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Character Edits, v6


Dr Archeville

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Doktor'd 9/13/2011

A few fixes and bringing Wisp up to PL 11 caps.

Adding some complications.

Fixing Grapple bonus from last round of edits.

Lowering Fort Bonus by 1

Adding Accurate and Homing to the cosmic energy control.

Increasing Enhanced Strength by 4, lowering Super-Strength by 1

Buying off 5 levels of limited-short range on the teleport and adding Easy to the feats.

Bringing the Area, Selective, and Autofire up to the new strength bonus and adding Improved Critical as a power feat.


[b][u]Player Name:[/u][/b] Azuth65

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

[b][u]Power Level:[/u][/b] 12 (166/177PP)

[b][u]Trade-Offs:[/u][/b] +2 Attack / -2 Damage Unarmed, -1 Attack / +1 Damage Cosmic Energy Control, +2 Defense / -2 Toughness

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

[b][u]Progress to Bronze Status:[/u][/b] 27/30


[b][u]In Brief:[/u][/b] A 16 year old and recent transfer student to Claremont Academy, learning to harness her teleportation powers.


[b][u]Alternate Identities:[/u][/b] Victoria Knight

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

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

[b][u]Occupation:[/u][/b] High-school student

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

[b][u]Family:[/u][/b] John Knight (father), Natasha Knight (mother)


[b][u]Age:[/u][/b] 16 (Born March 24, 1994, Cook County Hospital)

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

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

[b][u]Height:[/u][/b] 5' 2â€

[b][u]Weight:[/u][/b] 110lbs

[b][u]Eyes:[/u][/b] Red

[b][u]Hair:[/u][/b] White, just past her shoulders, usually in a braid.


[b][u]Description:[/u][/b] Victoria is a shy and modest girl, despite her undeniably pretty face and developed curves. She keeps her long hair, recently turned white from her powers emerging, in a braid and her red eyes show glints of the sharp mind behind them.


[b][u]Power Descriptions:[/u][/b] Wisp's teleporting leaves a small cloud of red and white smoke in her place and another around her when she arrives.  Her recently discovered energy blasts come in the form of light blue crackling energy with randomly appearing black streaks.


[b][u]History:[/u][/b] Victoria Anastasia Knight is the only child of Johnathan and Natasha Knight. John was a CIA operative during the Cold War while Natasha was a Soviet double-agent, feeding the Americans intel from the KGB. Both had participated in their nation's super-soldier serum.


John's was a variant on the serum The Patriot was given that, instead of making a man into the peak of humanity, granted him two powers that would aid greatly in espionage and assassination, invisibility and teleportation.


Natasha's however, due to the Soviet Union's crippled financial condition and their war in Afghanistan, used a serum left-over from The Great Patriotic War, a serum based on blood samples taken from Superior found in a captured Nazi lab. She was the best qualified person who volunteered for the test. It left her with super-human strength and abilities of the Ultiman, if to a limited degree, some of which (such as the energy blasts) she had better control than others. Her commanders assigned her mostly to body guarding and espionage missions.


Her mother and father ran into each other multiple times over the years where, after years of romancing and convincing, she eventually began feeding intel to the Americans and giving false information to her own people. In the late '80s, she defected West and assumed a new life in America with John.


As a child Vicky, named after her paternal grandmother, learned as much as she could from her parents, in case any old enemies showed up (obviously, they didn't tell her that last part). The result however left her less than outgoing, thus her reclusive personality, retreating into Sci-Fi and Fantasy of all sorts. Before her powers manifested, she might have been well on her way to a life locked in her home with few friends or outside contact.


When her powers did emerge, they did so in a way that pretty much destroyed a chance at keeping them secret. The local cheerleaders, most of whom had tormented Vicky for openly reading books like World War Z and Mistborn, though mainly because she read the Russian language versions of those books, had cornered her and were about to spray paint her and her backpack again. As the head cheerleader moved in with the can of purple spray paint aimed at Vicky's face, her fear and anger caused her to teleport behind her and before she knew what she was doing she had laid out the squad. More amazing to her was that the scrapes and bruises on her knuckles from where she'd punched the girls healed before for her stunned eyes.


The next few weeks were, tense to say the least. Her parents were less than pleased she'd been suspended for the incident. The principal had always been one to side with the cheer squad, since their parents usually donated the most, so when Vicky was found standing over the group of girls groaning in pain, she was removed from the school.


When the representative from Claremont Academy came and offered her a place to attend class with other meta-humans, to practice with and gain full control of her powers. She and her parents agreed this was an excellent idea and they began preparations for the move.


Upon seeing the campus she was hooked. Seeing it as a chance to start over, and with that in mind she made a concentrated effort to come out of the shell she'd built around herself.


Taking up the mask she wears now, she picked a codename that focused on the stealth training and puffs of smoke her teleportation leaves and thus Wisp was born.


[b][u]Personality & Motivation:[/u][/b] Bullied and abused by those with more power, be it physical or social, Vicky has sworn a personal oath to use her powers responsibly, helping those who can't help themselves.


[b][u]Powers & Tactics:[/u][/b] Wisp's strength is in the range of the pinnacle of what a normal human is capable of and between her stealth and high mobility she has little trouble leading a charge. She's not afraid to go toe to toe with anyone, knowing she'll heal quickly.

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

[b]Dark Legacy:[/b] Her super-strength and energy blasts come from a super-serum using genetic material taken from a Nazi war criminal and foe of the Centurion.

[b]Enemy:[/b] Brannagh and his boss might be a tad angry from the result of her first "visit" to their realm.

[b]Family:[/b] She loves her parents and would do almost anything for them.

[b]In Soviet Russia...:[/b] Her Russian heritage has caused trouble with people who just can't let the Cold War go.

[b]Secret (Identity):[/b] The fact she feels much more confident while behind the mask means Vicky will go to great lengths to keep her nightly activities a secret.

[b]Spy Kid:[/b] Her parents are both retired spies and have made enemies.  Said enemies may come looking for revenge.


