 3 [+5 more from Mystic Paintbrush]) [33pp]


BE: [b]Blast 9[/b] (mystic; [i]Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [30pp]


AE: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; [i]Extras[/i]: alternate save (will), ranged, sleep (+0), mental (+0);[i] Flaws[/i]: Action (full round); [i]Feats[/i]: Accurate 3, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [29/30pp]


AE: [b]Snare 9[/b] (mystic; [i]Extras[/i]: transparent: [i]Flaws[/i]: Action (full round); [i]Feats[/i]: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]


AEL [b]Stun 9[/b] (mystic; [i]Extras[/i]: Range; [i]Flaws[/i]: action (full);[i] Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]
Note leaving Alternate effects from mystic paintbrush unchanged for now. Finally, add the following to "Powers and Tactics"
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. 


He also owns the fabled cloak of mists, that transforms the wearer into a smoky form that wafts through the air. This is a rather "standout" item, and he would not normally wear it, only when on an adventure. It looks like a fine gold and grey, wafer thin cloak that wraps over the shoulders. It makes him look a lot more like a "mage" and would be unusual, to say the least, streetwear. 

One code block to copy/paste for each sheet, please.

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Doktor'd; also added in a pic

Full Code for Lord Steam Changes:

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

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

[b][u]Power Level[/u]:[/b] 8 (104/115PP)

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

[b][u]Unspent PP[/u]:[/b] 11

[b][u]Progress To Gold Status[/u]:[/b] 10/90 (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=22 PP

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

Grapple: +13

Defence: +7 (+5 Base, +2 Dodge Focus), +2 Flat Footed

Knockback: -3, -1 Flat Footed



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

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] 48R = 12PP

Bluff 5 (+10)

Craft (Mechanical) 4 (+10)

Diplomacy 5 (+10)

Gather Information 5 (+10)

Investigate 6 (+12)

Knowledge (Technology) 4 (+10)

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

Notice 4 (+10)

Search 4 (+10)

Sense Motive 4 (+10)


[b][u]Feats[/u][/b] 20 PP


Attack Focus (Melee) 3

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

Connected

Defensive Roll 2

Dodge Focus 2

Equipment 12 (Free from Silver Reward)

Inventor

Luck 1

Master Plan

Power Attack

Takedown Attack 1



[quote]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]



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


[u]Vehicle no1[/u]: "Bessie, the Steam powered horseless chariot" [32 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"


[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)








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

[code]ATTACK     RANGE         SAVE                        EFFECT

Unarmed    Touch         DC18 Toughness (Staged)     Damage (Physical)

Cane       Touch         DC20  Toughness (Staged)    Damage (Physical)
Abilities (52) + Combat (24) + Saving Throws (8) + Skills (12) + Feats (19) + Powers (0) - Drawbacks (0) = 115/115 Power Points

Doktor'd; also added in a pic

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Doktor'd; also cleaned up DC Code Block

Full code for Rene


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

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

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

[b][u]Power Level[/u][/b]: 10 (138/145PP)

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

[b][u]Unspent PP[/u][/b]: 7

[b][u]Progress to Gold[/u][/b]: 25/90 (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]: Mystic, Artistic


[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. 


He also owns the fabled cloak of mists, that transforms the wearer into a smoky form that wafts through the air. This is a rather "standout" item, and he would not normally wear it, only when on an adventure. It looks like a fine gold and grey, wafer thin cloak that wraps over the shoulders. It makes him look a lot more like a "mage" and would be unusual, to say the least, streetwear.




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


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


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



[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 + 4 = 16PP

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

Attack: +4 (+12 with Magic Array)

Grapple: +3

Defence: +10 (+4 Base, +6 Dodge Focus from Amulet of Protection) +2 Flat-Footed

Knockback: -5



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

Fortitude +9 (+0 Con +-0 +9 From Amulet of Protection)

Reflex +0 (-2 Dex, +2)

Will +10 (+10 Wis)



[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, Summerian)

Notice 2 (+12)

Sense Motive 4 (+14)



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

Artificer

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

Benefit 2 (Wealth 2)

Equipment 2 (5EP contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel, 5 EP to own HQ[/url])

Improved Initiative 1

Ritualist



[quote]Headquarters "Rene's House"

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

[/quote]



[b][u]Powers[/u][/b]: 20 + 12 + 3 + 5 + 1 + 6 + 33 + 7 = 87PP


[b]Device 5[/b] (Amulet of Protection; Mystic; Hard to Lose; 25 PP) [20 PP]

[list=][b]Enhanced Traits 15[/b] (mystic; Fortitude +9, Dodge Focus 6)

[b]Protection 10[/b][/list]


[b]Device 3[/b] (Cloak of Mists; Mystic; Hard to Lose; 15 PP) [12 PP]

[list=][b]Flight 2[/b] (25mph; Mystic; [i]Feats[/i]: Subtle)

[b]Insubstantial 2[/b] (Gaseous; Mystic)[/list]


[b]Device 1[/b] (Mystic Paintbrush; 5 dp; Mystic; easy to loose; [i]Power Feat[/i]: Restricted [Craft (Art) Skill of 10+ Needed] [i]Drawback[/i]: Cannot use if unable to gesture as if painting) [3pp]


[device][b]Enhanced Feats 5[/b] (5 Alternate Powers for Magic Array; mystic) [5dp][/device]



[b]Flight 1[/b] (Power Feat: Subtle) [3 PP][/list]


[b]ESP 2[/b] (Mental Senses, 100 feet; Mystic; [i]Power Feats[/i]: Dimensional 2 (mystic dimensions), subtle) [5pp]


[b]Immunity 2[/b] (Aging, Disease; mystic; [i]Flaws[/i]: Limited [half effect]) [1pp]


[b]Luck Control[/b] (Favoured of the fates; Force a Reroll; mystic; [i]Power Feats[/i]: Luck 3)) [6pp]


    [b]Magic Array 15[/b] (mystic; 30 pp Power Feats: Alternate Power 3 [+5 more from Mystic Paintbrush]) [33pp]

    [list][u]BE[/u]: [b]Blast 9[/b] (mystic; [i]Power Feats[/i]: Accurate 3, Affects Insubstantial 2, Homing 1, Incurable, Indirect 3, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]AE[/u]: [b]Fatigue 9[/b] (Morpheus' Grasp, mystic, mental; [i]Extras[/i]: alternate save (will), range, sleep (+0), mental (+0); [i]Flaws[/i]: Action (full round); [i]Power Feats[/i]: Accurate 2, Insidious, Homing 1, Indirect 3, Reversible, Sedation, Subtle) [29/30pp]


