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Character Edits, v6


Dr Archeville

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DONE BY SHAENTHEBRAIN

Okay! Whole pack of points to spend this month; time for some catch-up.

First, currently Push has 13 Unspent PP. I'm cutting his two devices, the Targeting Goggles and the Hammer, both of which have been irrepairably damaged due to Vanquisher and his evil Terminus mojo. Vanquisher! :argh: That'll give Push an extra 9 PP, raising his Unspent to 22.

Second, some tweaks have been made to his backstory, namely removing the comment about the hammer from his power descriptions, including a description of his new Kinetic Senses, and the new Reflective ability on his force field (to be purchased subsequently). Complications are also edited, with the removal of Trouble Magnet (it's never really been used, and it's sort of redundant with the rest of his Complication set) and the addition of a new one linked with the aforementioned Senses:

Staring Into The Sun: Push’s kinetic senses, while powerful, do have a major drawback: movement energy permeates the world, it’s all around us, every time something so much as makes the tiniest possible movement, even on the subatomic level, it makes a spark in his vision; occasionally the sheer mass of energy in the air can make it nigh-on impossible for Push to even use those senses without being literally blinded.

Third, time for some actual purchases! Finally purchasing those Kinetic Senses I've been discussing for a while (9 PP):

Super Senses 9 (Tactile, Extras: Ranged, Extended 2, Counters/Penetrates Concealment) (Kinetic Senses) [9 pp]

Next, major overhaul on the Force Field. Adding Selective, one rank of Impervious, then a lovely 10 ranks of Reflective.

Force Field 11 (Extras: Impervious [12], Reflective (Physical) [10] Feats: Subtle, Selective) (Kinetic Energy Barrier) [35PP]

Finally, adding on 2 PP to skills, and 8 Ranks of Arcane Lore (frankly, it's criminal he hasn't had these previously, lore-wise he's actively seeking out lessons from the various mystics he's come in contact with; he's clueing himself in more on what he's fighting, as opposed to just punting them through portals and calling it a day.)

And I reckon that should be everything. Code's in the spoiler, enjoy!

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

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

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

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

[b][u]Power Level[/u]:[/b] 12 (190/190PP)

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

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

[b][u]Progress to Silver Status[/u]:[/b] 40/60


[b][u]In Brief[/u]:[/b] Kinetic-controlling mutant with a habit of getting in way over his head, and a wisecrack for every occasion. Also an excellent cook.


[b][u]Alternate Identities[/u]:[/b] Gabriel Quinn (real identity, from Gear City), Tom Walker (owner of Lazarus Auto and Industrial Repair, Freedom City), Mr. Stone (A.E.G.I.S freelancer).

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

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

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

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

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


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

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

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

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

[b][u]Height[/u]:[/b] 5’2’’

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

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

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


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


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


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


Then the Incident happened.


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


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


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


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


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


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


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


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


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


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


Freedom City was the latest stop on the search, and it was there that Quinn finally heard something about Scratch. After following several minor leads and misadventures, not to mention a brief tussle with one of AEGIS's finest agents, Codename Victory, Push was captured by the government agency and offered a deal; capture Scratch in exchange for his name being cleared. He took it. Exonerated of his crimes, with the backing (albeit grudging) of an extremely effective government organization, and a new hideout beneath a refurbished auto repair, Push settled down in Freedom City, and began to marshal his newfound resources to bring Scratch down for good. Granted, it’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown (although he has kept in infrequent contact with Mike via "letters from home", and the occasional postcard).


On top of all of this, in addition to his new position as a freelancer for AEGIS and part-time vigilante, a fresh complication has also erupted in that of his ex-girlfriend, Anastasia Wyrd. Due to a time portal that sucked him in and hurled him back to the day of the laboratory disaster, the kinetic mutant successfully accomplished what his past self could not, and rescued the Associate Professor from the inferno that was her laboratory. He himself was unsure if that history was set in stone either way, given no evidence of her was ever found in the ruins of the lab after it burned to the ground. Now she lays on a hospital bed, hooked up to innumerable machines and trapped in a coma that doctors say she might never wake up from.


It’s been a long, hard road to where the kineticist is now, and the weight on his shoulders keeps piling on. Running an auto repair that half the time can barely stay solvent, even with AEGIS’s help. Acting as a freelancer for a national organization devoted to protecting the country, chasing leads wherever they may arise. Being the sole person who knows of the existence of a time-lost mad scientist who also happens to be his ex-girlfriend. Hunting and being hunted by an incredibly powerful warlock and the eldritch abominations he summons, whose plans he still has no idea of. The nightmares don’t help much either…still, in the end, he works as best he can. As the Kinetic King. The Sensei of Shockwaves. The scarfed wonder with a sarcastic remark for [i]every[/i] occasion. A guy way in over his head, with powers he never asked for, and more nightmares than he’d ever wanted. And a hero that, despite it all, will never quit. No matter what.


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


That’s the façade he likes to present. The fact is, Push [i]is[/i] a hero. He complains about his workload, deliberately avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes or the closest he can get as a costume…but if someone needs help, he’ll still hat up and wade in, blasts flying. And he relishes the battle, no matter what else he says. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the sarcasm, and he knows it.


The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders. He’s seen them, he’s fought them, and he’s kicked them back through their portals more times than he can count. In his head and in his heart, he knows that if the centre is going to hold, then someone has to Push back.


[b][u]Power Descriptions[/u]:[/b] The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When he is actively letting his force field be seen, there seems to be a small storm of warps and static crackles surrounding his body. As for his movement senses; whenever he is “seeing into the currentsâ€, as he puts it, his eyes become subsumed by energy, turning into small motes of kinetic power.


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


Generally, he prefers to start a fight by testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. He's also got a few toys cobbled together by Mike after a rare visit back to Gear City, and some other gadgets pinched from Wyrd after a few of their battles. Push's numerous experiences in Freedom City thus far have also forced him to re-examine his use of powers vis-a-vis fine control and larger-scale strikes. After taking into consideration the very nature of his abilities, not to mention a few jarring accidents that have impacted him heavily (the warehouse incident, for example), Quinn has taken time to practice and hone his control over his kinetic abilities; specifically developing countermeasures to protect others during large area blasts, among other things. While this has had the expected side-effect of leaving him more open to opponents as he uses the aforementioned countermeasures, he considers it an acceptable risk given the circumstances. Also, repeated practice extending the reach of his innate ability to sense kinetic energy has allowed him to refine his use of those senses, permitting him to “see†currents of movement energy and focus upon ones that he’s looking for in particular; essentially a powerful blind-sight.


[hr][/hr]

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

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

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

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

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

[b]Mad Scientist's (Comatose) Beautiful Daughter:[/b] Due to a recent trip back in time that resulted in the saving of his thought-dead ex-girlfriend, Anastasia Wyrd (also known as Associate Professor Wyrd), Push now finds himself in the unenviable position of being solely responsible for a comatose mad genius who is currently stuck on a bed in the ICU of a hospital; a person who, in this time frame, technically does not exist.

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

[b]Staring Into The Sun:[/b] Push’s kinetic senses, while powerful, do have a major drawback: movement energy permeates the world, it’s all around us, every time something so much as makes the tiniest possible movement, even on the subatomic level, it makes a spark in his vision; occasionally the sheer mass of energy in the air can make it nigh-on impossible for Push to even use those senses without being literally blinded.

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

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

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



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

Strength: 12 (+1)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



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

Initiative: +8

Attack: +8, +10 Kinetic Control

Grapple: +9, +24 Kinetic Control

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

Knockback: -13/-3/-1 Force Field/Vest/Unarmored



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

Toughness: +14/+6/+3 (+3 Con, +11 Force Field [Impervious 12/Reflective (Physical) 10] or +3 Undercover Vest)

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

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

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



[b][u]Skills[/u]:[/b] 56R = 14PP

Bluff 12 (+13)

Concentration 4 (+6)

Craft (Mechanical) 8 (+10)

Drive 6 (+10)

Knowledge (Technology) 8 (+10)

Knowledge (Arcane Lore) 8 (+10)

Notice 10 (+12)



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

All-Out Attack

Attack Specialization (Kinetic Control)

Dodge Focus 6

Equipment 10 (50EP)

Fearless

Interpose

Improved Initiative

Luck 2

Move-By Action

Power Attack

Precise Shot

Quick Change

Taunt

Uncanny Dodge (Auditory)


[quote name="Equipment"]


1 + 1 + 4 + 14 + 10 + 20 = 50/50 EP = 10PP


Commlink

Camera

Multi-Tool

PDA

Rebreather – 1 EP

Gas Mask – 1 EP

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


Messenger Bag Array (12 EP effects, 3 AP) – 14 EP

BP: Sleep Grenade – (Fatigue Burst 5, Independent, 50 ft.) (12 EP)

AP: Smoke Grenade (Obscure [Visual], Independent, 10 ft.) (4 EP)

AP: Medical Kit (+2 to Medicine checks) (2 EP)


(All of this except Undercover Vest contained in Messenger Bag)


Vehicle: "Lazarus†- Rebuilt & Modified Black/Gold Flightcycle (10 EP) 

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

[spoiler][url=http://img396.imageshack.us/img396/3995/636dt0.jpg]Drive Mode[/url]/[url=http://fc09.deviantart.net/fs43/f/2009/165/b/9/Hoverbike_by_D_MAC.jpg]Flight Mode[/url] â€Lazarus†was one of Push’s first pieces of real auto work when he first started working at L.A.R back in Gear City; it’s a Kawasaki Ninja that was found on the scrap heap, practically broken beyond repair. It took two years of solid effort, but eventually he got it back into working condition, and he’s used it ever since. The bike itself appears as a very heavily modified Kawasaki when not in flight mode, stock parts replaced with high-performance equipment, a nitrous tank, and odd bits and bobs worked into the body where the caltrops, oil slick tank, and smokescreen generator are hidden. When the bike is in flight mode, it transforms into a sleek flightcycle with a small turbine on the front, jets to keep it aloft below and on the back, and a slightly more elongated chassis to compensate.[/spoiler]
 

Hideout: "Lazarus Auto and Industrial Repair (L.A.I.R.)" – Semi-Solvent Car Garage (20 EP)

[i]Size[/i]: Medium, [i]Toughness[/i]: 15, [i]Features[/i]: Cover Facility, Communications, Computer, Concealed, Defense Systems 3 ([Parker Tech ED-209 Anti-Intruder System], Ranged [b]Stun 8[/b] [shock coils], [b]Snare 12[/b] [net-launchers], Ranged [b]Paralyze 8[/b] [stasis module]; all +11 to hit), Fire Prevention System, Garage, Library, Living Space, Personnel (Darren Jones, Abigail Solo), Power System, Power ([b]Nullify 11[/b] ([Warlock’s Wards] All Magic Effects, [i]Extras:[/i] Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], [i]Feats:[/i] Progression [Area] 2 [250ft radius])), Security System 3, Workshop.

[spoiler]Lazarus Auto Repair is a small, one-floor building in Midtown Freedom City. From the outside, it looks pretty rundown, with a small neon sign hanging on the roof: Lazarus Auto/Industrial Repair. Two huge garage doors sit side by side on the building's front, both currently closed. A single smaller door sits to the right (viewing from the front), with a window on which a sign hangs; "Resurrections done cheap". Going through the front door leads into a small reception, some cushy chairs and magazines around (the latest auto periodicals), and a door in the rear leading to a *very* cluttered-up office. On the left side of the reception and office (walking in) are two huge windows looking over a big garage area, with the usual garage accoutrements, and maybe a car or two. In the middle of the floor are two long holes, rectangular in shape; if a car's over one, it's probably open, if not, then it's closed with a solid steel shutter. Hidden behind a large pile of toolboxes and equipment at the back of the big garage room is a solid steel trapdoor, with a hidden console in the floor beside it (disguised by a concrete panel). In the back left corner is a doorway leading out to the back alley.