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

Strength: 24/14 (+7/+2)

Dexterity: 16 (+3)

Constitution: 24/14 (+7/+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)


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

Initiative: +7

Attack: +8, +9 Melee, +13 Unarmed

Grapple: +24/+11

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

Knockback: -4/-1


[b][u]Saving Throws[/u]:[/b] 0 + 5 + 5 = 10PP

Toughness: +9/+2 (+9/+2 Con)

Fortitude: +9/+2 (+9/+2 Con)

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

Will: +7 (+2 Wis, +5)


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

Acrobatics 12 (+15)

Bluff 11 (+13)

Craft: Artistic 4 (+7)

Languages 1 (English [Native], Russian)

Notice 12 (+14)

Sense Motive 12 (+14)

Stealth 12 (+15)


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

Acrobatic Bluff 2 (Move Action)

All-Out Attack

Attack Focus (Melee)

Attack Specialization (Unarmed) 2

Dodge Focus 5

Evasion 2

Improved Initiative

Luck

Power Attack

Quick Change

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 27 + 14 + 3 + 31 = 75PP


[b]Cosmic Energy Control 13 ([/b]24PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [27PP]


[list][u]Base Power[/u]: [b]Cosmic Energy Blast 12 ([/b] [i]Feats:[/i] Accurate, Homing[b])[/b] [26PP]


[u]Alternate Power[/u]: [b]Enhanced Strength 14[/b] [14PP] + [b]Super-Strength 6 ([/b]Lifting STR 58, [i]Extras: Linked[/i][b])[/b] [12PP][/list]


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


[b]Regeneration 3 ([/b]Recovery Rate: Bruised 3 [1/round/no action][b])[/b] [3PP]


[b]Teleportation Array 15 ([/b]30PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [31PP]

[list][u]Base Power[/u]: [b]Teleport 9 ([/b]900ft per Move Action, 5 miles per full action, [i]Extras:[/i] Accurate, [i]Flaws:[/i] Limited [Short-Range ranks 6-9], [i]Feats:[/i] Change Direction, Change Velocity, Easy, Hide In Plain Sight, Progression [Cargo] 2 [500 lbs.], Turnabout[b])[/b] [30PP]


[u]Alternate Power[/u]: [b]Enhanced Strength 0 ([/b][i]Extras:[/i] Area [Targeted, Burst] [9], Autofire [9], Selective [9], [i]Feats:[/i] Improved Critical, Progression [Area] 2 [225ft radius][b])[/b] [30PP]


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

[code]

ATTACK		RANGE		SAVE						EFFECT

Unarmed		Touch		DC22/17 Toughness (Staged)	Damage (Physical)

Teleport		Touch/Area	DC22*/17 Toughness (Staged)	Damage (Physical)

Cosmic Blast	Ranged	DC 27 Toughness (Staged)		Damage (Energy)

*Up to DC25 with Autofire.
Abilities (26) + Combat (32) + Saving Throws (10) + Skills (16) + Feats (18) + Powers (75) - Drawbacks (0) = 177/177 Power Points

Doktor'd 9/13/2011

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Archeville notes the micro-crsytalline Daka injections are dimming Glowstar's lights & adding lots of dermal hardening

Glowstar

:arrow: Fixing some formatting issues.

:arrow: Getting rid of Environmental Control and putting those points into Protection, bringing his Toughness up to PL 12 caps.

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

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

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

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

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

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


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


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

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

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

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

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


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

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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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

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

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



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

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +6

Attack: +8, +12 Blast/Strike

Grapple: +19

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

Knockback: -6/-1



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

Toughness: +12/+3 (+3 Con, +9 Protection)

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

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

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



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

Acrobatics 16 (+18)

Concentration 8 (+9)

Diplomacy 13 (+12)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)



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

Accurate Attack

Acrobatic Bluff

All-Out Attack

Defensive Attack

Dodge Focus 4

Improved Initiative

Luck 4

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 1 + 5 + 10 + 9 + 50 = 75PP


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


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


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


[b]Protection 9[/b] [9PP] (Force Shielding, Energy)


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

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


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


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


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


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




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

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



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Touch/Area     DC21 Reflex                 1/2 Effect

                                DC26 Toughness (Staged)     Damage (Energy)

Create Object    Ranged         DC21 Reflex                 Trapped

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

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

Strike           Touch          DC21 Fortitude (Staged)     Drain Toughness

                                DC26 Toughness (Staged)     Damage (Energy)

*Up to DC31 with Autofire.
Totals: Abilities (24) + Combat (28) + Saving Throws (17) + Skills (20) + Feats (15) + Powers (75) - Drawbacks (-2) = 177/177 Power Points

Archeville notes the micro-crsytalline Daka injections are dimming Glowstar's lights & adding lots of dermal hardening

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Doktor'd 9/13/2011

Alright, was wondering if it's possible to spend some of Spitfire's points thusly:

Increase attack bonus by +1 to a total of 11 (2pp)

Increase Fire Eater tricks array to 16.5 ranks (So the base power would be Strike 11, and so on and so forth) (3pp)

And increase defense by +1 (Totall of +13 (+4 flat footed)) (2pp)

And that should do it! Total comes to 7pp spent. Thanks!

Doktor'd 9/13/2011

After some PMs with Evi, changed +1 to Defense to +1 more rank of Dodge Focus, leaving 1pp unspent

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Doktor'd 9/23/2011

Jubatus

Have tweaked the formatting a bit, and edited some of the fluff-text. The whole character sheet is here, so all a Redname needs to do is copy-and-paste the entire contents of the Code tag. Or so I hope, anyway...

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

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

[b][u]Power Level[/u]:[/b] 11 (158/168PP)

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

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

[b][u]Progress to Bronze Status[/u]:[/b] 18/30


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


[b][u]Alternate Identities[/u]:[/b] Jay Nelson Xavier

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

[b][u]Birthplace[/u]:[/b] San Francisco Bay Area

[b][u]Occupation[/u]:[/b] Freelancer specializing in technological troubleshooting and tech writing

[b][u]Affiliations[/u]:[/b] Sometimes works with Martin Brandtford of ASTRO Labs for scientific purposes

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


[b][u]Age[/u]:[/b] 65 (DoB: September, 1946)

[b][u]Apparent Age[/u]:[/b] Young adult (how old does a cheetah look..?)

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

[b][u]Ethnicity[/u]:[/b] Cheetah (formerly Caucasian)

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

[b][u]Weight[/u]:[/b] 102 lbs

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

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


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


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


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

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

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

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

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

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

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

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

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


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

Part of the reason Jay acts as a superhero is because he believes his cheetah-like body is doomed to die of old age within 2-3 years, and he's determined to make as much of a difference as he can, while he's still capable. In reality, Jay's accelerated metabolism heals the ravages of Time as quickly they occur, so he's effectively immune to aging -- he just doesn't [i]know[/i] this yet.