    [u]AE[/u]:[b] Snare 9[/b] (mystic; [i]Extras[/i]: transparent; [i]Flaws[/i]: action (full round); [i]Power Feats[/i]: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]AE[/u]: [b]Stun 9[/b] (mystic; [i]Extras[/i]: Range; [i]Flaws[/i]: action (full); [i]Power Feats[/i]: Accurate 2, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic]) [30/30pp]


    [u]From Mystic Paintbrush[/u]:


    [u]AE[/u]: [b]Animate Object 6 ([/b]Animates Pictures 90 PP worth; mystic; [i]Extras[/i]: range (perception), duration (continuous), horde; [i]Flaws[/i]: Full Action Required, Unreliable (50% failure chance); [i]Power Feats[/i]: Progression 3 [10 Objects][b])[/b] [27/30pp]


    [u]AE[/u]: [b]Dimensional Pocket 9 ([/b]mystic; [i]Extras[/i]: alternate save [will], range (perception); [i]Flaws[/i]: Unreliable (50% failure chance), Action (full); [i]PFs[/i]: Reversible, Progression 12 [x10k total mass]; [i]Drawbacks[/i]: Noticeable [Can see trapped target in painting], Power loss [requires some surface to paint onto])[b])[/b] [27/30pp]


    [u]AE[/u]: [b]Illusion 9 ([/b]visual senses, mystic; [i]Extras[/i]: Duration (continuous); [i]Flaws[/i]: Action (full round); Unreliable (50% failure chance); [i]Power Feats[/i]: Progression, Area 11 [4.7 Miles][b])[/b] [27/30pp]


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


    [u]AE[/u]: [b]Teleport 9 ([/b]20,000 miles long range, mystic; [i]Extras[/i]: Accurate, Affect Others [+1], Range (perception); [i]Flaws[/i]: Long Range, Limited [Requires a picture of target area to paint onto], Unreliable (50% failure chance); [i]Power Feats[/i]: Change Direction, Change Velocity, Progression Mass 1 [Carry 250 lbs][b])[/b] [27/30pp][/list]



[b]Super Senses 7[/b] (Mind's eye; Mystic; Mental sense ["see's" surroundings as if they where an impressionist painting], Accurate, Acute, Ranged, Danger Sense [Mental], Awareness [mystic]) [7pp]



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

[code]

ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC15 Toughness (Staged)     Damage

Mystic Blast      Ranged  DC 23 Toughness (Staged)    Damage

Morpheus' Grasp   Ranged  DC 23 Will (Staged)       Fatigue

Mystic Snare     Ranged    DC 23  Reflex (Staged)      Snare

Mystic Stun     Ranged    DC 23   Fortitude           Stun

Brush-Teleport Perception DC 23  Reflex        Teleport 2000 miles (with Rene)

Brush-Pocket  Perception  DC 23  Reflex        Dimensional Pocket



Abilities (20) + Combat (16) + Saving Throws (2) + Skills (14) + Feats (6) + Powers (87) - Drawbacks (0) = 145/145pp

Doktor'd; also cleaned up DC Code Block

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Doktor'd

This is totally my fault, because I didn't bother giving you any code blocks in my edit request, or point out that it needed to be adjusted. However, I still need a minor book keeping error fixed.

Blueshift just acquired another rank of Dodge Focus bringing her to 5 ranks in the feat. Currently her combat section reads:

Defense: +12 (4 Base, +4 Dodge Focus, +4 Shield)

It SHOULD read

Defense: +13 (4 Base, +5 Dodge Focus, +4 Shield)

Also:

Device 2 "Cloaking Field" (Hard to Lose) [6PP]

should read

Device 2 "Cloaking Field" (Easy to Lose) [6PP]

No rush here, just touch that up whenever you get the chance, please.

Doktor'd

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Doktor'd; also added Giz-pic

Myrmidon Code

[b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://s4.postimage.org/2r98ng50k/Myrmidon.jpg][/floatr]

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

    [b][u]Power Level[/u]:[/b] 8  (116/116PP)

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

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

    [b][u]Progress To Bronze Status[/u]:[/b] 11/30


    [b][u]In Brief[/u]:[/b] Psychic Commander/Duplicator created for Special Weapons and Tactics purposes.


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

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

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

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

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

    [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone


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

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

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

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

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

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

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

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


        [b][u]Description:[/u][/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obscure his face.  His combat uniform is a amalgamation of his past and present – The combat armor he was issued by SHADOW has been re-purposed, its matte black exterior traced with blue lines representing his new affiliation with Claremont. He has retooled and repainted a motorcycle helmet to go with his armor, making a subtle call back to his roots as a faceless SHADOW minion with it's reflective faceplate. It also helps to confuse opponents trying to pick the original out of the duplicates. 


  [b][u]Power Descriptions:[/u][/b] According to the the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' his duplicates from some sort of alternate dimension. Once 'built' they are in tune with a sort of psychic echo that duplicates and broadcasts his brainwaves into the assembled duplicate. This echo also allows simultaneous mental communication between Myrmidon and his 'troops'.  He can also forge weapons in a similar manner to the duplicates who also have this ability. Johns' state of mind seems to have an effect on calling both his weapons and duplicates. Normally there is a faint light blue/white effect when they are summoned, and they have a standardized appearance. However SHADOW records noted that when angered these effects changed to a reddish color, and might even effect his powers to some extent. 


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


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


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


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


    [b][u]Powers & Tactics[/u]:[/b] Myrmidon was trained to be a one man squad. He uses his duplicates and weapons to provide suppression/covering fire, aid another, and so forth. In order to make the most of his powers SHADOWs' mental programming focused on field leadership, tactics, and stealth techniques. Myrmidon via his powers is also proficient in most any weapon he can create. In general he will create specialized weapons that give him the most use at the time they are needed. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. In fact he favors ending a fight as quick as possible, and doesn't hold back regardless of opponent. 


    [hr][/hr]

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

    [b]Disability:[/b] Myrmidon has little or no clue about the subtleties of most social dialogue and relationships. He is severely at a loss when trying to understand popular culture, lingo, and the like. 

    [b]Phobia/Hatred:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be a pawn ever again and will fight till the bitter end in those circumstances.

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

    [b]Prejudice/Secret:[/b] Myrmidon most definitely gets off on the wrong foot to any heroes/people that know what Overshadow/Shadow Clones look like under their masks.

    [b]Secret/Wanted:[/b] Needless to say, SHADOW would go to great lengths to retrieve Myrmidon if they ever found concrete evidence to his continuing existence.



