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Character Edits, v6


Dr Archeville

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Changeling

Using for points for +4 Will

[floatr][img=http://www.freedomplaybypost.com/wiki/images/9/92/Changeling.png][/floatr][b][u]Player Name[/u]:[/b] Aoiroo

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

[b][u]Power Level[/u]:[/b] 13 (197/201PP), 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] 4

[b][u]Progress To Gold Status[/u]:[/b] 51/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])

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

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


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


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

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

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

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

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

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


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

[b]Age:[/b] 129 (at least going by her actual birth certificate)

[b]Apparent Age:[/b] 18 (The exact number of years she has been in the Fae)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Caucasian

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

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

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Black


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


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


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

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


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

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


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


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


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


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


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


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


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


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

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


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

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


[hr][/hr]

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

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

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

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

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

[b]No Untrue Words Will Escape Thy Lips:[/b] Etain has no natural talent for any other magic outside of illusion, the reason she has the illusion power is that she paid the price that she would not ever let an untrue word escape her lips, meaning she will never lie nor make a promise she is unable to keep. If she does either of these things it directly detracts from her powers.


[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 + 10 = 20PP

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

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

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

Will: +14 (+4 Wis, +10)



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

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

Concentration 8 (+12)

Craft (Sewing) 6 (+10)

Diplomacy 7 (+12, +16 Attractive)

Intimidate 5 (+10)

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

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

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

Perform (Dance) 2 (+7)

Perform (Singing) 5 (+10)

Sense Motive 11 (+15)[sup]Skill Mastery[/sup]



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

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Swords)

Attractive

Dodge Focus

Evasion 2

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

Interpose

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

Move-By Action

Power Attack

Quick Change

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


[equip][b][u]Equipment[/u][/b] 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)[/equip]


[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]

[array][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][/array]


[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 (20) + Skills (19) + Feats (13) + Powers (66) - Drawbacks (3) = 201/201 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

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Catalyst

Adding Skills

+6 Sense Motive

+1 Knowledge (Life Sciences)

+1 Medicine

[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 (130/130PP)

[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] 10/90 (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]Is it hot in here?[/b] A hazmat suit is excellant for working with chemicals, it's fire proof too, but it's just as good as keeping heat in as it is at keeping heat out and can be uncomfortably warm especially after strenious exercise.

[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] 56R = 14PP

Computers 4 (+8)

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

Drive 5 (+7)

Knowledge (Life Sciences) 1 (+5)

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]

Medicine 1 (+5)

Sense Motive 6 (+10)

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)


[equip][b][u]Equipment[/u]:[/b] 30 EP


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 (DC 20)

Computer

Communications

Laboratory

Navigation System (+5)

Power System

Smokescreen

Workshop

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

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

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



[b][u]Powers[/u]:[/b] 21 + 16 + 1 = 38PP


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

[device][b]Paintballs 17.5 ([/b]30PP Array; [i]Feats:[/i] Alternate Power 5[b])[/b] [35PP]

[array][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}[/array][/device]


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

[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]Speed 1 ([/b]Training; 10 MPH / 100ft Per Move Action[b])[/b] [1PP]



[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 (14) + Feats (28) + Powers (38) - Drawbacks (0) = 130/130 Power Points

Reacted by Supercape

Link to comment

Done by Ecal.

Weaver

1) remove the Power Attack feat, which is there only because it's useful and has no backstory justification whatsoever; maybe he’ll earn it back

2) with the freed point, add the Split Attack power feat to the whole Cloth Magic Array

3) in said array, change the following AP

AP: Damage 10 (suffocating damage)(Extras: Alternate Save [Fortitude], Range [Ranged]; PF: Improved critical, Split attack) {32/32 pp}

with this one

AP: Damage 8 (suffocating damage)(Extras: Alternate Save [Fortitude], Duration [concentration], Range [Ranged]) {32/32 pp}

Total pp spent: 0

also, I moved the Power Stunts section on the bottom of the sheet


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

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

    [b][u]Power Level[/u]:[/b] 10 (153/155PP)

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

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

    [b][u]Progress To Bronze Status[/u]:[/b] 5/30


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


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

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

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

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

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

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


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

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

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

    [b]Gender:[/b] Male

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

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

    [b]Weight:[/b] 140 pounds

    [b]Eyes:[/b] Black

    [b]Hair:[/b] Black


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

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


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


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

    He speaks a perfect, inflection-free English.