[b][u]Powers & Tactics[/u]:[/b] Jube is about speed and precision, not brute force. He prefers the surgically exact strike to carpet-bombing, pre-planned activity to improvisation.


[hr][/hr]

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


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

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

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

[b]Time [i]Will[/i] Let Me[/b]: Jube's Timeshift affects gravity (Timeshifting slower = stronger gravity; faster = weaker gravity). He can Timeshift to [i]slower than[/i] normal, with the accompanying effect on personal gravity. As well, the Timeshift affects anything with a wavelength; when Jube is running N* faster than normal, he percieves the frequency of an X-Hertz sound as (X/N) Hz, and analogous color-shifts affect light. This quirk affects Jube's Infravision, Ultravision, and Ultrasonic Hearing, and he may eventually learn to exploit it for X-ray Vision.

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


[b][u]Abilities[/u]:[/b] -4 +14 +4 +8 +6 +2 = 30pp

Str 18/06 (+4/-2)

Dex 24 (+7)

Con 14 (+2)

Int 18 (+4)

Wis 16 (+3)

Cha 12 (+1)


[b][u]Combat[/u]:[/b] 12 + 20 = 32pp

Initiative: +7/+31

Attack: +6 ranged, +12 melee

Grapple: +16/+10

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

Knockback: -5, -1 Flat-Footed


[b][u]Saving Throws[/u]:[/b] 4 + 0 + 6 = 10

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

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

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

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


[b][u]Skills[/u]:[/b] 32R = 8pp

Knowledge: Business 4 (+8)

Knowledge: Current Events 4 (+8)

Knowledge: Technology 5 (+9)

Knowledge: Theology and Philosophy 5 (+9)

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

Notice 6 (+9)

Sense Motive 4 (+7)

Stealth 2 (+9)


[b][u]Feats[/u]:[/b] 17PP

Attack Focus (Melee) 6

Benefit: Wealth 1

Defensive Roll 4 (+8 Toughness)

Environmental Adaptation (Low gravity)

Evasion

Jack of All Trades

Master Plan

Stunning Attack

Uncanny Dodge (Motion Sense)


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

[i]None. The many tools and gadgets Jube carries with him, which were originally statted out as Equipment, are now covered by Jube's [b]Gadgets[/b] power.[/i][/quote]


[b][u]Powers[/u]:[/b] 6 + 2 + 2 + 5 + 6 + 1 + 7 + 1 + 1 + 30 = 56PP

[b]Gadgets 1[/b] (easy to lose; incomplete listing of Jube's toys is hidden under a Spoiler tag) [6pp]

[spoiler][i]Stuff from the Core book[/i]

Binoculars [1EP]

Commlink [1EP]

Cutting torch ([b]Blast 1, Drain Toughness 1[/b]) [3EP]

Digital A/V recorder [1EP]

Ear protectors ([b]+5 vs Dazzle (auditory)[/b]) [1EP]

Fire extinguisher [1EP]

Flash-defense goggles ([b]+5 vs Dazzle (visual)[/b]) [1EP]

Forensics kit [1EP]

Gas mask [1EP]

GPS unit [1EP]

Handcuffs [1EP]

Lock release gun [1EP]

Mini-tracer [1EP]

Palmtop (PDA) [1EP]

Police scanner [1EP]

Rebreather [1EP]

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

UV 'blacklight' [1EP]

[i]Stuff that isn't in the Core Book, but seemed reasonable for Jube to have[/i]

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

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

[i]Fluff; these items probably won't ever have much effect on combat, but Jube carries them anyway[/i]

Spare batteries (all kinds/sizes needed for his gadgets)

Food-like substances (i.e., beef jerky, protein bars, etc)

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


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

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

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

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

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

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

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

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


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

[list]
[*][b]Enhanced Feats 6[/b] (Improved Initiative 6) [6pp]

[*][b]Enhanced STR 12[/b] [12pp]

[*][b]Quickness 6[/b] (x100) [6pp]

[*][b]Speed 6[/b] (500MPH/5,000 ft per Move Action) [6pp][/list]

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

[code]ATTACK      RANGE     SAVE vs.                    EFFECT

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

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

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

Snare       Touch     Reflex, DC20 (15+5)         Entanglement / from Gadgets
Abilities (30) + Combat (32) + Saving Throws (10) + Skills (8) + Feats (17) + Powers (61) = 158/168pp

Doktor'd 9/23/2011

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It irks me that I have not yet done this.

I'd like a quick edit to Ferros' sheet. Please make:

Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration], Linked [Move Object]) [10PP] + Move Object 15 (STR 75 [Heavy Load: 400 tons], Extras: Linked [impervious], Range [Perception], Flaws: Limited [Metal], Feats: Precise, Subtle) [32PP]

the Base power in his array, and

Transform 10 (Any Metal Into Same Metal, 1,000 lbs., Extras: Duration [Continuous], Range [Perception]; Flaws: Action [Full]; Feats: Precise, Subtle) [42PP] (Shape Metal)

an alternate power. It would be so much more useful!

Thanks!

DONE BY AA

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Glowstar

DONE BY AA

:arrow: Two pts of base Def. Refiguring flat-footed, etc.

:arrow: Pretty much entirely rebuilding his Terminus Energy Array. Giving him some Glowy Power back.

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

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

[b][u]Power Level[/u]:[/b] 12 (179/181PP)

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

[b][u]Unspent Power Points[/u]:[/b] 2

[b][u]Progress To Gold Status[/u]:[/b] 31/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


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


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

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

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

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

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


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

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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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

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

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



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

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +6

Attack: +8, +12 Terminus Energy Array

Grapple: +24

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

Knockback: -6/-1



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

Toughness: +12/+3 (+3 Con, +9 Protection, 7 Impervious)

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

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

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



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

Acrobatics 16 (+18)

Concentration 8 (+9)

Diplomacy 13 (+12)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)



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

Accurate Attack

Acrobatic Bluff

All-Out Attack

Defensive Attack

Dodge Focus 4

Improved Initiative

Luck 4

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 9 + 44 = 73PP


[b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP]


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


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


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


[b]Protection 9[/b]  [9PP] (Force Shielding, Energy)


[b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP]

[list][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy)


[u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy)


[u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/list]




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

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



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Touch/Area     DC22 Reflex                 1/2 Effect

                                DC27 Toughness (Staged)     Damage (Energy)

Create Object    Ranged         DC22 Reflex                 Trapped

Focused Blast    Ranged         DC27 Toughness (Staged)     Damage (Energy)

Multi Blast      Ranged         DC27* Toughness (Staged)    Damage (Energy)

Strike           Touch          DC22 Fortitude (Staged)     Drain Toughness

                                DC27 Toughness (Staged)     Damage (Energy)

*Up to DC32 with Autofire.
Totals: Abilities (24) + Combat (32) + Saving Throws (17) + Skills (20) + Feats (15) + Powers (73) - Drawbacks (-2) = 179/181 Power Points

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Starlight

DONE BY AA

:arrow: Removing a note on her weight; it was from a previous version with Density.