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

    Strength: 12 (+1)

    Dexterity: 12 (+1)

    Constitution: 14 (+2)

    Intelligence: 12 (+1)

    Wisdom: 10 (+0)

    Charisma: 10 (+0)



    [b][u]Combat[/u]:[/b] 12 + 12 = 24PP

    Initiative: +1

    Attack: +6

    Grapple: +7

    Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed

    Knockback: -3, -1 Unarmored



    [b][u]Saving Throws[/u]:[/b] 3 + 4 + 5 = 12PP

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

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

    Reflex: +5 (+1 Dex, +4)

    Will: +5 (+0 Wis, +5)



    [b][u]Skills[/u]:[/b] 52 Ranks = 13PP

    Acrobatics 9 (+10)

    Concentration 9 (+9)

    Knowledge (Tactics) 9 (+10)

    Languages 2 (English [Native], German, ASL)

    Notice 5 (+5)

    Search 4 (+5)

    Sense Motive 5 (+5)

    Stealth 9 (+10)



    [b][u]Feats[/u]:[/b] 20PP

    Accurate Attack

    All-Out Attack

    Assessment

    Beginners Luck

    Defensive Attack

    Eidetic Memory

    Equipment

    Fearless

    Interpose

    Leadership

    Luck 2

    Master Plan 2

    Power Attack

    Rallying Cry

    Set Up

    Teamwork 3


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


    Repurposed SHADOW  Armor ([b]Protection 4[/b]) [4EP]

    Encrypted Commlink [1EP][/quote]


    [b][u]Powers[/u]:[/b] 19 + 18 = 37PP 


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


    [b]Duplication 7 ([/b][i]Feats:[/i] Absorption Healing, Mental Link, Progression x3 [10 Duplicates][b])[/b] (Psi Soldiers) [19 PP]


    [b]Weapon Creation 3 ([/b]5PP Variable Power, Any One Trait [Powers], One At A Time, [i]Extras:[/i] Action 2 [Free]; [i]Flaw:[/i] Duration [Sustained][b])[/b] (Psi Arsenal) [18PP]

    [quote name="Sample Weapons (5PP/Rank)"]


[u]Shockwave Emitter:[/u] [b]Trip 7[/b] (Extras: Knockback; Feats: Improved Trip) [15PP]


[u]Discus:[/u] [b]Damage 7[/b] (Extras: Range [Ranged]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Improved Critical [19-20], Ricochet) [15PP]


[u]Flash-Bang Grenade:[/u] [b]Dazzle 5[/b] [normal vision/auditory] (Extras: Area [Burst]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Ricochet) [15PP]


[u]Monoblade:[/u] [b]Damage 7[/b] (Extras: Penetrating; Feats: Improved Critical [19-20]) [15PP][/quote]


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

    None



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

    [code]    ATTACK              RANGE        SAVE                       EFFECT

    Unarmed             Touch        DC16 Toughness (Staged)    Damage (Physical)

    Shockwave Emitter   Ranged       DC17 STR/DEX               Trip   (Physical, Bludgeoning)

    Flash-Bang Grenade  350ft        DC20 Reflex/Fort           Dazzle (Energy, Light & Sound)

    Discus              350ft        DC22 Toughness (Staged)    Damage (Physical, Bludgeoning)

    Monoblade           Touch        DC22 Toughness (Staged)    Damage (Physical, Slashing)
Abilities (10) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (20) + Powers (37) - Drawbacks (0) = 116/116 Power Points

11 PP to spend.

Dropped Duration of Weapon Creation from Continuous to Sustained (+1 PP)

Dropped Cunning Fighter (+1PP).

Added Progression feat to Duplication, increasing it from Progression x2 [5 Duplicates] to Progression x3 [10 Duplicates] (-1 PP)

Increased Weapon Creation Ranks from 1 to 3 (-12 PP)

Doktor'd; also added Giz-pic

Link to comment

Doktor'd

[b][u]Characters Name[/u]:[/b] Ironclad II

[b][u]Power Level[/u]:[/b] 10 (152/152PP)

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

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

[b][u]Progress to Silver[/u]:[/b] 48/60


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


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

[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] Pale Blue

[b][u]Hair[/u]:[/b] Strawberry Blonde

    [floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr]

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


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


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


[b][u]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]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.


    [b][u]Powers and Tactics[/u]:[/b] In the suit, Ironclad prefers to keep range from her opponents use full All-Out Attack and full Power Attack, 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.


[hr][/hr]

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

[b]Fame:[/b] While she doesn't look it, Jessica is the heir to an eight digit fortune and that can attract the paparazzi.

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

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

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

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

[b]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 with the Technopath descriptor.

[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][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: +3

Attack: +4, +10 Battlesuit Weapons Array

Grapple: +4, +20 Battlesuit Servos

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

Knockback: -7/-0



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

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

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

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

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



[b][u]Skills[/u]:[/b] 68R = 17PP

Computers 10 (+15)[sup]SM[/sup]

Concentrate 9 (+10)

Craft (Electronic) 5 (+10)

Craft (Mechanical) 10 (+15)[sup]SM[/sup]

Disable Device 10 (+15)[sup]SM[/sup]

Knowledge (Technology) 10 (+15)

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

Notice 8 (+9)[sup]SM[/sup]

Sense Motive 2 (+3)



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

Benefit (Wealth II)

Dodge Focus 1

Eidetic Memory

Equipment 1 (5EP) - Free from player rewards

Inventor

Luck 2

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


[quote name="Equipment"]5 EP donated to [url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]the Lab[/url].[/quote]


[b][u]Powers[/u]:[/b] 3 + 2 + 64 + 4 + 1 = 74PP


[b]Datalink 2[/b] (Radio; 100 ft; [i]Feat:[/i] Subtle) [3PP]


[b]Enhanced Feat 2[/b] (Technopath; Online Research, Well-Connected) [2PP]


[b]Device 15[/b] (75PP, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6]) (Battlesuit [Technology]) [64PP]

[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) [7PP]


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


[b]Flight 5[/b] (250MPH/ 2 500ft per Move Action, [i]Feat:[/i] Subtle) - [i]Magnetic-Etheric Drive[/i] [11PP]


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


[b]Protection 15[/b] - [i]Armor[/i] [10PP]


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


[b]Sensory Array 2.5[/b] (5PP; [i]Feat:[/i] Alternate Power) [6PP]


[list][u]BE:[/u] [b]Super-Senses 2[/b] (All Visual Senses; [i]Extra:[/i] Radius) [2PP][/list]


[list][b]Super-Senses 3[/b] (Darkvision 2, Infravision) [3PP][/list]


[list][u]AP:[/u] [b]Super-Senses 4[/b] (All Auditory; [i]Extra:[/i] Accurate) [4PP][/list]


[list][b]Super-Senses 1[/b] (Ultra-Hearing) [1PP][/list]