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

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


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


    Another, more detailed drawing with HeroMachine 3

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




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

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


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

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

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


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

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

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

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

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


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

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

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


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

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


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


    [hr][/hr]

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

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

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

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

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

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





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

    STR   10 (+0)

    DEX   16 (+3)

    CON  16 (+3)

    INT   12 (+1)

    WIS   16 (+3)

    CHA   16 (+3)


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

    Attack: +4 (+10 w/Cloth Magic)

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

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

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

    Initiative: +3


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

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

    WILL: +8 (+3 Wis, +5)

    REF: +9 (+3 Dex, +6)

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


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

    Bluff            10 (+13)

    Concentration      9 (+12)

    Craft (artistic)      12 (+13)

    Diplomacy         9 (+12)

    Gather Information   7 (+10)

    Knowledge (Arcane Lore)   4 (+5)

    Knowledge (Streetwise)   9 (+10)

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

    Notice                      10 (+13)

    Sense Motive      10 (+13)

    Stealth         10 (+13)


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

    Attack Specialization 3 (Cloth Magic)

    Benefit (Wealth 1)

    Defensive Roll

    Distract (Bluff)

    Dodge Focus 2

    Precise shot

    Redirect

    Sidekick 14 (Arug)

    Taunt


    [b][u]Powers[/u][/b]   36+8+1+1= 46 pp


    [b]Cloth Control Array 16[/b] (32pp; [i]PF[/i]: Alternate Powers x3, Split Attack) [36 pp]

    [array][b][u]BP[/u]: Snare 10[/b] ([i]Extra[/i]: Constricting; [i]PFs[/i]: Obscure Sense [Visual], Reversible) {32/32 pp}

    [u]AP[/u]: [b]Damage 8[/b] (suffocating damage)([i]Extras[/i]: Alternate Save [Fortitude], Duration [concentration], Range [Ranged]) {32/32 pp}

    [u]AP[/u]: [b]Obscure 10[/b] [visual senses] (1 mile) ([i]Extra[/i]: Selective, Independent; [i]PF[/i]: Reversible) {31/32 pp}

    [u]AP[/u]: [b]Move Object 10[/b] (Effective strength 50, Heavy Load: 12 tons)([i]Extra[/i]: Range [Perception]; [i]Flaw[/i]: Limited [Only Clothlike Materials]; [i]PFs[/i]: Precise, Subtle) {22/32 pp}[/array]


    [b]Device 2[/b] (Weaver costume, 10 pp of powers; hard to lose) [8 pp]

    [device][b]Flight 1[/b] (10 MPH/100 ft per round) ([i]Flaw:[/i] Gliding; [i]PF[/i]: Subtle) (can’t fly on his own, but he can pull off a Batman-like entrance)

    [b]Protection 6[/b] (surprisingly resistent magic-cloth armor)

    [b]Shield 2[/b] (scarves flap around deflecting blows)[/device]


    [b]Enhanced feat 1[/b] [Quick change] [1 pp]


    [b]Super-Senses 1[/b] Communication Link (Arug) [mental][1 pp]



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

    [code]ATTACK           RANGE          SAVE                        EFFECT

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

    Snare              Ranged         DC 20 Reflex (staged)       Entangling, Binding

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

    Suffocating Damage Ranged         DC 23 Fortitude (staged)    Damage (physical)

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

    
TOTALS: ABILITIES (26) + COMBAT (18) + SAVES (15) + SKILLS (23) + FEATS (25) + POWERS (46) - DRAWBACKS (0) = 153/155
SIDEKICK: Arug - Sidekick 14 (68/70 pp)
ATTRIBUTES 8+6-10-6+0-9= -11 pp STR 18 (+4) 33 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp Attack: +2 base, +6 melee Grapple: +14 (+6 attack, +4 str, +3 super str, +1 elong) Defense: +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 5+4= 9 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will: +5 (wis +0, +5) Reflex: +7 (dex +3, +4) SKILLS 16 ranks= 4 pp Notice 8 (+8) Stealth 8 (+11) Feats 10 pp Attack Focus 4 (melee) Defensive Roll Dodge Focus 3 Improved Pin Prone Fighting Powers 7+37+6+1+3= 54 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 33; Light Load 800 lbs, Heavy Load 2400 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] (1 pp) Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