:arrow: Boosting Wisdom by 2.

:arrow: Boosting Will Save by 1.

:arrow: Replacing Flight with Teleport. Dropping another PP into that power.

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

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

[b][u]Power Level[/u]:[/b] 10 (154/154PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 4/30 (Silver achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


[b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.


[b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya

[b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret)

[b][u]Birthplace[/u]:[/b] Gruen-Prime

[b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute

[b][u]Affiliations[/u]:[/b] Albright Institute, FCU

[b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity


[b][u]Age[/u]:[/b] 7

[b][u]Apparent Age[/u]:[/b] Mid-twenties

[b][u]Gender[/u]:[/b] Technically neuter, nominally female

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

[b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4"

[b][u]Weight[/u]:[/b] 110 lbs.

[b][u]Eyes[/u]:[/b] Any, normally green or pure gold

[b][u]Hair[/u]:[/b] Any, normally blue-black or none


[b][u]Description[/u]:[/b] As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.


As Starlight, she is as a towering woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.


[b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.


On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination.


[b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.


That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.


After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.


The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.


The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.


[b][u]Personality & Motivation[/u]:[/b] Liz is something of a person of contrasts. On the one hand, her Grue nature compels her to explore. As such she has a love of the novel and strange. She tends to get bored if things stay the same, and so is always looking for new experiences. She is very passionate about these new hobbies, leaping in with both feet and committing herself fully to a brand-new past time, usually burning out in a few weeks.


In addition, the Light has instilled in her a deep and abiding desire for justice and liberty. She feels driven to help whenever and whomever she can. One of the surest ways to get Liz on your side is to present yourself as the underdog, and one of the surest ways to make her your enemy is to try and control what others do!


[b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


[hr][/hr]

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

[b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because...

[b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

[b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

[b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

[b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP

Strength: 16/10 (+3/+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



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

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +8

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

Knockback: -6



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

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

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

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

Will: +10 (+5 Wis, +5)



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

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

Concentration 8 (+12)

Diplomacy 4 (+8)[sup]Skill Mastery[/sup]

Disguise 1 (+5/+25)[sup]Skill Mastery[/sup]

Knowledge: Pop Culture 3 (+5)[sup]Skill Mastery[/sup]

Knowledge: Life Sciences 3 (+5)[sup]Skill Mastery[/sup]

Language 3 (English, Lor, Spanish) (Grue: Native)

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

Perform 1 (Piano) (+5)

Perform 1 (Singing) (+5)[sup]Skill Mastery[/sup]

Sense Motive 8 (+12)[sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 17PP

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 2

Move-By Action

Skill Master 2 (Bluff, Diplomacy, Disguise, Knowledge [Pop Culture, Life Sciences], Notice, Perform [Singing], Sense Motive)

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 9 + 5 + 14 + 25 + 10 + 6 = 69PP


[b]Teleport 3 ([/b][i]Feats:[/i] Change Direction, Change Velocity, Easy[b])[/b] [9PP] (Magic)


[b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic)


[b]Morph 4 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Quick Change 2[b])[/b] [14PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 3[b])[/b] [25PP] [Magic & Light)

[list][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22}


[u]AP:[/u] [b]Create Object 10 ([/b]Str 50, [i]Feats:[/i] Tether, Stationary[b])[/b] {22/22}


[u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22}


[u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22}[/list]


[b]Protection 10[/b] [10PP] (Force Shield, Magic)


[b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP]



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


[b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP]



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

[code]ATTACK          RANGE     SAVE                        EFFECT

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

Blast           Ranged    DC 25 Toughness (Staged)    Damage (Energy, Light)

Create Object   Ranged    DC 25 Reflex                Trapped
Totals: Abilities (28) + Combat (16) + Saving Throws (15) + Skills (12) + Feats (17) + Powers (69) - Drawbacks (3) = 154/154 Power Points

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DONE BY AA

Changes regarding Gwen's powers:

:!: fixed the cost of her alternate form so it now is in line with house rules. (somehow my last edit got through with book stats!)

:!: reworked powers so that most of her combat abilities now require her to be in 'tree' form. Playing off the alternate form container using her protection. I will be playing that proper from now on and Gwen will be going 'tree' when she is in combat.

FOR FUTURE SHEETS, PLEASE PUT YOUR SHEET INSIDE THE CODE BLOCK, THEN PUT THE CODE BLOCK INSIDE THE SPOILER BLOCK

Player Name: Breella

Character Name: Gwendolyn Barr

Power Level: 11 165PP

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 10/30

In Brief: Florapathic teenager and her mutant tattoo learning to use their growing powers to benefit the world.

Alternate Identity: Flora

Identity: Secret

Birthplace: Maracay, Venezuela

Occupation: Student, Junior Botanist

Affiliations: Claremont

Family: William Barr (Father), Andreina Pisani (Mother)

Description:Gwen stands at 5ft, 120lbs, curvy with a hint of an athletic cut from her outdoor adventuring. Waist length Auburn hair frames her face with thick cut bangs. Her hazel green almond shaped eyes she inherited from her mother 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. Gwen has light freckles on her shoulders and legs.

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

Age: 16 (DoB: July 26th, 1995)

Apparent Age: 18-20

Gender: Female

Ethnicity:Mixed Caucasian-Hispanic

Height: 5ft

Weight:120lbs

Eyes: Hazel Green

Hair: Auburn

Power Descriptions: 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 and she has never attempted the encounter since. The living tattoo can sprout from her body in the form of green vines which act as additional limbs.

Gwen's healing ability manifests as a green glow from her hands.

History:

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 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 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.


Complications:

Family: Gwen's parents mean the world to her, she'd go to great lengths to protect them.