[b]Weapons Array 10.5[/b] (21PP Array, [i]Feat:[/i] Alternate Power) [22PP]


[list][u]BE:[/u] [b]Blast 10[/b] ([i]Feat:[/i] Improved Range [x25]) [21PP] - [i]Wrist Blasters[/i][/list]


[list][u]AP:[/u] [b]Enhanced Strength 20[/b] ([i]Feat:[/i] Improved Critical [19-20]) [21PP] - [i]Servos[/i][/list]


[b]Vulnerability[/b] (Electricity; [i]Frequency:[/i] Common; [i]Intensity:[/i] Moderate) [-3PP][/device]


[b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks][b])[/b] [i]PF[/i]: Innate [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) [1PP]



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



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

[code]

    ATTACK            RANGE     SAVE                        EFFECT

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

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

    Enhanced Strength   Touch   DC 25 Toughness (Staged)    Damage (Physical)
Abilities (22) + Combat (16) + Saving Throws (15) + Skills (17) + Feats (8) + Powers (74) - Drawbacks (0) = 152/152 Power Points

:arrow: Jessica's 18! Yay, adulthood!

:arrow: After this month's changes, Ironclad will be full +Tou shifted.

:arrow: Change to Powers and Tactics.

:arrow: Roll 4 points into Skills, buying 4 ranks in Languages, 5 ranks in Craft/Mechanical, 5 ranks in Know/Tech, and 2 ranks into Sense Motive.

:arrow: Buy Wealth II and drop 4 ranks of Dodge Focus.

:arrow: Put another rank of Device into the Battlesuit and roll those points into Protection. Fix some formatting errors along the way.

Doktor'd

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Doktor'd

As per a request by Dr. Archeville, Blueshift's powers and tactics section needs an edit to reflect the change of her cloaking device from hard to lose to easy to lose.

The following passage should REPLACE the THIRD paragraph in that section (you can find the code below). The actual changes to the section are in bold (but appear regularly in the code section).

As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well. However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet). Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back. It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction. The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.

As far as the gadgets themselves, in addition to various small devices of varying functions, Blueshift also regularly uses multiple larger devices. She has a pair of boots with low strength rockets in them, allowing her to move quite a bit faster by coasting just above the ground. Her right arm is wrapped in an electronic gauntlet that ends in a taser-like device which delivers an electric shock to those it touches. A unit strapped to her back is capable of projecting waves of light that can interfere with both observational devices and even has enough power to distort light waves enough to mask her presence against organic observation as well.  However, due to the massive drain on her suit's power, the cloaking device commonly malfunctions when she uses some of her other devices (most commonly the Tesla Gauntlet).  Due to the common malfunctioning of this device, Blueshift has included a quick release catch on the bandolier that holds the device strapped to her back.  It is purposed so that she can quickly drop it's extra weight for increased mobility should it malfunction.  The downside is that the device becomes more easily stripped by others. The goggles she wears have multiple settings, allowing her to dial in and view any spectrum of light as well as compensate for distortions of light and other such common methods of evading detection. These goggles allow her to see anything and everything that may or may not be hidden, even by solid objects provided the target is otherwise within the normal range of her vision.
I'd also like to expand her Power Descriptions section. Please REPLACE it with the below section. Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence. Blueshift's intelligence has not stopped expanding since shortly after her birth. There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination. In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors. The first device is the Tesla Gauntlet. Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs. It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact. The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets. When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear. It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device. This oval shaped metal generator straps to her back via a bandoleer. This device is the most finicky of all her devices. It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet. For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs. Last but not least, Blueshift wears a utility belt. This sectioned, plated belt straps to her waist. It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.
Rachel's powers include a massive intellect, an acrobat's physical grace resulting from years of childhood training, and her ability to think faster than so many others. Though the last could simply be a derivative of her incredible intelligence.  Blueshift's intelligence has not stopped expanding since shortly after her birth.  There is a small possibility that this points to the nature of her powers being something more than just mundane brainpower and an overactive imagination.


In addition to these powers, when Rachel don's her costume and becomes Blueshift, she employs the use of a multitude of mechanical devices of her own invention to aid her in her heroic endeavors.  The first device is the Tesla Gauntlet.  Strapped to her right arm, it functions like a Taser, though it is no more deadly than a normal Taser, the power that it outputs makes the initial shock much stronger. The second device is a simple shield generator strapped to her left writs.  It does nothing to absorb any of the damage to either Blueshift or the suit, but instead is purposed at redirecting attacks before they impact.  The shield actually appears near her arm like a medieval buckler made of a cascade of colored light when it successfully deflects attacks. Her other devices include a pair of Dash Boots. They are a pair of metallic boots similar in structure to roller blades or ski boots (with the addition of three inch heels). The soles of these boots hold not wheels or buckles, but rockets.  When activated, they can propel her to great speeds along the ground, and while running, she looks as if she might be skating or skiing. The rockets are not powerful enough to provide sufficient force for flight, though. Next is her pride and joy, her headgear.  It covers her ears with what looks like a radio headset right down to the strap running over her head that secures it in place. This headset, also includes a pair of visor-like goggles that cover her eyes and provides readouts and visual scanning capabilities. Her last large device is her Cloaking device.  This oval shaped metal generator straps to her back via a bandoleer.  This device is the most finicky of all her devices.  It drains much of her suits power, and commonly is the first device to malfunction when the suits power is direct to other devices like the Tesla Gauntlet.  For this reason, a quick release catch is included on the bandoleer so the heavy device can be divested easily a malfunction occurs.  Last but not least, Blueshift wears a utility belt.  This sectioned, plated belt straps to her waist.  It's pockets are seemingly endless, including more than a few that house extra-dimensional spaces within. From this belt, she can produce any number of smaller devices to aid her in her crime fighting career.

Doktor'd

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DONE BY SHAENTHEBRAIN

Dead Head's got 9 unspent pps! And at 190, he's now PL 13!

Reduce Defense by 2, to +4 (frees 4pp, 13 to spend)

Add 5 Feats (Challenge [Fast Intimidate], Dodge Focus 4) [5pp, 8 to spend]

    Why the change in Defense? Because he's largely unaware/uncaring of threats to his body, and his sense for self-preservation has worn away over the years.