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

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

Power Stunts for Cloth Magic Array
AP: Animate objects 5 (Extra: Fanatical; Flaw]: Limited [Only Cloth]; PFs: Mental Link, Progression 3 [10 additional]) Sample animated object: empowered carpet minion level 4 (60/60 pp) ATTRIBUTES 6+6-10-6+0-9= -13 pp STR 16 (+3) 31 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp ATK: +2 base, +6 melee Grapple: +13 (+6 attack, +3 str, +3 super str, +1 elong) DEF +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 4+4= 8 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will +4 (wis +0, +4) Reflex +7 (dex +3, +4) SKILLS 12 rank= 3 pp Notice 6 (+6) Stealth 6 (+9) Feats 7 pp Attack Focus 3 (melee) Defensive Roll Dodge Focus 3 Powers 7+37+6+3= 53 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 31; Light Load 612 lbs, Heavy Load 1840 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] - due to the Mental link PF of Saeid’s power Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

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

    
DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -13 + COMBAT 10 + ST 8 + SUPERPOWERS 53 + SKILLS 3 + FEATS 7 - DRAWBACKS 8 = 60
Link to comment

Starlight

:arrow: Bought Quick Change 2 for Morph

:arrow: Bought Feature (Sound Mimicry) linked to Morph.

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

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

[b][u]Power Level[/u]:[/b] 10 (156/158PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 8/90 (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 (From when she left the Unity)

[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, impossible slender 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]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



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

Strength: 10 (+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: +4

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

Knockback: -5, -15 against energy effects



[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] 56R = 14PP

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

Concentration 8 (+12)

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

Disguise 9 (+13/+33) [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, Grue [native], Lor, Spanish)

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] 2 + 2 + 4 + 5 + 14 + 1 + 27 + 10 + 6 = 71PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 2 ([/b]Disease, Poison[b])[/b] [2PP] (Alien)


[b]Immunity 4 ([/b]Cold, heat, suffocation effects, radiation[b])[/b] [Magic] [4PP]


[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] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

[array][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}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[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

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (17) + Powers (71) - Drawbacks (3) = 158/158 Power Points

Illuminated by Supercape

Link to comment

Ironclad

:arrow: 2 PP into skills. 5 ranks of Know/Tech, 3 ranks of Know/Physical Sciences.

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

[b][u]Power Level[/u]:[/b] 12 (175/177PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 72/90


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


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

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

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

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

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

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


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

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

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

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

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

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

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

    [b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url]


    [b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower


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


    Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.


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


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


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


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


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


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


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


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


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


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


    [hr][/hr]

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

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

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

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

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

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

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



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

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

    Dexterity: 16 (+3)

    Constitution: 10 (+0)

    Intelligence: 20 (+5)

    Wisdom: 12 (+1)

    Charisma: 14 (+2)



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

    Initiative: +5

    Attack: +4, +10 Battlesuit Weapons Array

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

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

    Knockback: -7/-0



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

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

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

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

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



    [b][u]Skills[/u]:[/b] 92R = 23PP

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

    Concentrate 9 (+10)

    Craft (Electronic) 15 (+20)

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

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

Knowledge (Physical Sciences) 3 (+8)

    Knowledge (Technology) 15 (+20)

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

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

    Sense Motive 7 (+8)



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

    Benefit (Wealth 2 [Rich])

    Dodge Focus

    Eidetic Memory

    Equipment 0 (+3 Bronze Reward)

    Inventor

    Interpose

    Luck 3

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


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


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


    [hr][/hr]

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


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


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


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

    Computers

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

    Laboratory

    Library

    Living Space

    Security System 2 (DC25)