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

Living Tattoo: 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.

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

Secret:Identity. To the world Gwen is nothing more than a gifted botanist, a teenage girl from a well off family. Gwen is unsure of what it would mean for her identity to be compromised.

Abilities: 8 + 14 + 6 + 4 + 6 + 2 = 40PP

Strength: 18 (+4)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 16 + 10 = 26PP

Initiative: +11

Attack: +8 Melee, +12 Plant Control

Grapple: +13, up to +23 with Elongated Additional Limbs

Defense: +11 (+5 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -5/-1

Saving Throws: 8 + 3 + 6 = 17PP

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

Fortitude: +11 (+3 Con, +8)

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

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

Skills: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)

Feats: 21PP

Acrobatic Bluff

All-Out Attack

Attack Specialization (Plant Control) 2

Dodge Focus 6

Elusive Target

Evasion 2

Grapple Finesse

Improved Disarm

Improved Grab

Improved Initiative

Luck 3

Takedown Attack

Powers: 4 + 35 = 39PP

Comprehend 2 ( Plants 2 [speak to, Understand]) [4PP] (Mutation)


  • Plant Form 7 (35PP Container, 40-5=35) [35PP] (Mutation combined with Living Tattoo)
    Additional Limbs 4 (10 Limbs, Extra:Duration [sustained])[4PP]
    Elongation 4 (50ft per Move Action, 50ft Max Distance, 40ft Range Increments. Flaws:Limited [Additional Limbs]) [2PP]


    Base Power: Strike 5 Extras: Autofire [9], Penetrating [5, DMG 15], Feats: Mighty) [19PP]
    Alternate Power: Healing 6 (Extras: Resurrection, Feats: Persistent) [19PP]
    Alternate Power: Nauseate 10 (Feats: Reversible) [21PP]
    Alternate Power: Stun 10 (Extras:Sleep, Feats: Reversible) [21PP]
    • Plant Control 10.5 (21PP Array, Feats: Alternate Power 3) [24PP]

Protection 7 (Drawbacks: Noticeable) [6PP] (Barkskin)

Super Strength 2 (Lifting STR 30 [Heavy Load: 1,600 lbs.]) [4PP]

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

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK      RANGE    SAVE                        EFFECT

Unarmed     Touch    DC20 Toughness (Staged)     Damage (Physical)

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

Strike      Touch    DC25 Toughness (Staged)     Damage (Physical)

Stun        Touch    DC20 Fortitude              Unconscious (Sleep)

Totals: Abilities (40) + Combat (26) + Saving Throws (17) + Skills (22) + Feats (21) + Powers (39) - Drawbacks (0) = 165/165 Power Points

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Arichamus, at the very least, you need to use the proper tags for this. Ideally, you should provide a new sheet like everyone else.

King of Suits

:arrow: Buying 2 ranks in Drive.

:arrow: Buying 4 ranks in Equipment with which I would like to purchase Handcuffs and increase the rank of the Utility Belt to 10, with the Alt. Powers increased accordingly. With the other 15 EP, I'd like to buy the following vehicle:

Restrained Zultarian Grav-Bike

Size: Medium, STR: 15, Speed: Flight 4 (250 mph; Feats: Subtle, Drawbacks: Low Ceiling 2, maximum 15 feet) Defence: 10, Toughness: 8,

Features: Alarm [Disable DC 20], Navigation System (+5 bonus)

Powers: Concealment 5(Visual Senses) [15 ep]

EDIT: And only now do I realize that 'increased accordingly' isn't at all helpful. Revised Utility Belt below:

Utility Belt 10 (20PP Array, Feats: Alternate Power 4) [24EP]

Base Power: Blast 7 (10 70ft Range Increments / 700ft Max Range, Feats: Homing, Improved Ranged Disarm, Mighty 4) [20EP] (Boomerangs)

Alternate Power: Blast 6 (10 60ft Range Increments / 600ft Max Range, Extras: Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty) [20EP] (Razor Cards)

Alternate Power: Dazzle 6 (Auditory & Visual Senses)(Feats: Reversible, Triggered) [20EP] (Flash-Bang Grenades)

Alternate Power: Obscure 6 (Visual Senses, 100ft radius, Extras: Independent, Feats: Selective, Triggered) [20EP] (Smoke Cards)

Alternate Power: Snare 10 [20EP] (Bolos)

Changes to DC block:

ATTACK        RANGE       SAVE                                         EFFECT

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

    Boomerang             Ranged      DC26(28*) Toughness (Staged)    Damage (Physical)

    Dazzle                  Ranged      DC16         Fortitude                   Dazzled 

    Razor Cards            Ranged      DC22(24*) Toughness (Staged)    Damage (Physical) 

*Sneak Attack

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k,

DONE BY AA

I'm using the update to do a mini update on the character, and fix a few minor error which crept in.

Adjusted her height so all my character's arn't the same height. Added Dodge Focus 2 (which she should have had) and Attractive. Dropped Leadership and power Attack. Added 1 points of skill for Bluff 2 and Diplomacy 2. Dropped the Morph and made Immunity and Imp Toughness obvious.

Finally dropped Nightmare's (which I kept forgetting to use) and One-Way transformation.

pweh :)

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

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

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

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 4/30


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


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

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

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

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

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

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


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

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

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

[b][u]Height[/u]:[/b] 5’5†(6’0†as YB)

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

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


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


[hr][/hr] 

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

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

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



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

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

Dexterity: 10 (+0)

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

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +4

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

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

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

Knockback: -8/-1



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

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

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

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

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



[b][u]Skills[/u]:[/b] 20R = 5PP

Bluff 2 (+2, +6 w/ Attractive)

Diplomacy 2 (+2, +6 w/ Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 5 (+7) 



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

Attack Focus (melee) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



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


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


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


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


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


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


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


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

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


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


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


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

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


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



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

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




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

[code] ATTACK           RANGE     SAVE                          EFFECT

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

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

Burst of Light   Ranged    DC19 Toughness (Staged)       Damage  (Energy)
Totals: Abilities (18) + Combat (10) + Saving Throws (5) + Skills (5) + Feats (6) + Powers (68) - Drawbacks (3) = 109/109 Power Points

Link to comment

DONE BY AA

Catalyst

Got 3pp, so throwing another rank into the array and switching descriptors for a more effective selective attack.