Add Contacts and Well-Informed as PFs to his Comprehend (Spirits) [2pp, 6 to spend]
Add 2 ranks of his Necromancy Array, to rank 6 [4pp, 2pp to spend]
    Enhanced Anatomic Separation: increase Action (separate as Free action), add 1 rank of Flight (flying head!)
    Fearsome Presence: increase to 12; DC Code Block edited accordingly
    Morph: No change

Add 1 rank Protection [1pp, 1pp to spend]

Leave 1pp unspent

[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a7/DeadHeadHF.png][/floatr][b]Players Name:[/b] Dr Archeville
[b]Characters Name:[/b] Dead Head
[b]Power Level[/b]: 12 (181/190PP)
[b]Trade-Offs[/b]: +1 Attack / -1 Damage, -5 Defense / +5 Toughness
[b]Unspent PP[/b]: 9
[b]Progress to Impervium Status[/b]: 85/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

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

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

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

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

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

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

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

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

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

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

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

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

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

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


[b][u]Abilities[/u][/b]: [12 + 4 + -10 + 2 + 0 + 2 = 10pp]
Str 22/+6, 27 Lifting (Shovel)
Dex 14/+2
Con -
Int 12/+1
Wis 10/+0
Cha 12/+1


[b][u]Combat[/u][/b]: [8 on Attack, 8 on Defense = 16pp]
Initiative +2
Attack +4 (ranged), +8 (melee), +12 (shovel)
Grapple +14, +15 w/ Shovel
Defense +8 (+4 Base, +4 Dodge Focus), +2 flat-footed
Knockback -15, -9 vs. blessed, magical or silver attacks


[b][u]Saves[/u][/b]: [0+4+6 = 10pp]
Toughness +18 (Impervious 12 [not vs. blessed, magical or silver attacks])
Fort -
Ref +6 (+2 Dex, +4)
Will +6 (+0 Wis, +6)


[b]Skills[/b]: [44 ranks = 11pp]
Disguise 0 (+1, +31 Morph)
Intimidate 16 (+17)
Knowledge (Arcane Lore) 9 (+10)
Knowledge (Life Sciences) 2 (+3)
Knowledge (Popular Culture) 4 (+5)
Knowledge (Theology & Philosophy) 9 (+10)
Sense Motive 4 (+4)


[b][u]Feats[/u][/b]: [20 feats]
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Challenge (Fast Task [Intimidate])
Dodge Focus 4
Equipment 1 (5EP, Shovel)
Fearless
Minion 0 (+15 Veteran Reward)
Power Attack
Ritualist
Sneak Attack
Startle
Takedown Attack 2

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

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

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

[u]Alternate Power[/u]: [b]Super-Strength 1[/b] (Leverage) [2EP][/quote]

[b][u]Powers[/u]:[/b] 3 + 4 + 1 + 2 + 1 + 30 + 1 + 6 + 3 + 15 + 18 + 34 + 1 + 3 = 116PP

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

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

[b]Enhanced Feats 1 ([/b]Jack of All Trades[b])[/b] [1PP]

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

[b]Features 1 ([/b]Internal Compartment[b])[/b] [1PP]

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

[b]Immunity 2 ([/b]Critical Hits, [i]Flaws:[/i] Limited ["Blessed," "Magic," & "Silver" attacks can crit][b])[/b] [1PP]

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

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

[b]Necromancy 6 ([/b]12PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [15PP]
[list][u]Base Power[/u]: [b]Anatomic Separation 0 ([/b][i]Extras:[/i] Action [Free][b])[/b] {1} [b]+ Enhanced Anatomic Separation 2 ([/b]total Rank 3, [i]Extras:[/i] Action [Free], Variable Split[b])[/b] {8} [b]+ Flight 1 ([/b]10 MPH/100 feet; [i]Flaw[/i]: Limited [Only when head is detached][b])[/b] {1} ("Fall to Pieces/Aspect of the Penanggalan") {1+8+1=10/12PP}

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

[u]Alternate Power[/u]: [b]Morph 6 ([/b]Any Humanoid, +30 Disguise, [i]Flaws:[/i] Limited [Dead People], [i]Feats:[/i] Covers Scent, Precise[b])[/b] ("Faces of Death") {8/12PP}[/list]

[b]Protection 18[/b] [18PP]

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

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

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


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


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC21(23*) Toughness (Staged) Damage (Physical)
Necromancy Touch/Area DC22 Will (Staged) Shaken/Frightened/Panicked
Shovel Touch DC23(25*) Toughness (Staged) Damage (Physical)

*Sneak Attack
Abilities (10) + Combat (16) + Saving Throws (10) + Skills (11) + Feats (20) + Powers (122) - Drawbacks (0) = 189/190 Power Points
Characters Name: A Mutt (a pun on the name of a certain other critter)
    Alternate names: Carcass, Scraps
Power Level: 6/10 (150/150pp) Trade-Offs: None Unspent PP: 0 [floatr] Ain't he the cutest thing?![/floatr]In Brief: Dead Head's faithful hound! Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though. History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle. Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children. Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [8 on Attack, 8 on Defense = 16pp] Attack +4 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) Notice 13 (+15) Stealth 13 (+15) Survival 8 (+10) Feats: [18 feats] Attack Focus (Melee) 2 Dodge Focus 2 Fearsome Presence 10 Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [21 + 3 + 12 + 26 + 10 + 1 + 9 = 82pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.
Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] Immunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; Extra: Duration [Continuous]; PFs: Selective, Subtle) [26PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.
ATTACK             RANGE      SAVE                 EFFECT
Unarmed/Claws Melee DC 18 Toughness Damage (Staged)
Jaws, Standard Melee DC 19 Toughness Damage (Staged)
+2 more to DC w/ Sneak Attack
Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged)
Totals: Abilities 20 + Combat 16 + Saves 6 + Skills 12 (48 ranks) + Feats 18 + Powers 82 - Drawbacks 4 = 150/151 Power Points
:arrow: Removing Player Reward that let me bump my PL 7 slot to PL 10. :arrow: :arrow: Begin 105pp (PL 7). Earned pp: 5 (Oct 2009) + 6 (Nov 2009) + 1 (Dec 2009) + 3 (Jan 2010) + 1 (Feb 2010) + 4 (Mar 2010) + 6 (Apr 2010) + 4 (May 2010) + 4 (Jun 2010) + 5 (July 2010) + 3 (Aug 2010) + 6 (Sep 2010) +6 (projected for Oct 2010) = +54pp earned. 105 + 54 = 159pp = PL 10. :arrow: Using that Reward instead for a Minion. I'd considered a crow or raven, but wanted to keep it in the Voodoo pantheon, and the only bird primarily associated with them are chickens and black roosters.

DONE BY SHAENTHEBRAIN

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Doktor'd

Very quick request: Forgot to update Rene's and Steam's PP spent at top of their entry.

Rene should be 145/145PP

Steam should be 115/115PP.

For anyone feeling a 'lil obsessive, there is a minor error under Steams Vehicles too. All should cost [30 EP] base.

Nothing wrong with the maths anywhere, just missed updating.