Opening the trapdoor or going down one of the ladders leads to the mechanic's pit basement. It's slightly smaller than the garage room upstairs, with three doors in various spots. Beneath the two holes are piles of tools and car parts, along with a pair of heavily used workbenches. At the side is what looks like a small sitting area with a small TV, a recliner, a couch, and a door in the wall. Beside the sitting area to the left is a small kitchenette, with a fridge, microwave, and freezer. The other side has the other two doors, but in between them is a large corkboard with a map of the USA, and some pins sticking in it here and there. In front of the map is a large worktable, with what looks like far finer tools and some odd tech that's been disassembled, along with a battered radio with some rather odd buttons on the side. Going through the kitchenette door leads to a bedroom, fairly sparse, with a futon, a small bookshelf, some floor cushions, and a rather nice wall hanging of some mountains. The door to the left of the corkboard leads to a small library, with wall-to-wall bookshelves and a big cushy chair, and in between two shelves is a very elaborate computer system, multiple monitors, speakers, the whole nine yards. Finally, the door to the right of the corkboard just leads to a storage room with lots of old junk in there, mostly car parts, and a manhole.


As for the defense and security systems, Ironclad installed one of her better works, an ED-209 system from Dawes Tech, and Warlock threw up a pack of wards nearly as good as the ones around his own home, although tailored for Push. Along with both of those, the structure itself has been scientifically and magically reinforced (strengthening wards, rebar & steel plates, etc) in case of the worst. Security consists of wired cameras and speakers hidden here, there, and everywhere around each floor, along with a few stashed in exterior disguises (one in the L of Lazarus, one in a lamppost across the street, one in an alley light beside the building, and so on), number locks on the doors and a hidden console beside the trapdoor to the basement requiring both vocal recognition and a typed in number code. All of this can be also be accessed, activated, and deactivated by the computer system in the library as well.[/spoiler]
[/quote]


[b][u]Powers[/u]:[/b] 9 + 10 + 35 + 32 = 86PP


[b]Super Senses 9 ([/b]Tactile, [i]Extras[/i]: Ranged, Extended 2, Counters/Penetrates Concealment[b])[/b] (Kinetic Senses) [9 pp]


[b]Flight 5 ([/b] 250MPH / 2,500ft per Move Action[b])[/b] (Kinetic Flight Jets)[10PP]


[b]Force Field 11 ([/b][i]Extras:[/i] Impervious [12], Reflective (Physical) [10] [i]Feats:[/i] Subtle, Selective[b])[/b] (Kinetic Energy Barrier) [35PP]


[b]Kinetic Energy Control 14 ([/b]28PP Array, [i]Feats:[/i] Alternate Power 4[b])[/b] [32PP]


[list][u]Base Power[/u]: [b]Blast 14 ([/b]10 140ft Range Increments / 1,400ft Max Range[b])[/b] (Kinetic Energy Blast) [28PP]


[u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Alternate Save [Fortitude], Range [Ranged, 10 140ft Range Increments / 1,400ft Max Range], [i]Flaws:[/i] Action [Full][b])[/b] (Kinetic Energy Drain) [28PP]


[u]Alternate Power[/u]: [b]Move Object 14 ([/b]Lifting STR 70 [[i]Heavy Load:[/i] 200 tons], 10 140ft Range Increments / 1,400ft Max Range[b])[/b] (Kinetic Energy Manipulation) [28PP]


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Penetrating [2, DMG 14], Selective, [i]Feats:[/i] Knockback 2[b])[/b] (Kinetic Shockwave) [28PP]


[u]Alternate Power[/u]: [b]Strike 14 ([/b][i]Extras:[/i] Penetrating 2 [DMG 16], Knockback 10 [DMG 24], [i]Feats:[/i] Improved Critical 2 [18-20][b])[/b] (Kinetic Energy Strike) [28PP][/list]


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


[b]Recurring Nightmares ([/b]DC10[b])[/b] [-3PP]



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

[code]ATTACK                  RANGE         SAVE                       EFFECT

Unarmed                 Touch         DC16 Toughness (Staged)    Damage (Physical)

Strike                  Touch         DC29 Toughness (Staged)    Damage (Physical)

Blast                   Ranged        DC29 Toughness (Staged)    Damage (Energy)

Shockwave               Touch/Area    DC22 Reflex                1/2 Effect

                                      DC27 Toughness (Staged)    Damage (Energy)

Drain                   Ranged        DC24 Fortitude (Staged)    Slowed/Paralyzed
Abilities (26) + Combat (24) + Saving Throws (14) + Skills (14) + Feats (29) + Powers (86) - Drawbacks (3) = 190/190 Power Points

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] 11 (162/162PP)

[b][u]Trade-Offs[/u]:[/b] -4 Attack / +4 Damage (Melee), -2 Attack / -2 Damage (Lightning), -4 Defense / +4 Toughness

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

[b][u]Progress To Gold Status[/u]:[/b] 12/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1483]The Scarab[/url])

[i]Bronze Reward:[/i] 2nd PC at PL10/150PP

[i]Silver Reward:[/i] 7PP of Equipment for The Scarab, 8PP of Equipment for Thrude


[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 Identity[/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 Dimension)

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

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

[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)


[floatl][img=http://www.freedomplaybypost.com/wiki/images/3/34/ThrudeHammer.jpg][/floatl][b][u]Description[/u]:[/b]

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

[b]Apparent Age:[/b] 18

[b]Gender:[/b] Female

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

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

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

[b]Eyes:[/b] Blue

[b]Hair:[/b] Gold


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] 16 + 16 + 16 + 0 + 0 + 16 = 64PP

Strength: 26 (+8)

Dexterity: 26 (+8)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 26 (+8)



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

Initiative: +8

Attack: +6 Melee, +2 Ranged, +8 Lightning

Grapple: +14, up to +26 with Dynamic Super-Strength

Defense: +6, +3 Flat-Footed

Knockback: -10/-7, -4 Unarmored



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

Toughness: +14 (+8 Con, +6 Armor [Unreliable Impervious 6])

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

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

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



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

Craft (Artistic) 2 (+2)

Knowledge (Arcane) 2 (+2)

Knowledge (History) 2 (+2)

Knowledge (Theology & Philosophy) 2 (+2)

Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish)

Notice 4 (+4)

Ride 1 (+9)

Survival 4 (+4)



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

Artificer (Rune Magic)

Benefit (Status [Goddess])

Equipment 0 (+8 [40EP] Veteran Reward)

Fearless

Interpose

Luck

Ritualist (Rune Magic)

Takedown Attack

Track

Ultimate Save (Will)


[quote name="Equipment 8PP = 40EP"]


+40EP for [url=http://www.freedomplaybypost.com/viewtopic.php?f=41&t=5188]Interceptors Shared Equipment[/url][/quote]


[b][u]Powers[/u]:[/b] 8 + 24 + 1 + 7 + 1 + 1 + 3 + 11 + 6 = 62PP


[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Enchanted Mithril Armor)


[device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP]


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


[b]Impervious Toughness 6 ([/b][i]Flaws:[/i] Unreliable [50%][b])[/b] [3PP]


[b]Protection 6 ([/b][i]Drawbacks:[/i] Weak Point[b])[/b] [5PP][/device]

[b]Device 7 ([/b]35PP 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] [24PP] (Enchanted Empathic Mithril Weapon ["[i]Vendrvapn[/i]"])


[device][b]Divine Power 9 ([/b]18PP Array, [i]Feats:[/i] Alternate Power, Dynamic Alternate Power 3[b])[/b] [25PP]


[list][u]Base Power[/u]: [16 + 2 = 18PP]

[b]Environment Control 9 ([/b]Cold [Intense, 10 minutes, 1/2-mile radius], Hamper Movement [1/2 Speed, 1/2-mile radius], Visibility [-4 Notice/Search, 1/2-mile radius], Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice, 1-mile radius], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch], [i]Feats:[/i] Feature [Buys off Full Power drawback], Slow Fade [1 minute][b])[/b] [16PP] (Summon Storms, Weather Control [Dark Clouds, Chill Wind, Lightning, Rain, Thunder]) & [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] (Divine Wind)

[spoiler]Detailed breakdown:


[b]Environment Control 9 ([/b]1/2-mile radius, Cold [Intense, 10 minutes], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [3PP]


[b]Environment Control 9 ([/b]1/2-mile radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [3PP]


[b]Environment Control 9 ([/b]1/2-mile radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [3PP]


[b]Environment Control 10 ([/b]1 mile radius, Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [5PP]


3 + 3 + 3 + 5 = 14PP, +2 Feats = 16PP[/spoiler]


[u]Alternate Power[/u]: [16 + 2 = 18PP]

[b]Blast 6 ([/b][i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 3, Homing 2, Improved Range 3 [1 600ft Range Increment], Indirect 2[b])[/b] [16PP] (Divine Lightning) & [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] (Divine Wind)


[u]Alternate Power (Dynamic)[/u]: [b]Flight 1-9 ([/b]Max 5,000mph / 50,000ft [10 miles] per Move Action[b])[/b] [2-18PP] (Divine Wind)


[u]Alternate Power (Dynamic)[/u]: [b]Strike 6 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Lightning, Slashing][b])[/b] [11PP] [b]+ Knockback 1-7 ([/b]DMG 7-13 +STR[b])[/b] [1-7PP] (Weapon Strike) [12-18PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 1-9 ([/b]Up to +45 Lifting STR[b])[/b] [2-18PP] (Divine Might)[/list]

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


[b]Divine Power 12 ([/b]24PP Array, [i]Feats:[/i] Alternate Power, Dynamic Alternate Power 3[b])[/b] [31PP]


[list][u]Base Power[/u]: [22 + 2 = 24PP]

[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, -4 Thrown Attacks, -4 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch], [i]Feats:[/i] Benefit [No Full Power Drawback], Slow Fade 3 [20 minutes][b])[/b] [22PP] (Summon Storms, Weather Control [Dark Clouds, Chill Wind, Lightning, Rain, Thunder]) & [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] (Divine Wind)

[spoiler]Detailed breakdown:


[b]Environment Control 12 ([/b]5 mile radius, Cold [Intense, 10 minutes], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [4PP]


[b]Environment Control 12 ([/b]5 mile radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [4PP]


[b]Environment Control 12 ([/b]5 mile radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [4PP]


[b]Environment Control 12 ([/b]5 mile radius, Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [6PP]


4 + 4 + 4 + 6 = 18PP, +1 Benefit (No Full Power Drawback), +3 Slow Fade = 22PP[/spoiler]


[u]Alternate Power[/u]: [22 + 2 = 24PP]

[b]Blast 12 ([/b][i]Flaws:[/i] Action [Full], [i]Feats:[/i] Accurate 3, Homing 2, Improved Range 3 [1 1,200ft Range Increment], Indirect 2[b])[/b] [22PP] (Divine Lightning) & [b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP] (Divine Wind)


[u]Alternate Power (Dynamic)[/u]: [b]Flight 1-12 ([/b]Max 50,000mph / 500,000ft [100 miles] per Move Action[b])[/b] [2-24PP] (Divine Wind)


[u]Alternate Power (Dynamic)[/u]: [b]Strike 6 ([/b][i]Feats:[/i] Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [Bludgeoning, Cold, Lightning, Slashing][b])[/b] [11PP] [b]+ Knockback 1-13 ([/b]DMG 15-27[b])[/b] [1-13PP] (Weapon Strike) [12-24PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 1-12 ([/b]Max STR 86 [[i]Heavy Load:[/i] 1,884 tons 320 lbs.][b])[/b] [2-24PP] (Divine Might)[/list][/quote]

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

[b]Dimensional Pocket 1 ([/b]100 lbs., [i]Extras:[/i] Action [Move/Free], [i]Flaws:[/i] Requires Grapple, [i]Drawbacks:[/i] Power Loss [Hard-To-Lose Device][b])[/b] [1PP] (Enchanted Bag of Holding)


[b]Divine Power 3 ([/b]6PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [7PP]


[list][u]Base Power[/u]: [b]Environment Control 3 ([/b]Cold [Intense, 10 minutes, 25ft radius], Hamper Movement [1/2 speed, 25ft radius], Visibility [-4 Notice/Search, 25ft radius], Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice, 50ft radius], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch], [i]Feats:[/i] Slow Fade 2 [5 minutes], [i]Drawbacks:[/i] Full Power[b])[/b] [6PP] (Summon Storms [Dark Clouds, Chill Wind, Lightning, Rain, Thunder], Weather Control)

[spoiler]Detailed breakdown:


[b]Environment Control 3 ([/b]25ft radius, Cold [Intense, 10 minutes], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [1PP]


[b]Environment Control 3 ([/b]25ft radius, Hamper Movement [1/2], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [1PP]