    Workshop[/list][/quote]



    [b][u]Powers[/u]:[/b] 73 + 4 + 3 + 4 + 4 + 1 = 89PP



    [b]Device 17 ([/b]85PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6+], Subtle[b])[/b] [73PP] (Battlesuit [Technology])


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


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


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


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


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


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


    [b]Sensor Array ([/b]14PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [16PP]


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


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


    [u]Alternate Power[/u]: [b]Super-Senses 8 ([/b]Radar, Accurate Radar Sense, Analytical Radar Sense, Extended Radar Sense 2 [1000 ft increments], Danger Sense, Uncanny Dodge[b])[/b] [8PP][/array]

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


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


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


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


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


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

    [spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


    Computers to

    [list]
[*]search for a file on a massive network as a full round.

    [*]crash a computer as a free action.

    [*]destroy or damage programming in 6 rounds.

    [*]write a program in 6 rounds.[/list]


    Knowledge to

    [list]
[*]Take 10 as a free action.

    [*]Take 20 in 6 rounds.[/list]


    Notice to

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



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


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

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


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


    [b]Technopath Container[/b]

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

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


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

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


Computers to

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

[*]crash a computer as a free action.

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

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


Knowledge to

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


Notice to

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



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

None



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

[code]ATTACK      RANGE     SAVE                       EFFECT

Unarmed     Touch     DC15 Toughness (Staged)    Damage (Physical)

Blasters    Ranged    DC25 Toughness (Staged)    Damage (Energy)

Servos      Touch     DC25 Toughness (Staged)    Damage (Physical)
Abilities (22) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (10) + Powers (88) - Drawbacks (0) = 177/177 Power Points

Metalshod by Supercape

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Revenant

Couple of months worth of mods to Revenants

-Defense Bonus +1 [1PP]

-Saves : Reflex +2, Will +1 [3PP]

-Skill :+2PP/8RP Bluff +2, Diplomacy +1, Knowledge (Civics) +2, Notice +2, Sense Motive +1

-Feats : Improved Initiative

-Power : To Super-Strength add feat Groundstrike

[code [floatr]revenantn.png[/floatr]Player Name: Tiffany Korta
Character Name: Revenant
Power Level: 11 (171/171PP)
Trade-Offs: "None"
Unspent PP: 0
Progress To Bronze Status: 21/30

In Brief: 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€.

Alternate Identities: Lucy Harker
Identity: Public, but thought dead
Birthplace: Freedom City
Occupation: ex-Lawyer
Affiliations: none
Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased)

Age: 114 (DoB: May 26th 1897)
Apparent Age: 30
Gender: Female
Ethnicity:
Height: 5’3â€
Weight: 125 lbs.
Eyes: Black
Hair: Black

[floatl]solweiglips0003.jpg[/floatl]Description: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.

Power Descriptions: 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.


History: 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.

Personality & Motivation: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…

Complications
A woman out of her time: 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.
Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there.
(Grand)Father-in-Darkness: 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.



Abilities: 16 + 4 - 10 + 6 + 4 + 6 = 26PP
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: -- (-10)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 16 (+3)


Combat: 16 + 18 = 34PP
Initiative: +6
Attack: +8 base, +9 melee, +11 unarmed
Grapple: +19 (base 9, Str +8, Super Strength +2)
Defense: +11 (+9 Base, +2 Dodge Focus), +5 Flat-Footed
Knockback: -5


Saving Throws: 0 + 6 + 6 = 12PP
Toughness: +11 (+0 Con, +11 Protection)
Fortitude: - (-)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 52RP = 13PP
Bluff 8 (+11, +16 w/ Attractive)
Diplomacy 7 (+10, +14 w/ Attractive)
Gather Information 5 (+8)
Investigate 2 (+5)
Knowledge (Arcane) 1 (+4)
Knowledge (Business) 3 (+6)
Knowledge (Civics) 7 (+10)
Knowledge (Popular Culture) 1 (+4)
Knowledge (Streetwise) 3 (+6)
Languages 1 (English [Native], Latin)
Notice 8 (+10)
Sense Motive 6 (+8)