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Doktor'd

[floatr][img=http://www.freedomplaybypost.com/wiki/images/3/3d/GlowstarHF.png][/floatr]

[b][u]Character Name[/u]:[/b] Brian Harris

[b][u]Power Level[/u]:[/b] 11 (159/163)

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

[b][u]Unspent PP[/u]:[/b] 4

[b][u]Progress to Silver[/u]:[/b] 13/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


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


[b][u]Alternate Identity[/u]:[/b] Glowstar

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

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

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

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

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


[b][u]Age[/u]:[/b] 17 (January 13, 1994)

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

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

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

[b][u]Weight[/u]:[/b] 180 lbs

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

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


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


Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he goes on patrols or otherwise thinks he'll have to be an 'official' superhero, he usually wears his Claremont uniform. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges.


[b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before.


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


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


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


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


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


[b][u]Powers & Tactics[/u]:[/b] In a fight, Brian Harris doesn't go in for complicated maneuvers. Mostly he tries to determine who's the greatest threat and charges after that person, looking to take them out of the fight early. He's not afraid to take a bit of a beating to take an enemy down, but that can lead to him becoming overextended in a fight.


[hr][/hr]

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

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

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

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

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



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

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 12 + 12 = 24PP

Initiative: +6

Attack: +6, +10 w/ Blast, +10 w/ Strike

Grapple: +9

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

Knockback: -5



[b][u]Saving Throws[/u]:[/b] 8 + 5 + 5 = 18PP

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

Fortitude: +10 (+3 Con, +8)

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

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



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

Computers 4 (+5)

Concentration 8 (+9)

Diplomacy 9 (+11)

Gather Information 3 (+5)

Investigate 4 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Survival 4 (+5)



[b][u]Feats[/u]:[/b] 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 46 + 3 + 6 + 7 + 2 + 3 + 2 = 69PP


[b]Terminus Energy Array 21.5[/b] (43PP; [i]Feats:[/i] Alternate Power 3) [46PP]

[list][u]BE:[/u] [b]Blast 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Precise; [i]Extra:[/i] Autofire 3; [i]Flaw:[/i] Action (Full Action)) [43PP] - [i]Multi Blast[/i]


[u]AP:[/u] [b]Blast 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Precise, Knockback 10; [i]Extras:[/i] Penetrating) [43PP] - [i]Focused Blast[/i]


[u]AP:[/u] [b]Strike 10[/b] (Entropy; [i]Feats:[/i] Knockback 10; [i]Extras:[/i] Area/Burst [General]) [30PP] - [i]Boom[/i]


[u]AP:[/u] [b]Strike 10[/b] (Entropy; [i]Feats:[/i] Accurate 2, Linked 2) [12PP] + [b]Drain Toughness 10[/b] (Entropy; [i]Extra:[/i] Affects Objects (+1); [i]Feat:[/i] Slow Fade [1 minute]) [21PP] - [i]Entropic Strike[/i][/list]


[b]Environmental Control 6[/b] (Light; 250 ft radius; [i]Flaw:[/i] Range/Touch) [3PP]


[b]Flight 3[/b] (50 MPH) [6PP]


[b]Force Field 7[/b] [7PP] + [b]Immunity 2[/b] (Critical Hits) [2PP]


[b]Immunity 3[/b] (Cold, heat, radiation) [3PP]


[b]Super-Senses 4[/b] (Visual; Penetrates Concealment; [i]Flaw:[/i] Distracting) [2PP]



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



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

[code]ATTACK         RANGE       SAVE                      EFFECT

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

Multi Blast    Ranged    DC 25 Toughness (Staged)  Damage (Entropy)

Focused Blast   Ranged   DC 25 Toughness       Damage (Entropy)

Boom  Area/Burst DC 25 Toughness (Staged) Damage (Entropy)

Entropic Strike Touch   DC 25 Toughness (Staged)    Damage (Entropy)

Touch   DC 25 Toughness (Staged)    Drain Toughness (Entropy)
Abilities (24) + Combat (24) + Saving Throws (18) + Skills (16) + Feats (12) + Powers (69) - Drawbacks (0) = 163/163 PP Power Points

:arrow: Quick addition to his Description.

:arrow: Putting all 4 PP into skills. Buy 4 ranks of Know/Streetwise, 4 ranks of Investigate, 4 ranks of Search, 3 ranks of Gather Info, and put the last rank into Diplomacy. Because he's just such a nice guy!

:arrow: Changed Entropy Control Array to Terminus Energy Array and fixed some of the math. Some of his powers weren't added up properly. Also removed Precise from Entropic Strike because there wasn't points to afford it.

Doktor'd

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DONE BY SHAENTHEBRAIN

All right, time to get some edits in on Nick -- both to reflect his new PL, and to update his Array for the first time in a while.

-2 PP to bring Attack up to +8 Melee, +11 Ranged, +13 Gifts of the Dead (+10 Ereshkigal's Talons)

-2 PP to bring Defense up to +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed

-2 PP to bring Fortitude up to +7.

-1 PP to bring Bluff up to 6 (+9, +13 Attractive) and Intimidate up to 10 (+13).

-1 PP to buy All-Out Attack.

-6 PP into Gifts of the Dead, which will now break down thus:


[b]Gifts of The Dead 11[/b] (28PP Array, Feats: Accurate, Alternate Power 9) [38PP]


[list]
[u]Base Power[/u]: [b]Darkness Control 2[/b] (10ft radius, [i]Extras[/i]: Linked [Dimensional Pocket]) [4PP] + [b]Dimensional Pocket 8[/b] ([i]Extras[/i]: Linked [Darkness Control], Range [Ranged, 10 80ft Increments / 800ft Max Range]) [24PP] (Creeping Shade) [28PP]


[u]Alternate Power[/u]: Animate Objects 10 (150PP Minion, 1000ft Max Range, [i]Flaws[/i]: Limited [Machines]) [20PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [28PP]


[u]Alternate Power[/u]: Astral Form 4 (2,500 ft, [i]Feats[/i]: Dimensional 2 [Underworlds], Selective, Subtle) [24PP] (Eurydice Calls)


[u]Alternate Power[/u]: [b]Blast 9[/b] (10 90ft Range Increments / 900ft Max Range, [i]Extras[/i]: Alternate Save [Will], Feats: Homing) [28PP] (Ignis Fatuus)


[u]Alternate Power[/u]: Disintegration 5 (10 50ft Range Increments / 500ft Max Range) [25PP] (Preparation of the Offerings)


[u]Alternate Power[/u]: [24 + 4 = 28PP]


[list]
Emotion Control 12 ([i]Extras[/i]: Area [General, Attached, 60ft Burst], Selective,[i]Flaws[/i]: Limited [Fear], Sense-Dependent [Auditory]) (Banshee Wail) [24PP]