[b]Environment Control 3 ([/b]25ft radius, Visibility [-4 Notice/Search], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [1PP]


[b]Environment Control 4 ([/b]50ft radius, Wind [Extinguishes open flames automatically, protected flames 50%, -4 Thrown Attacks, -4 Auditory Notice], [i]Extras:[/i] Independent, Linked, [i]Flaws:[/i] Action [Full], Range [Touch][b])[/b] [2PP]


1 + 1 + 1 + 2 = 5PP, +2 Slow Fade = 7PP, -1 Full Power = 6PP[/spoiler]


[u]Alternate Power[/u]: [b]Super-Strength 3 ([/b]Lifting STR 41 [[i]Heavy Load:[/i] 3 tons 1,360 lbs.][b])[/b] [6PP] (Divine Might)[/list]

[b]Enhanced Strength 0 ([/b][i]Extras:[/i] Vampiric [1, +9 Recovery][b])[/b] [1PP] (Berserker Rage, Training)


[b]Environment Control 1 ([/b]Light [Low], 5ft radius, [i]Extras:[/i] Action [Move], [i]Flaws:[/i] Range [Touch][b])[/b] [1PP] (Divine Lightning Aura)


[b]Features 3 ([/b]Environment Adaptation [Stormy Weather], Special Effects [Stormy Weather], Teleport Beacon [The Brownstone][b])[/b] [3PP] (Divine Elemental Affinity)


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


[b]Physical Perfection 1 ([/b]5PP Container [Passive, Permanent], [i]Feats:[/i] Innate[b])[/b] [6PP]


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


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


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


[b][u]Drawbacks[/u]:[/b] (-3) + (-3) + (-2) + (-3) = -11PP


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


[b]Vulnerability ([/b]Emotion Effects, [i]Frequency:[/i] Uncommon, [i]Intensity:[/i] Major [x2][b])[/b] [-3PP] (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]Abilities (64) + Combat (24) + Saving Throws (8) + Skills (6) + Feats (9) + Powers (62) - Drawbacks (11) = 162/162 Power Points[/b]



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

[code]ATTACK       RANGE     SAVE                       EFFECT

Unarmed      Touch     DC23 Toughness (Staged)    Damage (Physical)

Weapon       Touch     DC29 Toughness (Staged)    Damage*

Lightning    Ranged    DC27 Toughness (Staged)    Damage (Energy)


*Energy and/or Physical (Variable Descriptor)

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 Senses) (Fog/Mist) Snare (Ice) Space Travel (Divine Wind) Stun (Lightning) Trip (Divine Wind)

Summary of Changes:

  • [*:3auttx5t]She had 4PP free. I spent it all.
    [*:3auttx5t]Dropped Defensive Roll and Rage.
    [*:3auttx5t]Increased her Will save. Now her exotic saves average out to (PL-2) for a PL10.
    [*:3auttx5t]Increased the Intensity of her Vulnerability to Emotion effects to compensate for her increased Will save. She's 1PL higher now, so she can have 1PP more in non-Power Drawbacks.
    [*:3auttx5t]Increased the Protection and Strike ranks in her Devices. Now on both offense and defense, she's a straightforward PL10 with her gear, PL7 without it.
    [*:3auttx5t]Slightly decreased her Skills. As a (relatively) brash youngster, she's got more raw power than experience right now.
    [*:3auttx5t]Purchased a badly-needed rank of Luck.
    [*:3auttx5t]Purchased a rank of the Vampiric extra on her Strength bonus, as an alternative mechanic for her "berserker rage." Now, whenever she inflicts STR-based damage (unarmed attacks, Mighty Strikes, etc.) on a foe, she gets a Recovery check, against a damage condition equal to or lesser than the one she inflicted upon her foe.
    [*:3auttx5t]Increased the rank of her HTL Device, to account for the increased Protection rank, and bought back some of the Unreliable Impervious Toughness it used to have. Rank 6 is enough to ignore small arms fire (if it hits a body part the armor covers - hence, the Unreliable flaw).
    [*:3auttx5t]Bought the Dimensional Pocket as a stand-alone power, with a Power Loss drawback to reflect its status as an item which can be taken away, as an alternative to rolling it into a full-fledged Device.

Doktor'd

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DONE BY SHAENTHEBRAIN

Okay, after MUCH discussion in the Chatroom about making Push's sheet a bit more efficient (thanks Shaen!), and some reconsideration as to point allocations, I've made a few more tweaks to Push's sheet. At this rate I'll never get to Crow and Overclock. :P

Here's the breakdown:

-Flight 5 goes to Flight 1, Push gets 9 unspent PP.

-I then spend 1 PP to add Flight 14 to Push's Array. 8 PP remaining.

-I spend one to get another Equipment rank, giving me enough EP to buy Speed up to 10 on Lazarus. Flight AP goes from Rank 2 to Rank 5. 7 PP left.

-Next, some tweaking to Push's Array. Making Blast 14 a Dynamic Power, along with Strike 14, and Flight 14. That's 3 PP spent, leaving me with 4.

-2 spent on his Will exotic save, raising it to 10. All of this recent mucking about in his brain's made him just a bit stronger when it comes to fighting off eldrich things poking at his psyche. 3 PP left.

-1 PP on that Flight 1, adding Moving Feint. 1 PP left.

-Last PP spent in Skills, giving me 5 Ranks. Raise Knowledge (Technology) up to 10 (+12) (2 ranks), Knowledge (Arcane Lore) up to 10 (+12) (2 ranks), and Concentration up to 5 (+7) (1 rank). No PP left.

-New picture from Gizmo!

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

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

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

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

[b][u]Power Level[/u]:[/b] 12 (190/190PP)

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

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

[b][u]Progress to Silver Status[/u]:[/b] 40/60


[b][u]In Brief[/u]:[/b] Kinetic-controlling mutant with a habit of getting in way over his head, and a wisecrack for every occasion. Also an excellent cook.


[b][u]Alternate Identities[/u]:[/b] Gabriel Quinn (real identity, from Gear City), Tom Walker (owner of Lazarus Auto and Industrial Repair, Freedom City), Mr. Stone (A.E.G.I.S freelancer).

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

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

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

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

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


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

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

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

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

[b][u]Height[/u]:[/b] 5’2’’

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

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

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


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


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


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


Then the Incident happened.


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


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


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


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


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


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


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


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


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


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


Freedom City was the latest stop on the search, and it was there that Quinn finally heard something about Scratch. After following several minor leads and misadventures, not to mention a brief tussle with one of AEGIS's finest agents, Codename Victory, Push was captured by the government agency and offered a deal; capture Scratch in exchange for his name being cleared. He took it. Exonerated of his crimes, with the backing (albeit grudging) of an extremely effective government organization, and a new hideout beneath a refurbished auto repair, Push settled down in Freedom City, and began to marshal his newfound resources to bring Scratch down for good. Granted, it’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown (although he has kept in infrequent contact with Mike via "letters from home", and the occasional postcard).


On top of all of this, in addition to his new position as a freelancer for AEGIS and part-time vigilante, a fresh complication has also erupted in that of his ex-girlfriend, Anastasia Wyrd. Due to a time portal that sucked him in and hurled him back to the day of the laboratory disaster, the kinetic mutant successfully accomplished what his past self could not, and rescued the Associate Professor from the inferno that was her laboratory. He himself was unsure if that history was set in stone either way, given no evidence of her was ever found in the ruins of the lab after it burned to the ground. Now she lays on a hospital bed, hooked up to innumerable machines and trapped in a coma that doctors say she might never wake up from.


It’s been a long, hard road to where the kineticist is now, and the weight on his shoulders keeps piling on. Running an auto repair that half the time can barely stay solvent, even with AEGIS’s help. Acting as a freelancer for a national organization devoted to protecting the country, chasing leads wherever they may arise. Being the sole person who knows of the existence of a time-lost mad scientist who also happens to be his ex-girlfriend. Hunting and being hunted by an incredibly powerful warlock and the eldritch abominations he summons, whose plans he still has no idea of. The nightmares don’t help much either…still, in the end, he works as best he can. As the Kinetic King. The Sensei of Shockwaves. The scarfed wonder with a sarcastic remark for [i]every[/i] occasion. A guy way in over his head, with powers he never asked for, and more nightmares than he’d ever wanted. And a hero that, despite it all, will never quit. No matter what.


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


That’s the façade he likes to present. The fact is, Push [i]is[/i] a hero. He complains about his workload, deliberately avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes or the closest he can get as a costume…but if someone needs help, he’ll still hat up and wade in, blasts flying. And he relishes the battle, no matter what else he says. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the sarcasm, and he knows it.


The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders. He’s seen them, he’s fought them, and he’s kicked them back through their portals more times than he can count. In his head and in his heart, he knows that if the centre is going to hold, then someone has to Push back.


[b][u]Power Descriptions[/u]:[/b] The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When he is actively letting his force field be seen, there seems to be a small storm of warps and static crackles surrounding his body. As for his movement senses; whenever he is “seeing into the currentsâ€, as he puts it, his eyes become subsumed by energy, turning into small motes of kinetic power.


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


Generally, he prefers to start a fight by testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. He's also got a few toys cobbled together by Mike after a rare visit back to Gear City, and some other gadgets pinched from Wyrd after a few of their battles. Push's numerous experiences in Freedom City thus far have also forced him to re-examine his use of powers vis-a-vis fine control and larger-scale strikes. After taking into consideration the very nature of his abilities, not to mention a few jarring accidents that have impacted him heavily (the warehouse incident, for example), Quinn has taken time to practice and hone his control over his kinetic abilities; specifically developing countermeasures to protect others during large area blasts, among other things. While this has had the expected side-effect of leaving him more open to opponents as he uses the aforementioned countermeasures, he considers it an acceptable risk given the circumstances. Also, repeated practice extending the reach of his innate ability to sense kinetic energy has allowed him to refine his use of those senses, permitting him to “see†currents of movement energy and focus upon ones that he’s looking for in particular; essentially a powerful blind-sight.


[hr][/hr]

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

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

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

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

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

[b]Mad Scientist's (Comatose) Beautiful Daughter:[/b] Due to a recent trip back in time that resulted in the saving of his thought-dead ex-girlfriend, Anastasia Wyrd (also known as Associate Professor Wyrd), Push now finds himself in the unenviable position of being solely responsible for a comatose mad genius who is currently stuck on a bed in the ICU of a hospital; a person who, in this time frame, technically does not exist.

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

[b]Staring Into The Sun:[/b] Push’s kinetic senses, while powerful, do have a major drawback: movement energy permeates the world, it’s all around us, every time something so much as makes the tiniest possible movement, even on the subatomic level, it makes a spark in his vision; occasionally the sheer mass of energy in the air can make it nigh-on impossible for Push to even use those senses without being literally blinded.