[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 (127/127PP)

[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] 7/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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



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

Strengh: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 10 (+0)



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

Initiative: +10

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

Grapple: +4

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

Knockback: -3, -1 Flat-Footed



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

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

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

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

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



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

Computers 4 (+8)

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

Drive 5 (+7)

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

Knowledge (Technology) 6 (+10)

Languages 1 (English [Native], French)

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

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



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

Attack Focus (Ranged) 3

Attack Specialization (Paintball Guns) 2

Defensive Roll 2 (+4 Toughness)

Dodge Focus 6

Equipment 6 (30EP)

Improved Initiative 2

Inventor

Luck

Power Attack

Precise Shot

Quick Draw

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

Uncanny Dodge (Auditory)


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


Blue Tooth [0EP]

Cell Phone [0EP]

Flash Goggles [1EP]

Gas Mask [1EP]

Handcuffs [1EP]

Laptop [0EP]

Mini Tracer [1EP]


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

[i]Former Flower Delivery Van[/i]

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

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

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

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

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

Alarm (DC20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop

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

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

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


[b][u]Powers[/u]:[/b] 21 + 16 = 37PP


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


[device][b]Paintballs 12.5 ([/b]25PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [30PP]


[b]Device 7 ([/b]35PP Container, [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP] (Paintball Gun)


[device][b]Paintballs 14.5 ([/b]30PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP]


[list][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30}


[u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30}


[u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Stun 5 [/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft],  Selective Attack{30/30}[/list][/device]



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


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


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


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

None



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

[code]ATTACK      RANGE          SAVE                        EFFECT

Unarmed     Touch          DC15 Toughness (Staged)     Damage (Physical)

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

Dazzle      Ranged/Area    DC15* Fortitude             Blind

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

Snare       Ranged/Area    DC15* Fortitude (Staged)    Bound/Helpless

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


*Up to DC22, DC 17 with Autofire
Abilities (24) + Combat (16) + Saving Throws (10) + Skills (12) + Feats (28) + Powers (37) - Drawbacks (0) = 127/127 Power Points
Link to comment

Done by AA

Silhouette

3pp and all into feats, adding another rank of improved critical, a rank of improved grapple and a rank of improved disarm.

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

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

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

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

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

[b][u]Progress To Gold Status:[/u][/b] 65/90

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

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


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


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

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

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

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

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

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


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

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

[b]Gender:[/b] Female

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

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

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

[b]Eyes:[/b] Grey

[b]Hair:[/b] Brown


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


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


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

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


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


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


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


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


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

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


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


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


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

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


[hr][/hr]

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

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

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

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

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

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

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



[b][u]Abilities:[/u][/b] 6 + 10 + 2 + 4 + 4 - 0 = 26PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



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

Initiative: +9

Attack: +4, +10 Unarmed

Grapple: +13

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

Knockback: -5, -2 Flat-Footed



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

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

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

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

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



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

Acrobatics 15 (+20)

Climb 4 (+7)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 4 (+4)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 4 (+6)

Sleight of Hand 4 (+9)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 32PP

Acrobatic Bluff

Attack Specialization (Unarmed) 3

Defensive Roll 3 (+6 Toughness)

Dodge Focus 4

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

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative

Improved Grapple

Luck 2

Move-By Action

Power Attack

Redirect

Set Up

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

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


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


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

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

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

[u]Powers:[/u]

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

Immunity 5 (Falling Damage) 5ep

Cost: 24 ep[/list]


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

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System[/list][/quote]


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


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


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


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

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


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


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


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

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


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



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

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

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



[b]Abilities (26) + Combat (24) + Saves (23) + Skills (26) + Feats (32) + Powers (39) - Drawbacks (0) = 170/170 Power Points[/b]

Link to comment

Done by AA

Changeling

1pp this month, so a little skill boost.

+2 Bluff, +2 Diplomacy

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

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

[b][u]Power Level[/u]:[/b] 13 (194/194PP), Effectively PL 12

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

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

[b][u]Progress To Gold Status[/u]:[/b] 44/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])

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

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


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


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

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

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

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

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

[b][u]Family[/u]:[/b] Emmett Maher (Father, Deceased), Clarissa Maher (Mother, Deceased), Bugloss and Cinquefoil (Adopted Parents)


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

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

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

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Caucasian

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

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

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Black


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


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


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

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


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

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


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


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


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


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


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


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


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

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


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

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


[hr][/hr]

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

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

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

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

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



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

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 18 (+4)

Charisma: 20 (+5)



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

Initiative: +2

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

Grapple: +13

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

Knockback: -3/-1



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

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

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

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

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



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

Bluff 7 (+12, +16 Attractive)[sup]Skill Mastery[/sup]

Concentration 8 (+12)

Craft (Sewing) 8 (+10)

Diplomacy 7 (+12, +16 Attractive)

Intimidate 5 (+10)

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

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

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

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

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



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

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Swords)

Attractive

Dodge Focus

Evasion 2

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

Interpose

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

Move-By Action

Power Attack

Quick Change

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


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


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

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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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



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

[code]ATTACK         RANGE           SAVE                    EFFECT

Unarmed        Touch           DC16 Toughness (Staged) Damage(Physical)

Blast          Ranged          DC29 Will (Staged)      Damage (Energy)

Dazzle         Ranged          DC24 Will               Blinded+Deafened

Illusion       Perception/Area DC22 Will               Special

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

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

Strike         Touch           DC24 Will (Staged)      Drain Will

                               DC27 Will (Staged)      Damage (Energy)

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

Swordbrella    Touch           DC19 Toughness (Staged) Damage(Physical)
Abilities (34) + Combat (52) + Saving Throws (16) + Skills (16) + Feats (13) + Powers (66) - Drawbacks (3) = 194/194 Power Points
Custos Gargoyle Minion PL 9 / 120PP -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Acrobatics 4 (+6) Intimidate 4 (+5; includes +2 from Growth) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 5 + 13 = 32PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action, Drawbacks: Power Loss [Wings]) [5PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] DC Block:
ATTACK            RANGE          SAVE              EFFECT

Unarmed           Touch          DC 24 Tough       Damage (Staged)

Strike            Touch Cone     DC 13 Reflex

                                                     DC 13/11 Will     Damage (Staged)

Dazzle            Touch/Area     DC 19 Reflex

                                                     DC 19/14 Fort     Deafened

Emotion Control   Touch/Area     DC 19 Reflex

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

Doktor'd 10/13/2011

Arcturus

3 PP to spend:

Adding the following to feats: Quick Change 1 [-1PP]

Adding 1 rank to Concentration, bringing it to 8 (+10). [-1PP]

And finally, adding Speed 1 [-1PP]

I'd like to drop Enhanced Strength and Leaping from Arc's Alt form array, reducing its rank to Alternate Form 8. [+15PP]

Those points are being added to the existing Enhanced Strength outside Arcturus's array, AP included, as well as Leaping 4 [-15PP]

Crusader

I'd also like to unarchive him.