Super-Senses 4 (Postcognition) [4PP][/list]

[u]Alternate Power[/u]: [b]Healing 9[/b] ([i]Extras[/i]: Total, [i]Feats[/i]: Persistent) (Deny the Reaper) [28PP]


[u]Alternate Power[/u]: [b]Nullify 13[/b] (All "Dead/Death" Powers, 10 130ft Range Increments / 1,300ft Max Range) (No Dominion) [26PP]


[u]Alternate Power[/u]: [b]Strike 16[/b] ([i]Extras[/i]: Penetrating [5], [i]Feats[/i]: Affects Insubstantial 2, Improved Critical [18-20], Mighty, Split Attack) (Ereshkigal's Talons) [27PP]


[u]Alternate Power[/u]: [b]Telekinesis 7[/b] (Lifting STR 35, 700ft Max Range, [i]Extras[/i]: Area [General, Burst, 35ft radius], Selective Attack) (Poltergeist's Rage) [28PP][/list]

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

GK's edits. It's been a long time.

8pp to spend. I was going to buy him fun things, but noooo, he had to go up in PL.... :argh:

Base Attack goes up by 1. [2pp]

Another rank of Dodge Focus, to bring his defense up by 1. [1pp]

Another rank of Protection, to bring his toughness up by 1. [1pp]

His big honkin' array goes up by 2 ranks, giving each slot 4pp to spend. [4pp]

  • [*:3l564dun]Create Object goes up by two ranks.
    [*:3l564dun]The blasts each go up by one rank; the Variable Descriptors have been updated to 'bludgeoning/piercing/slashing', but the feat's rank remains the same.
    [*:3l564dun]Burrowing goes up a rank, and gains another rank of the Progression [Reverse Area] feat.
    [*:3l564dun]Move Object goes up by two ranks. It is now almost stupidly powerful.
    [*:3l564dun]Snare goes up by a single rank, bringing it to caps. And being tired of having points in that slot doing nothing, I add a (unlinked) power: Obscure 2 (Visual; Extras: Independent, Total Fade) [8pp]. If he ever wants to take the obscure down early, I figure I'll just take the action to Counter it with the aforementioned stupidly-powerful Move Object (though I suspect soft caps would apply, even in countering one's own powers?).
    [*:3l564dun]The Teleport part of the Teleportal power goes up by a rank. He can almost reach the moon!
    [*:3l564dun]Transform goes up by a rank.

As a final change, I realized that I'd missed a feature on the HQ that it should have - Sealed. Added that, and paid for it by ditching the climbing tools (since he can, y'know, fly and burrow and stuff, plus it could very well be covered under either his profession or just his casual spending money). The HQ's flight power goes up a rank, as his new PL gives it the points to do so.

Whew. DC block and things like range listings updated to reflect individual power changes, of course, and the usual tweakings of word choice in the fluff section.

Full sheet:

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

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

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

[b][u]Power Level:[/u][/b] 12 (180/180)

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

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

[b][u]Progress to Gold:[/u][/b] 30/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url])


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

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


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

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

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

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

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

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


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

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

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

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

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

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

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


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

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


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


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

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


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


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

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


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


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


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

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


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

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


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

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

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

[b]Secret:[/b] Identity.

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


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

Str: 12 (+1)

Dex: 10 (+0)

Con: 14 (+2)

Int: 14 (+2)

Wis: 16 (+3)

Cha: 14 (+2)


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

Initiative: +0

Attack: +8 Base, +12 Earthshaping

Grapple: +8

Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed

Knockback: -7


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

Toughness: +15 (+2 Con, +13 Protection, +4 Chestpiece (does not stack with protection))

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

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

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


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

Climb 4 (+5)

Concentration 12 (+15)

Craft (Artistic) 8 (+10) 

Knowledge (Earth Sciences) 13 (+15)

Notice 12 (+15)

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

Sense Motive 8 (+11)

Sleight of Hand 10 (+10)


[b][u]Feats:[/u][/b] 11pp

Dodge Focus 3

Equipment 5 (25ep)

Luck

Precise Shot

Taunt


[quote name="Equipment]

Goggles (Flash/Nightvision) [4ep] 


Customized Platemail Chestpiece ([b]Protection 4[/b]) [4ep] 


Masterwork Sculpting/Carving Tools [1ep]


Flying Islands (PL12 HQ) [16ep]

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

[device]Size/Colossal [5ep]

Toughness: +10 [1ep]

Features: [9ep]

Holding Cells (Toughness +15)

Infirmary

Isolated

Library

Living Space

Pool

Power: [b]Flight 8 ([/b][i]Extras:[/i] Duration [Continuous][b])[/b] [24pp]

Power System

Sealed

Workshop[/device][/quote]


[b][u]Powers:[/u][/b] 1+6+49+2+3+13+7+2 = 83pp


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


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

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

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

[b]Earthshaping 20 ([/b]40pp Array, [i]Feats:[/i] Accurate 2, Alternate Power 7[b])[/b] [49pp] (earth, magic)
[list]
[u]BP[/u]: [b]Create Object 18 ([/b]18 25-foot cubes, 10 180ft Range Increments / 1,800ft Max Range, Lifting STR 90 [Heavy Load: 1,600 tons], Toughness +18; [i]Extras:[/i] Duration 1 [Continuous], [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Precise, Stationary, Progression 2 [25-foot cube per rank][b])[/b] [40/40pp]


[u]AP[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Extras:[/i] Autofire, [i]Feats:[/i] Indirect 2, Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [39/40pp]


[u]AP[/u]: [b]Blast 11 ([/b]1,100ft Max Range; [i]Extras:[/i] Area [General, Shapeable], [i]Feats:[/i] Indirect 2, Progression [Area] 2 [55 5ft cubes], Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] [38/40pp]


[u]AP[/u]: [b]Burrowing 9 ([/b]500mph / 5000ft per Move Action; [i]Extras:[/i] Area, Penetrating, [i]Feats:[/i] Progression [Reverse Area] 9 [Personal to 45ft radius], Subtle[b])[/b] [37/40pp]


[u]AP[/u]: [b]Move Object 20 ([/b]Lifting STR 100 [12.5K tons]; [i]Extras:[/i] Range [Perception], [i]Flaws:[/i] Limited [Earth][b])[/b] [40/40pp]


[u]AP[/u]: [b]Obscure 2 ([/b]Visual, 200ft Max Range, 15ft radius; [i]Extras:[/i] Independent, Total Fade [8 rounds][b])[/b], [b]Snare 12 ([/b]10 120ft Range Increments / 1,200ft Max Range; [i]Feats:[/i] Indirect 2, Obscure Senses 5 [All], Reversible[b])[/b] [8+32= 40/40pp]