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

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

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



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

Strength: 12 (+1)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



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

Initiative: +8

Attack: +8, +10 Kinetic Control

Grapple: +9, +24 Kinetic Control

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

Knockback: -13/-3/-1 Force Field/Vest/Unarmored



[b][u]Saving Throws[/b]:[/u] 4 + 4 + 8 = 16PP

Toughness: +14/+6/+3 (+3 Con, +11 Force Field [Impervious 12/Reflective (Physical) 10] or +3 Undercover Vest)

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

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

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



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

Bluff 12 (+13)

Concentration 5 (+7)

Craft (Mechanical) 8 (+10)

Drive 6 (+10)

Knowledge (Technology) 10 (+12)

Knowledge (Arcane Lore) 10 (+12)

Notice 10 (+12)



[b][u]Feats[/u]:[/b] 30PP

All-Out Attack

Attack Specialization (Kinetic Control)

Dodge Focus 6

Equipment 11 (55EP)

Fearless

Interpose

Improved Initiative

Luck 2

Move-By Action

Power Attack

Precise Shot

Quick Change

Taunt

Uncanny Dodge (Auditory)


[quote name="Equipment"]


1 + 1 + 4 + 22 + 10 + 20 = 55/50 EP = 11PP


Commlink

Camera

Multi-Tool

PDA

Rebreather – 1 EP

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

Smoke Grenade (Obscure 2 [Visual], Independent, 10 ft. radius) - 4 EP

Medical Kit (+2 to Medicine checks) - 1 EP


(All of this except Undercover Vest contained in Messenger Bag)


Vehicle: "Lazarus" - Rebuilt & Modified Black/Gold Flightcycle (22EP)

[i]Size:[/i] Medium, [i]Strength[/i]: 15 [[i]Medium Load:[/i] 133 lbs.], [i]Defense:[/i] 10, [i]Toughness:[/i] +10, [i]Features:[/i] Caltrops, Nitro Injectors, Oil Slick, Remote Control, Smokescreen, [i]Powers:[/i] Speed 10 (10,000mph), AP: Flight 5 (250mph)

[spoiler][url=http://img396.imageshack.us/img396/3995/636dt0.jpg]Drive Mode[/url]/[url=http://fc09.deviantart.net/fs43/f/2009/165/b/9/Hoverbike_by_D_MAC.jpg]Flight Mode[/url] â€Lazarus†was one of Push’s first pieces of real auto work when he first started working at L.A.R back in Gear City; it’s a Kawasaki Ninja that was found on the scrap heap, practically broken beyond repair. It took two years of solid effort, but eventually he got it back into working condition, and he’s used it ever since. The bike itself appears as a very heavily modified Kawasaki when not in flight mode, stock parts replaced with extremely high-performance equipment (some particularly high-performance pieces actually experimental AEGIS technology in disguise!), a nitrous tank, and odd bits and bobs worked into the body where the caltrops, oil slick tank, and smokescreen generator are hidden. When the bike is in flight mode, it transforms into a sleek flightcycle with a small turbine on the front, jets to keep it aloft below and on the back, and a slightly more elongated chassis to compensate.[/spoiler]


Hideout: "Lazarus Auto and Industrial Repair (L.A.I.R.)" – Semi-Solvent Car Garage (23 EP)

[i]Size[/i]: Medium, [i]Toughness[/i]: 15, [i]Features[/i]: Cover Facility, Communications, Computer, Concealed, Defense Systems 3 ([Parker Tech ED-209 Anti-Intruder System], +12 Attack, [b]Stun 12[/b] [shock coils], [b]Snare 12[/b] [net-launchers], [b]Paralyze 12[/b] [stasis module]), Fire Prevention System, Garage, Library, Living Space, Personnel (Darren Jones, Abigail Solo), Power System, Power 3 ([b]Nullify 11[/b] ([Warlock’s Wards] All Magic Effects, [i]Extras:[/i] Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], [i]Feats:[/i] Progression [Area] 2 [275ft radius])), Security System 3 (DC30), Workshop.

[spoiler]Lazarus Auto Repair is a small, one-floor building in Midtown Freedom City. From the outside, it looks pretty rundown, with a small neon sign hanging on the roof: Lazarus Auto/Industrial Repair. Two huge garage doors sit side by side on the building's front, both currently closed. A single smaller door sits to the right (viewing from the front), with a window on which a sign hangs; "Resurrections done cheap". Going through the front door leads into a small reception, some cushy chairs and magazines around (the latest auto periodicals), and a door in the rear leading to a *very* cluttered-up office. On the left side of the reception and office (walking in) are two huge windows looking over a big garage area, with the usual garage accoutrements, and maybe a car or two. In the middle of the floor are two long holes, rectangular in shape; if a car's over one, it's probably open, if not, then it's closed with a solid steel shutter. Hidden behind a large pile of toolboxes and equipment at the back of the big garage room is a solid steel trapdoor, with a hidden console in the floor beside it (disguised by a concrete panel). In the back left corner is a doorway leading out to the back alley.


Opening the trapdoor or going down one of the ladders leads to the mechanic's pit basement. It's slightly smaller than the garage room upstairs, with three doors in various spots. Beneath the two holes are piles of tools and car parts, along with a pair of heavily used workbenches. At the side is what looks like a small sitting area with a small TV, a recliner, a couch, and a door in the wall. Beside the sitting area to the left is a small kitchenette, with a fridge, microwave, and freezer. The other side has the other two doors, but in between them is a large corkboard with a map of the USA, and some pins sticking in it here and there. In front of the map is a large worktable, with what looks like far finer tools and some odd tech that's been disassembled, along with a battered radio with some rather odd buttons on the side. Going through the kitchenette door leads to a bedroom, fairly sparse, with a futon, a small bookshelf, some floor cushions, and a rather nice wall hanging of some mountains. The door to the left of the corkboard leads to a small library, with wall-to-wall bookshelves and a big cushy chair, and in between two shelves is a very elaborate computer system, multiple monitors, speakers, the whole nine yards. Finally, the door to the right of the corkboard just leads to a storage room with lots of old junk in there, mostly car parts, and a manhole.


As for the defense and security systems, Ironclad installed one of her better works, an ED-209 system from Dawes Tech, and Warlock threw up a pack of wards nearly as good as the ones around his own home, although tailored for Push. Along with both of those, the structure itself has been scientifically and magically reinforced (strengthening wards, rebar & steel plates, etc) in case of the worst. Security consists of wired cameras and speakers hidden here, there, and everywhere around each floor, along with a few stashed in exterior disguises (one in the L of Lazarus, one in a lamppost across the street, one in an alley light beside the building, and so on), number locks on the doors and a hidden console beside the trapdoor to the basement requiring both vocal recognition and a typed in number code. All of this can be also be accessed, activated, and deactivated by the computer system in the library as well.[/spoiler]
[/quote]


[b][u]Powers[/u]:[/b] 3 + 35 + 35 + 8 = 81PP


[b]Flight 1 ([/b]10 MPH / 100 ft per Move Action; [i]Power Feats[/i]: Moving Feint)[/b] (Kinetic Flight Jets) [3PP]


[b]Force Field 11 ([/b][i]Extras:[/i] Impervious [12], Reflective (Physical) [10] [i]Feats:[/i] Subtle, Selective[b])[/b] (Kinetic Energy Barrier) [35PP]


[b]Kinetic Energy Control 14 ([/b]28PP Array, [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power 2, Alternate Power 3[b])[/b] [35PP]


[list][u]Dynamic Base Power[/u]: [b]Blast 14 ([/b]10 140ft Range Increments / 1,400ft Max Range[b])[/b] (Kinetic Energy Blast) [28PP]


[u]Alternate Power[/u]: [b]Paralyze 14 ([/b][i]Extras:[/i] Alternate Save [Fortitude], Range [Ranged, 10 140ft Range Increments / 1,400ft Max Range], [i]Flaws:[/i] Action [Full][b])[/b] (Kinetic Energy Drain) [28PP]


[u]Alternate Power[/u]: [b]Move Object 14 ([/b]Lifting STR 70 [[i]Heavy Load:[/i] 200 tons], 10 140ft Range Increments / 1,400ft Max Range[b])[/b] (Kinetic Energy Manipulation) [28PP]


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Penetrating [2, DMG 14], Selective, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 2 [DMG 14][b])[/b] (Kinetic Shockwave) [28PP]


[u]Dynamic Alternate Power[/u]: [b]Strike 14 ([/b][i]Extras:[/i] Penetrating 2 [DMG 16], Knockback 10 [DMG 24], [i]Feats:[/i] Improved Critical 2 [18-20][b])[/b] (Kinetic Energy Strike) [28PP]


[u]Dynamic Alternate Power[/u]: [b]Flight 14[/b] (stacks with [b]Flight 1[/b] for [b]Flight 15[/b]; [/b]500,000 MPH / 5,000,000 ft per Move Action[b])[/b] (Supercharged Flight Jets) [28 PP][/list]


[b]Super Senses 8 ([/b]Kinetic Sense [Tactile], [i]Extras:[/i] Extended 2 [1,000ft Notice Increments], Penetrates Concealment, Ranged[b])[/b] [8PP]



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


[b]Recurring Nightmares ([/b]DC10[b])[/b] [-3PP]



[b]Abilities (26) + Combat (24) + Saving Throws (16) + Skills (14) + Feats (30) + Powers (81) - Drawbacks (3) = 190/190 Power Points[/b]



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

[code]ATTACK                  RANGE         SAVE                       EFFECT

Unarmed                 Touch         DC16 Toughness (Staged)    Damage (Physical)

Strike                  Touch         DC29 Toughness (Staged)    Damage (Physical)

Blast                   Ranged        DC29 Toughness (Staged)    Damage (Energy)

Shockwave               Touch/Area    DC22 Reflex                1/2 Effect

                                      DC27 Toughness (Staged)    Damage (Energy)

Drain                   Ranged        DC24 Fortitude (Staged)    Slowed/Paralyzed

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Flora has 3PP to spend, changes as follows:

Add History to her Skills 2pp

Add Language 1pp

Skills: 92R = 23PP

Acrobatics 13 (+20)

Climb 10 (+15)

Knowledge (Earth Sciences) 8 (+10)

Knowledge (History) 8 (+10)

Knowledge (Life Sciences) 13 (+15)

Language 4 (Arabic, Armenian, English *native*, French, Spanish)

Medicine 10 (+13)

Notice 11 (+14)

Survival 15 (+18)

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Crow's edits aren't that high-maintenance; some skill boosts, and something he's been waiting on for a long time!

Okay, 7 PP to work with.

1. Add Artificer. 6 PP left (he's finally started making his own runes!)

2. Extracurricular studies at Parkhurst have increased his Arcane Lore! +5 Ranks to Arcane Lore, 5 PP left.

3. Some more skill boosts due to training and the recent Public Anomie (he's trying to be a better investigator); +1 to Bluff, and +4 to Gather Information, 4 PP left.

4. After Crow's vignette, his coat needed a patch job. Logan Angusson, a local dwarf Crow's in good with (thanks to his dad!) did that and more. Slap Indestructible onto the Rune Coat device, 3 PP left.

5. Skill maintenance, keeping his best ones at caps. +1 to Intimidate, Arcane Lore, Notice, Sense Motive, and Stealth, raising them all to +13. 2 PP left.

And I'm going to conserve the remaining PP, as I intend to boost Device ranks in future. That's it, it's all in the stat block!

[floatr][img=http://www.freedomplaybypost.com/wiki/images/6/6b/CrowHF.png][/floatr]

    [u][b]Player’s Name:[/b][/u] Quinn

        [u][b]Character’s Name:[/b][/u] Crow

        [u][b]Power Level:[/b][/u] 8 (123/125 PP)

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

        [u][b]Unspent PP:[/b][/u] 2

        [u][b]Progress towards Silver:[/b] [/u] 20/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


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


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

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

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

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

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

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


        [u][b]Age:[/b][/u] 16 (DoB: Oct. 31, 1994)

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

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

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

        [u][b]Height:[/b][/u] 5’10â€

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


    [hr][/hr]

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

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

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

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

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

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

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

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

    [b]Lovebird[/b] – Morgan has recently begun dating fellow Claremont student Victoria Knight, also known as rookie hero and teleportation specialist Wisp. Two teenagers, dating, attending a secret superhero school, both with considerable complications in their respective family histories. What could possibly go wrong?