Feats: 8PP
Attack Focus (melee) 1
Attack Specialization (strike) 1
Attractive 1
Dodge Focus 2
Fearless
Improved Initiative 1
Taunt


Powers: 30 + 11 + 32 + 2 + 4 + 3= 82PP

Immunity 30 (Fortitude Saves) [30PP]

Protection 11 [11PP]

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

Speed 2 ( 25 mph / 220 ft. per move action)[2PP]

Strike 3 (Feats: Mighty) [4PP]

Super-Strength 1 ( Lifting Strength 36 [Heavy Load : 3,700 lbs.] Feats: Groundstrike)[5PP]

Drawbacks: -4PP

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

DC Block:
ATTACK      RANGE     SAVE                        EFFECT

        Unarmed     Touch     DC26 Toughness              Damage
Abilities (26) + Combat (34) + Saving Throws (12) + Skills (13) + Feats (8) + Powers (82) - Drawbacks (4) = 171/171 Power Points

Done by Ecal

Link to comment

My sheet wasn't correct before with Sil's edits (I misscounted the feats) though SC didn't actually add bonuses and abilities score like I specified either or note that I didn't have 4 extra PP either. Catalyst and Changeling are fine except they both say they still have unspent points when they don't.

Anyway, Sil's Edits Again

Abilities

+4 Con

Combat

-2 Defense

Saves

-1 Fortitude

Feats

Accurate Attack

+3 Attack Focus Melee

+2 Dodge Focus

[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] 12 (177/177PP)

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

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

[b][u]Progress To Gold Status:[/u][/b] 72/90

[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 + 6 + 4 + 4 - 0 = 30PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



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

Initiative: +13

Attack: +4, +6 Melee, +12 Strike

Grapple: +13

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -5, -2 Flat-Footed



[b][u]Saving Throws:[/u][/b] 6 + 9 + 5 = 20PP

Toughness: +12, +4 Flat-Footed (+3 Con, +3 Protection, +6 Defensive Roll)

Fortitude: +8 (+3 Con, +6)

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

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



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

Acrobatics 15 (+20)

Climb 4 (+7)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 4 (+4)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 6 (+8)

Sleight of Hand 4 (+9)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 42PP

Acrobatic Bluff

Accurate Attack

Attack Specialization Melee 2

Attack Specialization (Strike) 3

Dazzling Attack

Defensive Roll 3 (+6 Toughness)

Dodge Focus 6

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

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative 2

Improved Grapple

Luck 2

Move-By Action

Ninja Run

Paralyzing Attack

Power Attack

Redirect

Set Up

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

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


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


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

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

[u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 12; [i]Features:[/i] Disguise, Navigation System, Remote Control;

[u]Powers:[/u]

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

Immunity 5 (Falling Damage) 5ep

Protection 4 4ep

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

Cost: 24 ep[/list]


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

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System[/list][/quote]


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


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


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


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

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


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


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


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

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


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



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

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

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



[b]Abilities (30) + Combat (20) + Saves (20) + Skills (26) + Feats (42) + Powers (39) - Drawbacks (0) = 177/177 Power Points[/b]

Redone, after much wrangling in chat!

Link to comment

Done by the beautiful and charming Ecal

So I had miscounted the amount of feats. I really had 39 when I jotted down 40. Luckily I had always meant for him to have Attractive so that was added which fixed the miscount.

Dodge Focus was bought up to five which in turn put his Defense at 11 giving him a +1 Defense, -1 Toughness Tradeoff.

Takedown Attack was bought up to 2 so he could actually mow his way through minions.

And to finish up the last point spent was on Defensive Attack. So basically they were all spent on feats.

Equipment slightly changed without affecting cost (Quick-hardening glue traded for Bolos which amounted to Snare 4 losing all its extras. Although I did consider having it linked to Trip).

Throwing Discs(Blast 3) lost the mighty feat. I simply did not feel they warranted it.

Lastly a couple sentences which I apparently left a bit loose were rounded off such as mentioning where he keeps his Bo Staff in costume.