Doktor'd 10/13/2011

Link to comment

Doktor'd 10/13/2011

Opps, slight formating error for Catalyst's sheet (There's tags and stuff from the last array and the little set up mixed in with the new one). So this new sheet should clean that up.

[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 (127/127PP)

[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] 7/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


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


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

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

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

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

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

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


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

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

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

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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


[hr][/hr]

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

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

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

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

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

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



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

Strengh: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 18 (+4)

Charisma: 10 (+0)



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

Initiative: +10

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

Grapple: +4

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

Knockback: -3, -1 Flat-Footed



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

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

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

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

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



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

Computers 4 (+8)

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

Drive 5 (+7)

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

Knowledge (Technology) 6 (+10)

Languages 1 (English [Native], French)

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

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



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

Attack Focus (Ranged) 3

Attack Specialization (Paintball Guns) 2

Defensive Roll 2 (+4 Toughness)

Dodge Focus 6

Equipment 6 (30EP)

Improved Initiative 2

Inventor

Luck

Power Attack

Precise Shot

Quick Draw

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

Uncanny Dodge (Auditory)


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


Blue Tooth [0EP]

Cell Phone [0EP]

Flash Goggles [1EP]

Gas Mask [1EP]

Handcuffs [1EP]

Laptop [0EP]

Mini Tracer [1EP]


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

[i]Former Flower Delivery Van[/i]

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

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

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

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

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

Alarm (DC20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop

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

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

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


[b][u]Powers[/u]:[/b] 21 + 16 = 37PP


[b]Device 7 ([/b]35PP Container, [i]Flaws:[/i] Easy-To-Lose[b])[/b] [21PP] (Paintball Gun)


[device][b]Paintballs 17.5 ([/b]30PP Array, [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP]


[list][u]Base Power[/u]: [b]Dazzle 5 ([/b]Visual Senses, 500ft Range, [i]Extras:[/i] Area [Targeted, Burst], Autofire, Selective Attack [i]Feats:[/i] Progression [Area] 4 [250ft radius], Reversible[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Blast 5 ([/b][i]Extras:[/i] Autofire [i]Feats:[/i] Improved Range 3 [10 500ft Rage Increments], Progression [Range] 3 [5000ft Max Range], Variable Descriptor 2, Improve Critical (18-19) 2[b])[/b] {25/30}


[u]Alternate Power[/u]: [b]Drain Fortitude 5 ([/b][i]Extras:[/i] Area [Targeted, Burst], Autofire, Range [Ranged, 500ft], Selective Attack [i]Feats:[/i] Progression [Area] 3 [125ft radius], Slow Fade [1 minute][b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Obscure 10 ([/b]Visual Senses, 5,000ft [1-mile] radius, 1,000ft Range, [i]Extras:[/i] Independent; [i]Feats[/i]: Slow Fade[b])[/b] {21/30}


[u]Alternate Power[/u]: [b]Snare 5 ([/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft], Selective Attack[b])[/b] {30/30}


[u]Alternate Power[/u]: [b]Stun 5 [/b][i]Extras:[/i] Area [Targeted, Burst, 25ft diameter], Autofire, Range [Ranged, 500ft],  Selective Attack{30/30}[/list][/device]


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


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


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


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

None



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

[code]ATTACK      RANGE          SAVE                        EFFECT

Unarmed     Touch          DC15 Toughness (Staged)     Damage (Physical)

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

Dazzle      Ranged/Area    DC15* Fortitude             Blind

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

Snare       Ranged/Area    DC15* Fortitude (Staged)    Bound/Helpless

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


*Up to DC22, DC 17 with Autofire
Abilities (24) + Combat (16) + Saving Throws (10) + Skills (12) + Feats (28) + Powers (37) - Drawbacks (0) = 127/127 Power Points

Doktor'd 10/13/2011

Link to comment

Doktor'd 10/13/2011

Only a couple of changes for Revenant +1 to Attack and +1 to Will save.

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

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

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

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

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

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


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


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

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

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

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

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

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


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

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

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

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

        [b][u]Height[/u]:[/b] 5’3â€

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

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

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


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


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


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



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


        Except  one.


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


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


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


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


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


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


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


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


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


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


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

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

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

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


        [hr][/hr]

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

        Strength: 26 (+8)

        Dexterity: 14 (+2)

        Constitution: -- (-10)

        Intelligence: 16 (+3)

        Wisdom: 14 (+2)

        Charisma: 16 (+3)



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

        Initiative: +2

        Attack: +8 base, +9 melee, +11 unarmed

        Grapple: +17 (base 8, Str +8, Super Strength +1)

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

        Knockback: -5



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

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

        Fortitude: - (-)

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

        Will: +7 (+2 Wis, +5)



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

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

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

        Gather Information   5 (+8)

        Investigate      2 (+5)

        Knowledge (Arcane)   1 (+4)

        Knowledge (Business)   3 (+6)

        Knowledge (Civics)   5 (+8)

        Knowledge (Popular Culture)   1 (+4)

        Knowledge (Streetwise) 3 (+6)

        Languages 1 (English [Native], Latin)

        Notice         6 (+8)

        Sense Motive      5 (+7)   



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

        Attack Focus (melee) 1

        Attack Specialization (strike) 1

        Attractive 1

        Dodge Focus 1

        Fearless

        Taunt



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


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


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


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


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


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


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


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


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


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

        [code]ATTACK      RANGE     SAVE                        EFFECT

        Unarmed     Touch     DC26 Toughness              Damage
Abilities (26) + Combat (34) + Saving Throws (9) + Skills (11) + Feats (6) + Powers (81) - Drawbacks (4) = 163/163 Power Points

Doktor'd 10/13/2011

Link to comment

RE-DONE EDIT REQUEST FOR King of Suits. Without the grating errors, hopefully.

:arrow: I'd like to buy the Uncanny Dodge and Defensive Roll Feats.