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

    Strength: 18 (+4)

    Dexterity: 18 (+4)

    Constitution: 18 (+4)

    Intelligence: 14 (+2)

    Wisdom: 14 (+2)

    Charisma: 12 (+1)



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

    Initiative: +8

    Attack: +6 Ranged, +8 Melee

    Grapple: +10

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

    Knockback 3, 1 Flat-Footed



    [u][b]Saving Throws[/b][/u]: 1 + 3 + 3 = 7PP

    Toughness: +8 (+4 Con, +4 Defensive Roll), +4 Flat-Footed

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

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

    Will: +5 (+2 Wis, +3)



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

    Acrobatics 1 (+5)

    Bluff 9 (+10)

    Gather Info 9 (+10, Skill Mastery)

    Intimidate 12 (+13, Skill Mastery)

    Languages 1 (English [Native], Gaelic)

    Knowledge (History) 5 (+7)

    Knowledge (Arcane Lore) 11 (+13)

    Notice 11 (+13, Skill Mastery)

    Sense Motive 11 (+13)

    Stealth 9 (+13, Skill Mastery)



    [u][b]Feats[/b]:[/u] 26PP

    All-Out Attack

    Attack Focus (Melee) 2

    Artificer

    Beginners Luck

    Defensive Attack

    Defensive Roll 2 (+4 Toughness)

    Dodge Focus 2

    Equipment (5EP)

    Evasion 2

    Fearless

    Improved Initiative

    Luck

    Master Plan

    Move-By Action

    Power Attack

    Quick Change

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

    Startle

    Stunning Attack

    Takedown Attack 2

    Uncanny Dodge (Auditory)


    [quote name="1PP = 5EP"]5 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url])[/quote]


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


    [b]Device 3 ([/b]15PP Container, Hard-To-Lose, Indestructible[b])[/b] [13PP] (Runic Coat)


    [device][b]Immunity 2 ([/b]Cold, Heat[b])[/b] [2PP] (Minor Rune of Protection)


    [b]Runes 2.5 ([/b]5PP Array, [i]Feats:[/i] Alternate Power 3[b])[/b] [8PP]


    [list][u]Base Power[/u]: [b]Strike 4 ([/b][i]Feats:[/i] Mighty[b])[/b] [5PP] (Rune of Earth)


    [u]Alternate Power[/u]: [b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Partial[b])[/b] [4PP] (Rune of The Veil)


    [u]Alternate Power[/u]: [b]Drain Toughness 5[/b] [5PP] (Rune of Ethereal Drain)


    [u]Alternate Power[/u]: [b]Healing 4 ([/b][i]Flaws:[/i] Personal, [i]Feats:[/i] Regrowth[b])[/b] [5PP] (Rune of Revival)[/list]


    [b]Teleport 3 ([/b]300ft per Move Action, [i]Flaws:[/i] Limited [Short-Range], [i]Feats:[/i] Subtle, Turnabout[b])[/b] [5PP] (Rune of Wind Walk)[/device]


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

    None



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

    [code]ATTACK            RANGE    SAVE                       EFFECT

    Unarmed           Touch    DC19 Toughness (Staged)    Damage (Physical)

    Earth Strike      Touch    DC23 Toughness (Staged)    Damage (Physical)

    Ethereal Drain    Touch    DC20 Fortitude (Staged)    Drain Toughness
Abilities (34) + Combat (24) + Saving Throws (7) + Skills (19) + Feats (26) + Powers (13) - Drawbacks (0) = 123/125 Power Points

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My first three points I'm so blessed :D .

I'm going to by off Impoverished for 1 PP, and buy the feat Taunt for another 1 PP. I'm saving my last point for if I get accepted by a super team.

If someone could post up Revenants sheet up I'll happyly update the sheet, I made the rookie mistake of not keeping an update copy with all the formatting.

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OK, no PL shift for Rene, but I think I have worked out a more sensible way (although more costly way) for Rene to use his Magic Paintbrush...

Moving it up from Device 1 to Device 5, with the same restriction (Needs Art [Craft] Skill of 10+), and the same drawback (Cannot use if unable to gesture as if painting). This shifts it from 3 PP to 15 PP cost, meaning Rene spends 12 PP on powers!

However, this tidies up what I think was a good idea with some nifty powers into something a bit more coherent.

The idea of his magic want is that it does allow a little more versatility to his magic array in terms of "using" paintings directly, but also he can use it to independently (and time consumingly) literally paint the town red...

It works as 3PP on enhanced traits (3 Alternative powers to his Magic Array: Animate Objects [Pictures], Teleport [via pictures], and Color Control), plus Obscure 5 (and 4 alternative powers) which are continuous duration "Ink" powers... his "Paint" array = costing 12 PP

I am dropping dimensional pocket power- it was too complex, unwieldy, and never used. He can always stunt it if needed.

The "Color Control" Power is from Ultimate Power, built as a limited transform at 2PP/Rank.

FInally, fixed Create Object AP for his magic Beret. He could only afford Rank 2 (oh well, it was only for small items anway!)

Code for his Powers looks like this:



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


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


[b]Protection 10[/b][/device]


[b]Device 2 ([/b]5PP Container,[i] Flaws[/i]: Easy-To-Lose,[i] Feats[/i]: Restricted [Only usable by people with Arcane Knowledge skill][b])[/b] [7PP] (Beret)


[device=][b]Pull It Out of The Hat 4[/b] (8PP Array, [i]Feats[/i]: Alternate Power 2, Subtle [Looks like stage showmanship], [i]Drawbacks[/i]: Action [Move, waving hand in circular motion over beret]) [10PP]


[list][u]Base Power[/u]: [i]Dimensional Pocket 2 ([/i]100 lbs., [i]Extras[/i]: Duration 3 [Continuous], [i]Flaws[/i]: Limited [Not usable as attack][b])[/b] [8PP] (Put it in the hat!)


[u]Alternate Power[/u]: [b]Create Object 2 ([/b][i]Extras[/i]: Duration [Continuous],[i] Feats[/i]: Innate, Precise, Subtle [Looks like real objects], [i]Drawbacks[/i]: Special 1 [Size and shape limited to hand held objects only][b])[/b] [8PP] (Pull it out of the hat!)


[u]Alternate Power[/u]: [b]Summon Creature 2[/b] ([i]Extras[/i]: Duration [Continuous], Type: Broad: Animals [+2], [i]Flaws[/i]: Attitude [Indifferent][b])[/b] [8PP] (Rabbit out of the hat!)[/list][/device]


[b]Device 5[/b] (Mystic Paintbrush; 25 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) [15pp]


[device=][b]Enhanced Feats 3[/b] (3 Alternate Powers for Magic Array; mystic) [3dp]


[b]Ink Array![/b] (18 PP Array, Feats: 4 Alternative Powers) [22dp]


[list][u]Base Power[/u] [b]Obscure 4[/b] (Visual Senses; Mystic; [i]Extras[/i]: Duration [Continuous], Range [Perception], [i]Feats[/i]: Variable Descriptor 2 (Any Mystic), Progression, Area 4 [1250 Feet radius],[i] Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u][b] Environmental Control 4 ([/b]Bright Sunlight; Mystic; [i]Extras[/i]: Duration [Continuous], Range [Perception],[i] Feats[/i]: Precise [Vary level of light], Variable Descriptor [different colour and source of light], Progression, Area 4 [1250 Feet Radius], [i]Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u] [b]Illusion 5[/b] (Visual Only; Mystic; [i]Extras[/i]: Duration [Continuous], [i]Feats[/i]: Progression: Area 3 [50 foot radius], [i]Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u] [b]Concealment 2[/b] (Normal Sight Only; Mystic; [i]Extras[/i]: Affects Objects, Affects Others, Area [Burst], Duration [Continuous], Range 2 [Perception], Selective, [i]Feats[/i]: Close Range, Progression Area 2 [50 Foot Radius],[i] Drawbacks[/i]: Action 3 [Full round to paint invisibility][b])[/b] [18pp] (Invisible Ink)


[u]Alternate Power[/u] [b]Morph 4 ([/b]Any Form +20 to Disguise; Mystic; [i]Extras[/i]: Attack [Reflex], Range 2 [Perception],[i] Feats[/i]: Reversible, Drawback: Action 3 [Full Action to use][b])[/b][/list] [18pp][/device]



[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; Flaws: Limited [half effect]) [1pp]


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


[b]Magic Array 15 ([/b]mystic; 30 pp [i]Power Feats[/i]: Alternate Power 3 [+5 more from Mystic Paintbrush][b])[/b] [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 3, 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 3, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic][b])[/b] [30/30pp]


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


From Mystic Paintbrush:


[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]Teleport 9 ([/b]20,000 miles long range, mystic; [i]Extras[/i]: Accurate, Affects Other, Range 2 [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 Velocity, Change Direction, Progression [Mass, to 250 lbs][b])[/b] [30/30pp]


[u]AE[/u]: [b]Color Control 10 ([/b][i]Extras[/i]: Duration [Continuous], Range [Perception], [i]Flaws[/i]: Action [Full]) [30/30pp]



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

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Myrmidon Edits

4 pp total to play with, but I am only going to use 2 of those pp at the moment.

+2 pp to Fort Save, increasing it to a +5, and therefore +8 total w/ his 16 Con.

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

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

    [b][u]Power Level[/u]:[/b] 8 (122/126PP)

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

    [b][u]Unspent PP[/u]:[/b] 4

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


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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


    [hr][/hr]

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

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

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

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

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

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



    [b][u]Abilities[/u]:[/b] 0 + 2 + 6 + 4 + 0 + 0 = 12PP

    Strength: 10 (+0)

    Dexterity: 12 (+1)

    Constitution: 16 (+3)

    Intelligence: 14 (+2)

    Wisdom: 10 (+0)

    Charisma: 10 (+0)



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

    Initiative: +1

    Attack: +8

    Grapple: +8

    Defense: +8, +4 Flat-Footed

    Knockback: -4, -1 Non-Armored Form



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

    Toughness: +8 (+3 Con, +5 Armored Form)

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

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

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



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

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

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

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

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

    Search 5 (+5)

    Sense Motive 8 (+8)

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



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

    Accurate Attack

    All-Out Attack

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

    Defensive Attack

    Eidetic Memory

    Evasion

    Fearless

    Hide In Plain Sight

    Instant Up

    Leadership

    Luck 2

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

    Power Attack

    Quick Change

    Rallying Cry

    Set Up

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

    Takedown Attack

    Teamwork 3


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


    Commlink [0 EP]

    Flashlight [0 EP]

    Police Scanner [0 EP]

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


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


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


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


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


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


    [list]Sample Weapons:

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


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


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


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


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


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



    [b]Abilities (12) + Combat (32) + Saving Throws (16) + Skills (15) + Feats (24) + Powers (27) - Drawbacks (2) = 124/126 Power Points[/b]



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

    [code]    ATTACK              RANGE        SAVE                           EFFECT

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

    Freezethrower       400ft        DC17 Reflex                    Snare (Energy)

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

    Tranquilizer Rifle  Ranged       DC18 Fort                      Stun (Physical, Piercing)

    Unarmed             Touch        DC15 Toughness (Staged)        Damage (Physical)

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Glowstar

:arrow: Following a discussion in chat, daka crystals have now become the bane of honest Terminus folk everywhere. Appropriate changes are being made to Glowstar's sheet, as they already exist for Fulcrum.

:arrow: All of Glowstar's powers (save for his costume) are getting the Power Loss Drawback.

:arrow: Using those extra points to boost his Terminus Energy Control array and get his powers up to snuff.

:arrow: Also, uploading Giz's excellent new pic of Glow and fixing some typos.

[floatr]

GlowstarHF2.0.png[/floatr]Character Name: Glowstar

Power Level: 11 (171/171PP)

Trade-Offs: None

Unspent PP: 0

Progress to Silver: 21/60 (Bronze status earned with Ironclad)

In Brief: Son of a pair of villains, out to prove that he can be a hero.

Alternate Identity: Glowstar

Identity: Public

Birthplace: Little Rock, AK

Occupation: Student

Affiliations: Claremont Academy

Family: William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother)

Age: 17 (January 13, 1994)

Gender: Male

Ethnicity: Northern European/Sub-Saharan African

Height: 5' 11"

Weight: 190 lbs

Eyes: Black sclera, red iris.

Hair: Dirty blond

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

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

Power Descriptions: 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. Recently, his powers even seem to be compensating for autonomic functions; he doesn't need to breathe anymore, and isn't affected by the environment at all.

History: 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.

Personality & Motivation: 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.

Powers & Tactics: 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.


Complications:

The Family Business: 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.

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

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

Power Glows: 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.

Terminus Baby: 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 in utero exposure to Terminus energies which caused Brian's powers.

They're The Only Family I've Got: 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.

Abilities: 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)

Combat: 12 + 12 = 24PP

Initiative: +6

Attack: +6, +10 w/ Blast, +10 w/ Strike

Grapple: +9, +20 w/ Create Object

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

Knockback: -5

Saving Throws: 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)

Skills: 76R = 19PP

Acrobatics 12 (+14)

Computers 4 (+5)

Concentration 8 (+9)

Diplomacy 9 (+11)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

Feats: 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack

Powers: 2 + 1 + 5 + 7 + 8 + 1 + 50 = 74PP

Environmental Control 6 (Light [Low], 250ft radius, Flaws: Range [Touch]; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [2PP]

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

Flight 3 (50mph / 500ft per Move Action; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [5PP]

Force Field 7 [7PP]

Immunity 9 (Life Support; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [8PP]

Super-Senses 4 (Penetrates Concealment [Vision], Flaws: Distracting; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [1PP]

Terminus Energy Control 28.5 (47PP Array, Feats: Alternate Power 4; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [50PP]

  • Base Power: Blast 11 (Extras: Autofire 3, Flaws: Action [Full], Feats: Accurate 2, Precise) [47PP] (Entropic Multi-Blast)

    Alternate Power: Blast 11 (Extras: Penetrating [DMG 22], Feats: Accurate 2, Knockback 11 [DMG 22], Precise) [47PP] (Focused Entropic Blast)

    Alternate Power: Strike 11 (Extras: Area [General, Burst, 50ft radius], Feats: Knockback 11 [DMG 22]) [33PP] (Boom!)