[u]AP[/u]: [b]Super-Movement 3 ([/b]Dimensional Movement 3 [any], [i]Extras:[/i] Linked [Teleport, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal][b])[/b] + [b]Teleport 10 ([/b]200,000 miles; [i]Extras:[/i] Accurate, Linked [Dimensional Movement, +0], Portal [+2], [i]Flaws:[/i] Action 2 [Standard to Open Portal], [i]Feats:[/i] Change Velocity, Progression 2 [25'x25' portal][b])[/b] [6+33= 39/40pp]


[u]AP[/u]: [b]Transform 9 ([/b]Earth into Earth, 500lbs, 10 90ft Range Increments / 900ft Max Range; [i]Extras:[/i] Duration [Continuous], [i]Feats:[/i] Precise[b])[/b] [37/40pp][/list]

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


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


[b]Protection 13[/b] [13pp] (earth, magic)


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


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


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

[code]ATTACK                           RANGE         SAVE                       EFFECT

Unarmed                          Touch         DC16 Toughness (Staged)    Damage (Physical)

Sword                            Touch         DC20 Toughness (Staged)    Damage (Physical)

Blast                            Ranged        DC27* Toughness (Staged)   Damage (Physical)

Blast                            Ranged/Area   DC21 Reflex                1/2 Effect

                                               DC26 Toughness (Staged)    Damage (Physical)

Create Object                    Ranged        DC22 Reflex                Trapped

Create Object (Dropped Object)   Ranged/Area   DC22 Reflex                No Damage

                                               DC27 Toughness (Staged)    Damage (Physical)

Shape Earth                      Ranged        DC19 Fortitude             Transform

Snare                            Ranged        DC22 Reflex (Staged)       Entangled/Bound

                                                                          Obscure (All Senses)


*Up to DC31 with Autofire.
Costs: Abilities (20) + Combat (28) + Saves (20) + Skills (18) + Feats (11) + Powers (83) - Drawbacks (0) = 180pp

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Dragonfly's edits. Much, much simpler.

5pp to spend, and they all go into the device.

The device rank goes up by 1 [4pp], giving it 5pp inside to spend - all of these go to putting Impervious 5 on the Protection, rendering her immune to anything short of an assault rifle.

The device itself gets Subtle as a feat - this and Quick-Change (inside the array) reflect her ability to swap the suit for a smaller device in the form of a heavy choker (the sort that rests close to your neck at its base, not the sort that looks like a collar); while so exchanged her access to suit features are limited largely to defense and some minor utility, and a complication has been added to reflect this in the event it ever comes up. The power suit itself, of course, is not subtle while deployed and even the choker loses subtle if it's being actively used (as the individual powers are NOT subtle).

Minor edits to fluff reflecting her somewhat lightening personality (ah, the wonders of getting some), a correction (references to her visor when she no longer wears one), and an updated Knockback to reflect her new Toughness.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr]

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

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

[b][u]Power Level[/u]:[/b] 11 (165/165pp)

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

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

[b][u]Progress to Gold[/u]:[/b] 60/90


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


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

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

[b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American)

[b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero

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

[b][u]Family[/u]:[/b] Alexander "Hollow Man: Hallomen (Father)


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

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

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

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

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

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

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


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


Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening).


When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass.


[b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts.


Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control).


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


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


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


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


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


[b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems).


Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


[b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.


[hr][/hr]

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

[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece.

[b]Hatred:[/b] People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.

[b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).

[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

[b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url].

[b]Secret:[/b] Identity.

[b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.

[b]Suit Lite:[/b] Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used.



[b][u]Abilities[/u]:[/b] 0 + 4 + 0 + 14 + 2 + 2 = 22pp

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 24 (+7)

Wisdom: 12 (+1)

Charisma: 12 (+1)



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

Initiative: +7

Attack: +4, +10 Spatial Control

Grapple: +8/+4

Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed

Knockback: -6/-1/-0



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

Toughness: +8/+5/+3/+0 (+0 Con, +5 Impervious Protection, +3 Force Field)

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

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

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



[b][u]Skills[/u]:[/b] 84r = 21pp

Computers 8 (+15)[sup]SM[/sup]

Concentration 4 (+5)

Craft (Electronic) 10 (+17)[sup]SM[/sup]

Craft (Mechanical) 10 (+17)[sup]SM[/sup]

Disable Device 8 (+15)

Knowledge (Physical Sciences) 10 (+17)

Knowledge (Technology) 8 (+15)

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

Notice 4 (+5)[sup]SM[/sup]

Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments)

Sense Motive 9 (+10)



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

Ambidexterity

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck

Master Plan

Online Research

Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)

Speed of Thought


[quote name="Equipment 5pp = 20ep"]


Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


[u]Warehouse (PL10 HQ)[/u] [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size: Medium [1ep]

Toughness: +10 [1ep]

Features: [10ep]

Concealed (+10 DC)

Computer

Defense System (Attack +11, Blast 11)

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System (DC20)

Workshop[/device][/quote]


[b][u]Powers[/u]:[/b] 2 + 66 + 6 + 4 = 78pp


[b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp]


[b]Device 16 ([/b]80pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Subtle, Restricted [Datalink][b])[/b] (powersuit, technology) [66pp]

[i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.

When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck.[/i]

[device][b]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp]

[list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8]


[u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list]

[b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp]


[b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp]


[b]Immunity 9 ([/b]Life Support[b])[/b] [9pp]


[b]Protection 5 ([/b][i]Extras:[/i] Impervious 5[b])[/b] (armor plating) [10pp]


[b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp]


[b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp]

[list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20]


[u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20]


[u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20]


[u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list]

[b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp]


[b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device]

[u]AP[/u]: [b]Device 4 ([/b]20pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Datalink][b])[/b] (


[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp]


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



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

[code]ATTACK                RANGE     SAVE                        EFFECT

Unarmed               Touch     DC15 Toughness (Staged)     Damage (Physical)

Dimensional Pocket    Touch     DC19 Reflex                 Trapped

                                DC19 Will (+1 per round)    Escape

Spatial Blade         Touch     DC25 Toughness (Staged)     Damage (Energy)

Spatial Blast         Ranged    DC25 Toughness (Staged)     Damage (Energy)

Taser Hand            Touch     DC20 Fortitude (Staged)     Dazed/Stunned/Unconscious
Abilities (22) + Combat (16) + Saving Throws (15) + Skills (21) + Feats (13) + Powers (78) - Drawbacks (0) = 165/165 Power Points

DONE BY SHAENTHEBRAIN

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