:arrow: I'd like to buy 4 ranks in Equipment. Equipment Points go toward buying Handcuffs and Mini-Tracers. Adding 18 EP to the Utility Belt Array. Increased boomerangs to rank 13, razor cards to 10(and added Split Attack). Upgraded Dazzle and Obscure to 8, added Stun and Paralyze. Stun, Paralyze, and Snare made rank 16.

:arrow: Edited and expanded Powers and Tactics section.

Player Name: Arichamus

Character Name: King of Suits

Power Level: 12 (170/176PP)

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

Unspent PP: 0

Progress To Bronze Status: 26/30


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


Alternate Identity: Marceau Suvou

Identity: Secret

Birthplace: Aude, France

Occupation: Janitor

Affiliations: None

Family: Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother)


Age: 27

Apparent Age: N/A

Gender: Male

Ethnicity: Moroccan/Kenyan

Height: 6'5"

Weight: 158 lbs.

Eyes: Blue

Hair: Black


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


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


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

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


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


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


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


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


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


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


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


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


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


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


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


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




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


[b][i]Powers & Tactics:[/i][/b] Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever Stuns, Paralytics, Bolos or punches to the sternum will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.



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

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

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

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

[b]Secret:[/b] Identity.

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



[b][u]Abilities:[/u][/b] 8 + 10 + 8 + 10 + 0 + 6 = 42PP

Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 20 (+5)

Wisdom 10 (+0)

Charisma 16 (+3)



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

Initiative: +9

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

Grapple: +12

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

Knockback: -3, -2 Unarmored



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

Toughness: +10 (+4 Con, +4 Costume, +2 Defensive Roll)

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

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

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



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

Acrobatics 10 (+15)

Bluff 8 (+12)

Climb 6 (+10)

Craft(Chemical) 4 (+9)

Diplomacy 4 (+)

Disable Device 5 (+10)

Escape Artist 5 (+10)

Gather Information 13 (+15)

Intimidate 13 (+15)Skill Mastery

Investigate 10 (+15)Skill Mastery

Knowledge (Streetwise) 10 (+15)Skill Mastery

Knowledge (Tactics) 10 (+15)

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

Notice 10 (+10)

Search 10 (+15)

Stealth 10 (+15)Skill Mastery



[b][u]Feats:[/u][/b] 43PP

Attack Specialization (Boomerangs) 2

Attack Specialization (Unarmed) 4

Defensive Roll

Dodge Focus 6

Equipment 10 (30EP)

Evasion

Improved Initiative

Jack of All Trades

Luck 2

Master Plan 2

Power Attack

Quick Draw

Redirect

Setup

Sneak Attack

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

Startle 2 (Move Action)

Takedown Attack

Throwing Mastery 2

Uncanny Dodge(Hearing)

Well-Informed


Equipment 6PP = 30EP wrote:

Binoculars[1EP] 


Gas Mask [1EP]


Handcuffs


Mini-Tracers


Night-Vision Goggles[1EP] 


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


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


[b]Utility Belt 16[/b] (32PP Array, Feats: Alternate Power 6) [38EP]

Base Power: [b]Blast 13[/b] (10 130ft Range Increments / 1300ft Max Range, [i]Feats:[/i] Homing, Improved Ranged Disarm, Mighty 4) [32EP] (Boomerangs)


Alternate Power: [b]Blast 10[/b] (10 100ft Range Increments / 1000ft Max Range, [i]Extras:[/i] Penetrating [DMG 10, 12 Sneak Attack], Feats: Mighty, Split Attack) [32EP] (Razor Cards)


Alternate Power: [b]Dazzle 8[/b] (Auditory & Visual Senses, 1000ft. Burst radius,[i]Extras:[/i] Burst) [32EP] (Flash-Bang Grenades)


Alternate Power: [b]Obscure 8[/b] (Visual Senses, 1000ft radius, [i]Extras:[/i] Independent) [24EP] (Smoke Cards)


Alternate Power : [b]Paralyze 16[/b][32EP] (Paralytic Toxin Adhesive Sticks)


Alternate Power: [b]Snare 16[/b][32EP] (Bolos)


Alternate Power: [b]Stun 16[/b][32EP] (Stun Gun)


1 + 1 + 1 + 1 + 1 + 5 + 2 + 38 = 50/50EP





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

Descriptors: Natural, Training.


Immunity 2 (Cold, Heat) [2PP]


Speed 1 (10 MPH) [1PP]



Drawbacks: -0PP

None



DC Block:


[code]ATTACK       RANGE       SAVE                                         EFFECT

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

Boomerang          Ranged        DC28(30*) Toughness (Staged)    Damage (Physical)

Dazzle                 Ranged        DC18         Fortitude                   Dazzled  

Paralyze              Touch          DC22          Fortitude                  Paralyzed  

Razor Cards         Ranged       DC25(27*) Toughness (Staged)    Damage (Physical)  

Stun Gun             Touch         DC22         Fortitude                   Stunned      

*Sneak Attack
Totals: Abilities (40) + Combat (32) + Saving Throws (24) + Skills (34) + Feats (43) + Powers (3) - Drawbacks (0) = 176/176 Power Points
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RE-DONE EDIT REQUEST FOR King of Suits. Without the grating errors, hopefully.

:arrow: I'd like to buy the Uncanny Dodge and Defensive Roll Feats.

:arrow: I'd like to buy 4 ranks in Equipment. Equipment Points go toward buying Handcuffs and Mini-Tracers. Adding 18 EP to the Utility Belt Array. Increased boomerangs to rank 13, razor cards to 10(and added Split Attack). Upgraded Dazzle and Obscure to 8, added Stun and Paralyze. Stun, Paralyze, and Snare made rank 16.

:arrow: Edited and expanded Powers and Tactics section.

Blast 13 (boomerangs), Penetrating Blast 10 (razor cards), Obscure 8 (1,000-ft. radius), Paralyze 16, Snare 16, and Stun 16 are all way too high for Equipment.

Your Boomerang & Razor Cards are also built wrong: for Ranged Damage effects, you need one rank of Mighty per point of Str bonus you wish to add. As they are now, his boomerangs (Mighty Blast 5) only to damage as Blast 6, despite the fact he has a Str of 18/+4; you'd need to buy 3 more ranks of Mighty to get his full Str bonus.

I strongly advise checking out other people's Utility Belts (such as Shaen's) to see what would be more appropriate.

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