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

    Alternate Power: Create Object 11 (Str 55; Feats: Stationary, Tether; Extras: Continuous, Range/Perception) [47PP]

Drawbacks: -0PP

None

DC Block:

ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Ranged/Area    DC21 Reflex                 1/2 Effect

                                DC26 Toughness (Staged)     Damage (Energy)

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

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

Strike           Touch          DC21 Fortitude (Staged)     Drain Toughness

                                DC26 Toughness (Staged)     Damage (Energy)

Create Object   Perception      DC 26 Reflex                Trapped


*Up to DC36 with Autofire.

Abilities (24) + Combat (24) + Saving Throws (18) + Skills (19) + Feats (12) + Powers (74) - Drawbacks (0) = 171/171 PP Power Points

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Edits for good old Gabriel.

Much less going on this time. Even with 12PP to spend!

:arrow: First, the biggest change. I'd like to add the following to his Powers section:

Device 3(15PP, Flaws: Easy-To-Lose; Feats: Subtle ("Turns Into Ring"); Features: +2 to Perform Wind ("Turns Into Trumpet") [11PP] (Heavenly Spear [Holy, Piercing, Silver])

Light Control 1 (5ft radius, Flaws: Range [Touch]) [1PP]

Strike 11 ( Feats: Mighty, Accurate 2) [14PP]

[b]Device  3([/b]15PP, [i]Flaws:[/i] Easy-To-Lose; [i]Feats[/i]: Subtle ("Turns Into Ring"); [i]Features[/i]: +2 to Perform Wind ("Turns Into Trumpet"[b])[/b] [11PP] (Heavenly Spear [Holy, Piercing, Silver])

[device][b]Light Control 1 ([/b]5ft radius, [i]Flaws[/i]: Range [Touch][b])[/b] [1PP]

[b]Strike 11 ([/b] [i]Feats[/i]: Mighty, Accurate 2[b])[/b] [14PP][/device]
Which, incidentally, does this:
ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC28 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC23 Will                  Confused

Dazzle             Ranged+Area    DC23 Reflex                1/2 Effect

                                  DC23 Reflex                Deafened

                                  DC23 Fortitude             Recover

Drain              Ranged         DC23 Fortitude             Drain Toughness

Emotion Control    Perception     DC23 Will (Staged)         Emotion Control

Nauseate           Ranged         DC23 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC23 Will (Staged)         Slowed/Paralyzed

Strike             Touch          DC28 Toughness (Staged)    Damage (Physical)
EDIT: Just realized, I forgot to add his descriptor text for the spear! I shall fix that now. Should be able to just plug this at the end of the rest, or at least tack the paragraph at the end.
Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.

DONE BY SHAENTHEBRAIN

Powers: 4 + 11 + 20 + 2 + 1 + 35 + 3 = 76PP
:arrow: Next, we're going to take away Attack Focus (Ranged) from Feats (which puts it at 19PP). :arrow: Then we're going to raise his Base Attack to 9. That will make that section look like so:
Combat: 18 + 16 = 34PP Attack: +9 Base, +13 Sonic Control, +13 Heavenly Spear
That spends all his points! :arrow:
Abilities (32) + Combat (34) + Saving Throws (22) + Skills (24) + Feats (19) + Powers (76) - Drawbacks (0) = 207/207 Power Points
:arrow: Finally, DC Block:
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OK, no PL shift for Rene, but I think I have worked out a more sensible way (although more costly way) for Rene to use his Magic Paintbrush...

Moving it up from Device 1 to Device 5, with the same restriction (Needs Art [Craft] Skill of 10+), and the same drawback (Cannot use if unable to gesture as if painting). This shifts it from 3 PP to 15 PP cost, meaning Rene spends 12 PP on powers!

However, this tidies up what I think was a good idea with some nifty powers into something a bit more coherent.

The idea of his magic want is that it does allow a little more versatility to his magic array in terms of "using" paintings directly, but also he can use it to independently (and time consumingly) literally paint the town red...

It works as 3PP on enhanced traits (3 Alternative powers to his Magic Array: Animate Objects [Pictures], Teleport [via pictures], and Color Control), plus Obscure 5 (and 4 alternative powers) which are continuous duration "Ink" powers... his "Paint" array = costing 12 PP

I am dropping dimensional pocket power- it was too complex, unwieldy, and never used. He can always stunt it if needed.

The "Color Control" Power is from Ultimate Power, built as a limited transform at 2PP/Rank.

FInally, fixed Create Object AP for his magic Beret. He could only afford Rank 2 (oh well, it was only for small items anway!)

Code for his Powers looks like this:



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


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


[b]Protection 10[/b][/device]


[b]Device 2 ([/b]5PP Container,[i] Flaws[/i]: Easy-To-Lose,[i] Feats[/i]: Restricted [Only usable by people with Arcane Knowledge skill][b])[/b] [7PP] (Beret)


[device=][b]Pull It Out of The Hat 4[/b] (8PP Array, [i]Feats[/i]: Alternate Power 2, Subtle [Looks like stage showmanship], [i]Drawbacks[/i]: Action [Move, waving hand in circular motion over beret]) [10PP]


[list][u]Base Power[/u]: [i]Dimensional Pocket 2 ([/i]100 lbs., [i]Extras[/i]: Duration 3 [Continuous], [i]Flaws[/i]: Limited [Not usable as attack][b])[/b] [8PP] (Put it in the hat!)


[u]Alternate Power[/u]: [b]Create Object 2 ([/b][i]Extras[/i]: Duration [Continuous],[i] Feats[/i]: Innate, Precise, Subtle [Looks like real objects], [i]Drawbacks[/i]: Special 1 [Size and shape limited to hand held objects only][b])[/b] [8PP] (Pull it out of the hat!)


[u]Alternate Power[/u]: [b]Summon Creature 2[/b] ([i]Extras[/i]: Duration [Continuous], Type: Broad: Animals [+2], [i]Flaws[/i]: Attitude [Indifferent][b])[/b] [8PP] (Rabbit out of the hat!)[/list][/device]


[b]Device 5[/b] (Mystic Paintbrush; 25 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) [15pp]


[device=][b]Enhanced Feats 3[/b] (3 Alternate Powers for Magic Array; mystic) [3dp]


[b]Ink Array![/b] (18 PP Array, Feats: 4 Alternative Powers) [22dp]


[list][u]Base Power[/u] [b]Obscure 4[/b] (Visual Senses; Mystic; [i]Extras[/i]: Duration [Continuous], Range [Perception], [i]Feats[/i]: Variable Descriptor 2 (Any Mystic), Progression, Area 4 [1250 Feet radius],[i] Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u][b] Environmental Control 4 ([/b]Bright Sunlight; Mystic; [i]Extras[/i]: Duration [Continuous], Range [Perception],[i] Feats[/i]: Precise [Vary level of light], Variable Descriptor [different colour and source of light], Progression, Area 4 [1250 Feet Radius], [i]Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u] [b]Illusion 5[/b] (Visual Only; Mystic; [i]Extras[/i]: Duration [Continuous], [i]Feats[/i]: Progression: Area 3 [50 foot radius], [i]Flaw[/i]: Action [Full]) [18pp]


[u]Alternate Power[/u] [b]Concealment 2[/b] (Normal Sight Only; Mystic; [i]Extras[/i]: Affects Objects, Affects Others, Area [Burst], Duration [Continuous], Range 2 [Perception], Selective, [i]Feats[/i]: Close Range, Progression Area 2 [50 Foot Radius],[i] Drawbacks[/i]: Action 3 [Full round to paint invisibility][b])[/b] [18pp] (Invisible Ink)


[u]Alternate Power[/u] [b]Morph 4 ([/b]Any Form +20 to Disguise; Mystic; [i]Extras[/i]: Attack [Reflex], Range 2 [Perception],[i] Feats[/i]: Reversible, Drawback: Action 3 [Full Action to use][b])[/b][/list] [18pp][/device]



[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; Flaws: Limited [half effect]) [1pp]


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


[b]Magic Array 15 ([/b]mystic; 30 pp [i]Power Feats[/i]: Alternate Power 3 [+5 more from Mystic Paintbrush][b])[/b] [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 3, 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 3, Affects Insubstantial 2, Homing 1, Indirect 3, Reversible, Variable Descriptor 2 [any mystic][b])[/b] [30/30pp]


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


From Mystic Paintbrush:


[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]Teleport 9 ([/b]20,000 miles long range, mystic; [i]Extras[/i]: Accurate, Affects Other, Range 2 [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 Velocity, Change Direction, Progression [Mass, to 250 lbs][b])[/b] [30/30pp]


[u]AE[/u]: [b]Color Control 10 ([/b][i]Extras[/i]: Duration [Continuous], Range [Perception], [i]Flaws[/i]: Action [Full]) [30/30pp]



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

The +0 Mental extra, which changes the power's Type to Sensory (Mental), is only applicable for Perception-range Will effects. Fortunately, there were enough points in the array to convert the Grasp of Morpheus power to Perception-range, since several of the power feats (Accurate, Homing, Indirect, etc.) are not applicable to Perception-range effects.

Environment Control and Obscure both have areas totally dependent upon their power ranks, and are specifically mentioned in the books as being incompatible with the Progression (Area) power feat. I got rid of those feats, and adjusted the power ranks and actual areas to match.

The Sedation power feat is incompatible with the Sleep extra, so it was removed.

The Attack-Morph power is mechanically dubious. It stands for now, but do not be surprised if we ask you at some point to replace it with something else, like a Limited Transform effect.

Rene currently has 2PP left unspent.

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DONE BY SHAENTHEBRAIN

Now for Cobalt Templar.

He's got 4pp to spend, and...Hey now! His attack with Holy Fire Control is too high! Hm. Gotta trim that down.

Let's take 2pp and raise his Base Attack from 4 to 5.

Then remove 1 rank of Attack Specialization (Holy Fire Control).

That should make things look thus:

Attack: +5, +11 Holy Fire Control
And in Feats, it'd be:
Feats: 7PP

*snip*

Attack Specialization (Holy Fire Control)

I think I'll save the other 2PP for now.

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Okay, adding his Hero Factory picture:

[floatr][img=http://i1095.photobucket.com/albums/i480/Arichamus/KingofSuits2.png][/floatr]
With those 5PP I got this month I'll...buy 3 more ranks in Equipment, I guess. Buying the Power Immunity: Heat(environment) and Cold(environment) with the descriptors: Innate, Natural. With those extra 15 EPs, I shall purchase Sleep Gas and add another Alternate Power feat for the Utility Belt: Blast 3, with the Extra Penetrating and the Power Feat Mighty. Increasing the rank of Obscure in the Utility Belt to 5, making the Utility Belt 5 instead of 4.5, adding the Power Feat of Homing to the Blast 2 boomerangs.
 Equipment 6PP = 30EP wrote:


Gas Mask[1EP]


Utility Belt 5 (10PP Array, Feats: Alternate Power 2) [12EP]


        Base Power: Blast 2 (10 20ft Range Increments / 200ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [10PP] (Boomerangs)


        Alternate Power: Obscure 5 (Visual Senses, 50ft radius, Extras: Independent) [10PP]


         Alternate Power: Blast 3 ([i]Extras:[/i] Penetrating, [i]PFs:[/i] Mighty) [10PP] 


    Protection 2 (Feats: Subtle) [3EP] (Costume)


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

[b]Immunity 2[/b]: (cold environments, hot environments, ([i]Innate, Natural[/i]))[2PP]

DONE BY SHAENTHEBRAIN

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Glowstar

:arrow: Following a discussion in chat, daka crystals have now become the bane of honest Terminus folk everywhere. Appropriate changes are being made to Glowstar's sheet, as they already exist for Fulcrum.

:arrow: All of Glowstar's powers (save for his costume) are getting the Power Loss Drawback.

:arrow: Using those extra points to boost his Terminus Energy Control array and get his powers up to snuff.

:arrow: Also, uploading Giz's excellent new pic of Glow and fixing some typos.

[floatr]

GlowstarHF2.0.png[/floatr]Character Name: Glowstar

Power Level: 11 (171/171PP)

Trade-Offs: None

Unspent PP: 0

Progress to Silver: 21/60 (Bronze status earned with Ironclad)

In Brief: Son of a pair of villains, out to prove that he can be a hero.

Alternate Identity: Glowstar

Identity: Public

Birthplace: Little Rock, AK

Occupation: Student

Affiliations: Claremont Academy

Family: William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother)

Age: 17 (January 13, 1994)

Gender: Male

Ethnicity: Northern European/Sub-Saharan African

Height: 5' 11"

Weight: 190 lbs

Eyes: Black sclera, red iris.

Hair: Dirty blond

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

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

Power Descriptions: 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. Recently, his powers even seem to be compensating for autonomic functions; he doesn't need to breathe anymore, and isn't affected by the environment at all.

History: 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.

Personality & Motivation: 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.

Powers & Tactics: 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.


Complications:

The Family Business: 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.

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

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

Power Glows: 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.

Terminus Baby: 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 in utero exposure to Terminus energies which caused Brian's powers.

They're The Only Family I've Got: 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.

Abilities: 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)

Combat: 12 + 12 = 24PP

Initiative: +6

Attack: +6, +10 w/ Blast, +10 w/ Strike

Grapple: +9, +20 w/ Create Object

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

Knockback: -5

Saving Throws: 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)

Skills: 76R = 19PP

Acrobatics 12 (+14)

Computers 4 (+5)

Concentration 8 (+9)

Diplomacy 9 (+11)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)

Feats: 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack

Powers: 2 + 1 + 5 + 7 + 8 + 1 + 50 = 74PP

Environmental Control 6 (Light [Low], 250ft radius, Flaws: Range [Touch]; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [2PP]

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

Flight 3 (50mph / 500ft per Move Action; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [5PP]

Force Field 7 [7PP]

Immunity 9 (Life Support; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [8PP]

Super-Senses 4 (Penetrates Concealment [Vision], Flaws: Distracting; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [1PP]

Terminus Energy Control 28.5 (47PP Array, Feats: Alternate Power 4; Drawback: Power Loss (In the presence of daka crystals; Frequency: Uncommon; -1 pt)) [50PP]

  • Base Power: Blast 11 (Extras: Autofire 3, Flaws: Action [Full], Feats: Accurate 2, Precise) [47PP] (Entropic Multi-Blast)

    Alternate Power: Blast 11 (Extras: Penetrating [DMG 22], Feats: Accurate 2, Knockback 11 [DMG 22], Precise) [47PP] (Focused Entropic Blast)

    Alternate Power: Strike 11 (Extras: Area [General, Burst, 50ft radius], Feats: Knockback 11 [DMG 22]) [33PP] (Boom!)

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

    Alternate Power: Create Object 11 (Str 55; Feats: Stationary, Tether; Extras: Continuous, Range/Perception) [47PP]

Drawbacks: -0PP

None

DC Block:

ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Ranged/Area    DC21 Reflex                 1/2 Effect

                                DC26 Toughness (Staged)     Damage (Energy)

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

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

Strike           Touch          DC21 Fortitude (Staged)     Drain Toughness

                                DC26 Toughness (Staged)     Damage (Energy)

Create Object   Perception      DC 26 Reflex                Trapped


*Up to DC36 with Autofire.

Abilities (24) + Combat (24) + Saving Throws (18) + Skills (19) + Feats (12) + Powers (74) - Drawbacks (0) = 171/171 PP Power Points

You overcharged yourself by 1PP on saving throws, so you've got 1PP free.

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DONE BY SHAENTHEBRAIN

The Attack-Morph power is mechanically dubious. It stands for now, but do not be surprised if we ask you at some point to replace it with something else, like a Limited Transform effect.

It's mentioned in UP but as you say it's glossed over. A shame, I think its a good clever power. The mane problem I see is that Morph as it stands is a free action, and you don't want free action "attacks".

However, lets drop it and replace with:

Morph 4 (Any Form; +20 to Disguise; Mystic; Extras: Affects Other, Duration [Continuous]; Feat: Second Chance: Disguise; Drawback Action 3 [Full action to disguise]) [18PP] (Mystic Make-up)

How does that sound? Still pretty cool, but should be less of a headache...

EDIT: Just to clarify on that, however, I presume the above power would mean Rene could morph (paint) somebody next to him, who could then walk off and remain morphed (they wouldn't have to remain in touch range)?

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

I wasn't gonna, but... eh. Couldn't hurt!

Arcturus

4 PP to spend:

Skills:

+4 to Craft (Artistic) [1PP]

+4 to Knowledge (Arcane Lore) [1PP]

Powers:

Regeneration 2 (Bruised [1/standard action]) [2PP]

(Hopefully I'm formatting the regen power right...)

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

I need to make some changes to Gwen's history please.

HistoryGwendolyn Barr grew up in a small town outside of Boulder, Colorado. Her parents, William and Andreina were both college professors at UB college. Her ability to converse with plants had never made much trouble for her. She simply kept her conversations to herself, as she grew she was appreciative of the fact that her ability to talk to plants was mental, not verbal. (People tended to think one was nuts if they were having a serious conversation about life with a Fir Tree out loud.) Gwen had attended public school until 2002 when a wildfire consumed her families home. Young Gwen awoke to her father ripping her from her bed and attempting to carry the small child to safety with his wife in tow but falling debris pinned her mother and left her father unconscious. Then only seven years old, Gwen was alone, trapped and scared as the fire grew hotter, the smoke grew thicker and the world was consumed by black.

The family had been rescued by firemen but there was severe emotional trauma to Gwen when it came to nightmares about being trapped by fire. Gwen had seen photos and herd stories for years about her parents travels to far away lands, exploring areas many people never had gotten to, teaching all they knew to people in need. Gwen had always been fascinated by these stories. One night while saying with her godparents after the fire she asked her parents “Why don't we just travel the world together, like you and mom did before I was born?†There was much debate, but the Barr family decided to do just that. For the next Seven and a half years Gwen would travel with her parents, learning all that they could teach her. She met the most peculiar peoples with the oddest customs. Most normal, though some had powers. Usually only small things, some villages didn't allow people with powers to live there, still fearing that they were possessed or evil demons.

In the summer of 2009 when Gwen was Fourteen she received a henna tattoo. A temporary body art ink made from crushed leaves of a Lawsonia inermis plant Gwen's henna tattoo mutated into a living tattoo. The living tattoo was comprised of a base flower, a giant Starflower that doesn't change shape and several vines that can change their appearance. The tattoo can move across Gwen's skin like water and be on any part of her skin. After a short time Gwen learned she could comprehend the tattoo like any other plant, and shortly after that the vines began to be able to exist outside her body (while still connected to the base flower). Gwen decided not to share this with anyone, not even her parents. The tattoo often hid, covered by clothing where no one would know of its existence.

In 2010 while on a trip to Africa Gwen was cave diving and had an accident. Her lead rope had snapped and she was falling. Just as her life flashed before her eyes the vines leept from her body and attached themselves to the cave walls, they pulled Gwen to safety. It was after this amazing act that Gwen decided she could do so much more. After some research, and some conversations with some ancient trees in the rainforests of the amazon Gwen got in touch with Duncan Summers and applied to be a student at Claremont.

Personality & Motivation: Gwen has a naturally adventurous personality, a drive to work hard and desires to put her abilities to positive use for the world.

Powers & Tactics: Gwen's original power manifested as Florapathy, the ability to communicate with plants. Her skin is also more durable than normal human skin which she refers to as her “bark skinâ€. Her living tattoo is a sentient being in itself that is learning and growing every day. Its appearance on her skin can be that of a normal henna tattoo with the ability to tint itself, but when it extends itself outside her body the vines are green or other colors. Through practice she has learned that she can do a great many things with her new friend. The vines from the living tattoo can grapple things, hit things, and have the most peculiar flowers which can nauseate people into vomiting.

DONE BY SHAENTHEBRAIN

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Before I forget, desperately need the following on Lord Steam:

1 PP: 2 Ranks of Drive, 2 Ranks of Pilot Skill (For +5 Total Bonus)

1 PP: Uncanny Dodge [Auditory] Feat.

Saving the rest for now, but he really needs to be able to properly use his vehicles, and not get pounded if flat footed when surprised / losing initiative.

DONE BY SHAENTHEBRAIN

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Catalyst

Editted Edits, I'm going to do first off just replace Nauseate with Snare, and than replace all general area to targetted. No edits to the attacks, since it's against house rules, I'll just up the iniative at the end of the month instead.

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

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

[b][u]Power Level[/u]:[/b] 8 (120/120PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 0/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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



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

Strengh: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 10 (+0)



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

Initiative: +10

Attack: +4 Melee, +11 Ranged

Grapple: +4

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

Knockback: -3, -1 Flat-Footed



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

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

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

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

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



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

Computers 4 (+8)

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

Drive 5 (+7)

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

Knowledge (Technology) 6 (+10)

Languages 1 (English [Native], French)

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

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



[b][u]Feats[/u]:[/b] 27PP

Attack Focus (Ranged) 7

Defensive Roll 2 (+4 Toughness)

Dodge Focus 6

Equipment 4 (20EP)

Improved Initiative 2

Inventor

Luck

Precise Shot

Quick Draw

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

Uncanny Dodge (Auditory)


[quote name="Equipment 4PP = 20EP"]


Blue Tooth [0EP]

Cell Phone [0EP]

Flash Goggles [1EP]

Handcuffs [1EP]

Laptop [0EP]

Mini Tracer [1EP]

Night Vision Goggles [1EP]


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

[i]Former Flower Delivery Van[/i]

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

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

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

[b]Toughness:[/b] +9 [0EP]

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

Alarm (DC20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop

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

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


[b][u]Powers[/u]:[/b] 15 + 16 = 31PP


[b]Device 5 ([/b]25PP Container, [i]Flaws:[/i] Easy-To-Lose[b])[/b] [15PP] (Paintball Gun)


[device][b]Paintballs 10 ([/b]20PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [25PP]


[list][u]Base Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire, [i]Feats:[/i] Improved Range 2 [10 250ft Rage Increments], Progression [Range] 2 [2,500ft Max Range], Variable Descriptor [Chemical, Cold, Fire][b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targetted, Cloud], [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targetted, Cloud], Range [Ranged, 500ft], [i]Feats:[/i] Progression [Area] 3 [125ft radius], Reversible, Slow Fade [1 minute][b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targetted, Cloud, 25ft diameter], Range [Ranged, 500ft][b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent[b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Stun 5 ([/b][i]Extras:[/i] Area [Targetted, Cloud, 25ft diameter], Range [Ranged, 500ft][b])[/b] [20PP][/list][/device]


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


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


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


[b]Abilities (24) + Combat (16) + Saving Throws (10) + Skills (12) + Feats (27) + Powers (31) - Drawbacks (0) = 120/120 Power Points[/b]



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

[code]ATTACK      RANGE          SAVE                        EFFECT

Unarmed     Touch          DC15 Toughness (Staged)     Damage (Physical)

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

Dazzle      Ranged/Area   DC 15 Fortitude               Blind

Drain       Ranged/Area    DC15 Fortitude (Staged)     Drain Fortitude

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

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



*Up to DC22 with Autofire

DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

I updated some things like Gwen's ethnicity, which is not just white. Added an alternate form container to her living tattoo powers, added a healing AP to plant control, also super strength. Moved her Drawback into the container since it applies to the vines, not Gwen herself. Added a few feats also.


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

[b][u]Character Name[/u]:[/b] Gwendolyn “Gwen†Barr

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

[b][u]Trade-Offs[/u]:[/b] +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None")

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

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


[b][u]In Brief[/u]:[/b]Once your average adventurous flora-pathic *genetically inherited* mutant teenager wanted a pretty henna tattoo. The effect that the introduction of plant based ink to her skin left her with a living tattoo with the ability to extend itself outside her body. 


[b][u]Alternate Identity[/u]:[/b] Flora

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

[b][u]Birthplace[/u]:[/b]Maracay, Venezuela, but raised in Colorado, USA 

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

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

[b][u]Family[/u]:[/b] William Barr (Father), Andreina Pisani (Mother) 


[b][u]Age[/u]:[/b]16 (DoB: July 26th 1995) 

[b][u]Apparent Age[/u]:[/b] 18-20

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

[b][u]Ethnicity[/u]:[/b] Mixed: Caucasian-Hispanic 

[b][u]Height[/u]:[/b]5ft 0in

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

[b][u]Eyes[/u]:[/b]Pale Green

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


[b][u]Description[/u]:[/b] Gwen stands at 5ft, 120lbs, curvy with a hint of an athletic cut from her outdoor adventuring. Waist length brown hair with red highlights, an almost double for her mothers, frames her face with thick cut bangs. Her pale green almond shaped eyes she inherited from her father are almost never adorned with makeup and her slightly tanned complexion never has need of foundations or coverups and a gentle, natural, rose to her cheeks is all the blush she requires.


When fighting crime Gwen has chosen a light green on dark green color-scheme, she also dislikes capes. 


[b][u]Power Descriptions[/u]:[/b]An inherited mutation caused Gwen to be born a flora-path. She has spent all of her life communicating with plants. After getting a “temporary†henna tattoo of vines it became a permanent addition to her physical aspect. The living tattoo can sprout from her body in the form of green vines which act as additional limbs. 


[b][u]History[/u]:[/b] Gwendolyn Barr grew up in a small town outside of Boulder, Colorado. Her parents, William and Andreina were both college professors at UB college. Her ability to converse with plants had never made much trouble for her. She simply kept her conversations to herself, as she grew she was appreciative of the fact that her ability to talk to plants was mental, not verbal. (People tended to think one was nuts if they were having a serious conversation about life with a Fir Tree out loud.) Gwen had attended public school until 2002 when a wildfire consumed her families home. Young Gwen awoke to her father ripping her from her bed and attempting to carry the small child to safety with his wife in tow but falling debris pinned her mother and left her father unconscious. Then only seven years old, Gwen was alone, trapped and scared as the fire grew hotter, the smoke grew thicker and the world was consumed by black.


The family had been rescued by firemen but there was severe emotional trauma to Gwen when it came to nightmares about being trapped by fire. Gwen had seen photos and herd stories for years about her parents travels to far away lands, exploring areas many people never had gotten to, teaching all they knew to people in need. Gwen had always been fascinated by these stories. One night while saying with her godparents after the fire she asked her parents “Why don't we just travel the world together, like you and mom did before I was born?†There was much debate, but the Barr family decided to do just that. For the next Seven and a half years Gwen would travel with her parents, learning all that they could teach her. She met the most peculiar peoples with the oddest customs. Most normal, though some had powers. Usually only small things, some villages didn't allow people with powers to live there, still fearing that they were possessed or evil demons.


In the summer of 2009 when Gwen was Fourteen she received a henna tattoo. A temporary body art ink made from crushed leaves of a [i]Lawsonia inermis[/i] plant Gwen's henna tattoo mutated into a living tattoo. The living tattoo was comprised of a base flower, a giant Starflower that doesn't change shape and several vines that can change their appearance. The tattoo can move across Gwen's skin like water and be on any part of her skin. After a short time Gwen learned she could comprehend the tattoo like any other plant, and shortly after that the vines began to be able to exist outside her body (while still connected to the base flower). Gwen decided not to share this with anyone, not even her parents. The tattoo often hid, covered by clothing where no one would know of its existence. 


In 2010 while on a trip to Africa Gwen was cave diving and had an accident. Her lead rope had snapped and she was falling. Just as her life flashed before her eyes the vines leept from her body and attached themselves to the cave walls, they pulled Gwen to safety. It was after this amazing act that Gwen decided she could do so much more. After some research, and some conversations with some ancient trees in the rainforests of the amazon Gwen got in touch with Duncan Summers and applied to be a student at Claremont. 


[b][u]Personality & Motivation[/u]:[/b] Gwen has a naturally adventurous personality, a drive to work hard and desires to put her abilities to positive use for the world. 


[b][u]Powers & Tactics[/u]:[/b]Gwen's original power manifested as Florapathy, the ability to communicate with plants. Her skin is also more durable than normal human skin which she refers to as her “bark skinâ€. Her living tattoo is a sentient being in itself that is learning and growing every day. Its appearance on her skin can be that of a normal henna tattoo with the ability to tint itself, but when it extends itself outside her body the vines are green or other colors. Through practice she has learned that she can do a great many things with her new friend. The vines from the living tattoo can grapple things, hit things, and have the most peculiar flowers which can nauseate people into vomiting or knock them into a deep slumber. They're about as strong as Gwen is and being an extension of herself exist technically as one. Damage to Gwen damages the vines and vice-versa.


[hr][/hr]

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

[b]Family:[/b] Gwen's parents mean the world to her.

[b]Fear of Fire:[/b] Gwen has a paralyzing fear of being trapped by fire, she often has nightmares of the day her home burned down.

[b]Living Tattoo:[/b] Living Tattoo is just that, living. It moves on the skin and has a bad habit of producing protruding flowers, extending tendrils and generally running a muck. 

[b]Say what?:[/b] Most things Gwen says while talking to the vines are in her head but sometimes things come out that aren't supposed to.

[b]Secret:[/b]Identity. To the world Gwen is nothing more than an extremely smart botanist.



[b][u]Abilities[/u]:[/b] 10 + 14 + 6 + 4 + 6 + 2 = 42PP

Strength: 20 (+5)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 12 (+1)



[b][u]Combat[/u]:[/b] 12 + 8 = 20PP

Initiative: +11

Attack: +6, +10 Plant Control

Grapple: +11, +23 with Elongated Additional Limbs

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

Knockback: -5/-1



[b][u]Saving Throws[/u]:[/b] 6 + 3 + 7 = 16PP

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

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

Reflex: +10 (+7 Dex, +3)

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



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

Acrobatics 13 (+20)

Climb 10 (+15)

Knowledge (Earth Sciences) 8 (+10)

Knowledge (History) 8 (+10)

Knowledge (Life Sciences) 13 (+15)

Language 3 (Arabic, English [Native], French, Spanish)

Medicine 8 (+11)

Notice 12 (+15)

Survival 13 (+16) 



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

Acrobatic Bluff

All-Out-Attack

Attack Specialization (Plant Control) 2

Dodge Focus 6

Eidetic Memory

Elusive Target

Evasion 

Grapple Finesse

Improved Disarm

Improved Initiative

Improved Grab

Luck 3

Takedown Attack


[b][u]Powers[/u]:[/b] 4+28= 32PP


[b]Comprehend 2 ([/b]Plants 2 [Speak To, Understand]) [4PP] (Mutation)


[device][b]Plant Form 7([/b][i]Flaws:[/i]Action-Move[b])[/b] (Plant Form. Mutant, Living Tattoo) [28PP]


[b]Additional Limbs 4 ([/b]10 Limbs, [i]Extra:[/i]Duration [Sustained][b])[/b] [4PP]


[b]Elongation 4 ([/b]50ft per Move Action, 50ft Max Distance, 40ft Range Increments, [i]Flaw:[/i[Limited-Additional Limbs[/i] [2PP]


[b]Plant Control 10.5 ([/b]21pp Array, [i]Feats:[/i] Alternate Power x3[b])[/b] [24PP]


[list][u]Base Power[/u]: [b]Strike 5 ([/b][i]Extras:[/i] Autofire[10], Penetrating [5] [i]Feat:[/i] Mighty[b])[/b] [21pp]


[u]Alternate Power[/u]: [b]Healing 6 ([/b][i]Extras:[/i]Resurrection, [i]Feats:[/i]Persistent[b])[/b] [19PP]


[u]Alternate Power[/u]: [b]Nauseate 10 ([/b][i]Feats:[/i]Reversible[b])[/b] [21PP]


[u]Alternate Power[/u]: [b]Stun 10 ([/b][i]Extra:[/i]Sleep, [i]Feats:[/i]Reversible[b])[/b] [21PP][/list]


[b]Protection 7 ([/b][i]Flaw:[/i] Noticeable[b])[/b] [6PP]


[b]Super Strength 2[/b][4PP]



[b]Vulnerability ([/b]Slashing Damage, [i]Frequency:[/i] Very Common, Intensity: Major [x2][b])[/b] [-5PP] 


4 + 2 + 24 + 6 + 4 – 5 = 35/35


[/device]


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

[code]

ATTACK      RANGE     SAVE                        EFFECT

Strike      Touch    DC25 Toughness (Staged)     Damage (Physical)

Stun        Touch    DC20 Fortitude              Unconscious (Sleep)

Nauseate    Touch    DC20 Fortitude (Staged)     Sickened/Nauseated/Helpless 

Unarmed     Touch    DC20 Toughness (Staged)     Damage (Physical)


DONE BY SHAENTHEBRAIN

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DONE BY SHAENTHEBRAIN

Okay, with the 2PP and 2EP I have, I'll buy (with the EP)a Dazzle and Snare AP for the utility belt.

Equipment 4PP = 20EP wrote:

Gas Mask [1EP]

Protection 2 (Feats: Subtle) [3EP] (Costume)

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

Utility Belt 5 (10PP Array, Feats: Alternate Power 4) [14EP]

Base Power: Blast 2 (10 20ft Range Increments / 200ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [10PP] (Boomerangs)

Alternate Power: Blast 2 (10 20ft Range Increments / 200ft Max Range, Extras: Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty) [7PP] (Razor Cards)

Alternate Power: Dazzle 5(Visual and Auditory Senses)[10PP] (Flash-Bang Grenades)

Alternate Power: Obscure 5 (Visual Senses, 100ft radius, Extras: Independent) [10PP] (Smoke Bombs)

Alternate Power: Snare 5[10PP](Bolos)

1 + 3 + 2 + 14 = 20/20EP

With the 2PP, I'd like to buy Redirect and Set-Up.

DONE BY SHAENTHEBRAIN

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Doktor'd

For El Heraldo, two Complications(which I didn't specify for some reason earlier...)

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

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

Doktor'd

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Doktor'd

Alright I dunno who I was kidding with bringing back only one character (and not the one closest to gold at that!)

I'd like to unarchive Phalanx and make a few edits given the passage of time.

To start with A few Complications are gonna go Bye Bye.

Holding Back and Teenager gotta go, He's a MAN now. (By most metrics at least)

Remove the Young Freedom part from his responsibility while still close to his friends it's less likely to catch him up in things now.

Add; Responsibility: FCFD (He's an active duty Fireman in his civies so that can sometimes conflict with hero work)

On to Points!

I has 5 to spend.

I'd like to buy two ranks of attack Focus: Melee (Bringing his Melee up to 12) for 2 PP

3pp to spend

Remove Equipment Feat (No longer part of YF so no communicator or HQ) to get back 1pp

4pp to spend

I'd like to buy a rank of his strength/laser vision array Bringing that up to Array 13 With Enhanced Strength 26 and Blast 9 (making Strength 18/44 +4/+17For a 2pp Cost

Array 13 (26pp; Power Feat: Alternate Power 1) [27pp]

BE: Enhanced Strength 26

AP: Blast 9 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments)

[b]Array 13[/b] (26pp; Power Feat: Alternate Power 1) [27pp]


    BE: [b]Enhanced Strength 26[/b]


    AP: [b]Blast 9[/b] (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments)
2pp to spend Raise Paragon Array 1 rank for 2pp Paragon Array 11 (22pp; Power Feats: Dynamic, Dynamic Alternate Power x5) [33pp] DBE: Flight +11 DAP: Quickness 22 DAP: Speed 22 DAP: Space Travel +22 DAP: Super Strength 11 DAP: Immovable 11 (Extras: Unstoppable)
[b]Paragon Array 11[/b] (22pp; Power Feats: Dynamic, Dynamic Alternate Power x5) [33pp]


    DBE:[b] Flight +11[/b]


    DAP:[b] Quickness 22[/b]


    DAP: [b]Speed 22[/b]


    DAP: [b]Space Travel +22[/b]


    DAP: [b]Super Strength 11[/b]


    DAP: [b]Immovable 11[/b] (Extras: Unstoppable)

Dropping me to 0 PP left to spend.

Doktor'd

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