[b][u]Player Name[/u]:[/b]  HG Morrison 

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

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

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

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

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


[b][u]In Brief[/u]:[/b] Former prodigious gymnast and athlete turned student by day and costumed crime-fighter by night.


[b][u]Alternate Identity[/u]:[/b]  Erick Sloane

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

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

[b][u]Occupation[/u]:[/b] Freedom City University Student (Business Major)

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

[b][u]Family[/u]:[/b]  David Sloane (Adoptive Father)


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

[b]Age:[/b] 17 ([i]DoB:[/i] Born 14, February)

[b]Gender:[/b]  Male

[b]Ethnicity:[/b] Caucasian (Of Russian Descent)

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

[b]Weight:[/b]  172 lbs.

[b]Eyes:[/b]  Blue

[b]Hair:[/b]  Blonde


[floatr][img=http://i1210.photobucket.com/albums/cc401/HG-Morrison/Omen.jpg][/floatr]

Erick is 5'9 which is about four inches taller than the average male gymnast.  His neck length hair sits comfortably upon his face most likely never facing the terror of a comb.  While not having a large amount of muscle mass, his muscles are cut into the lean mean acrobatic machine that he is.  His bright blue eyes always have some shine to them.


As Omen, Erick dons an outfit heavily inspired by the hero Foreshadow.  Being a realist, Erick's costume is lined with multiple body armor inlays all over his body, due to the fact that as fleet footed as he is chances are he's still going to take more hits than his mentor.  The cowl and hood were abandoned for a domino mask held in place by spirit gum. due to the fact that Erick relies on a wider field of vision.  His uniform also has a utility belt with multiple compartments to house the equipment he uses while on the job. Lastly Erick's favored weapon his collapsible Bo Staff is housed on his waist attached by a magnetic clip.



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

At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm.  Of course, all the implications and hardships of said talent at an early age came with the title.  While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story.  Every moment of his life followed a set schedule down to the minute and he hated it.  The fact that they opted to homeschool him so he could maximize his time practicing routines didn't help.  He couldn't count how many times he wished for his parents to just go away so he could relax for a day.


That was until the incident happened.  Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home.   In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze.  Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man.  Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started.


As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was.  Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life.  It didn't take long for them to note that the first floor of their home was engulfed in flames.  Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger.  Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell.  He wanted to help them, he wanted to scream, he wanted to something.  Anything.  But he couldn't.  Erick couldn't even move, he was paralyzed in a state of shock.  To this day he doesn't remember the details of how Foreshadow rescued him from the burning building.


Erick only blamed himself for what happened to his parents.  His head was quickly filled to the brim with thoughts such as, “If only I were quicker,†or “If only I had stopped them from going downstairs.†  Essentially he felt that he should have been able to stop their deaths.  Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in.  An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick.


It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work.  Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity.  Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school.  Having recently enrolled him in public school.


As such, Erick spent the next six years of his life with relative normalcy.  He quit competitive gymnastics all together and just did the regular teenage thing.  Not counting the training sessions with Foreshadow of course.  The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice.  He also graduated from High School early at the age of sixteen solely so he could round off the start of his career  by training his talents visiting many of the same locations David Sloane did as a youth.  It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed(and dominated) at Worlds.  Shocking many whom didn't expect him to be in tip top shape.


Having recently returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU.  Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor. 


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

Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke.  Unlike his mentor, he's more than willing to work with others than Foreshadow is.  Erick doesn't let his past define him he may have initially gotten into the hero gig motivated by the tragedy that befell his parents, but honestly at the end of the day he just loves doing it and hopes to help people.


Erick fights the good fight simply because it's the right thing to do.  Filled with a passion for life and a desire to make a difference, every time he dons the Omen costume he's ready to go to work.  With that said, he's never forgotten why he does what he does in the first place, and wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City.  


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

While fully capable of standing still and slugging it out, Erick prefers a 'float like a butterfly sting like a bee' approach to things.  Movement is the name of the game and Erick excels at it.  If he's not actively moving cover using hit and run tactics he'll be flapping his gums to try and anger or disorient his opponent.  It's a little rough and more than a little flashy fighting style, but it's perfect for the showman that he is.  Erick's quite intelligent for his age, and tends to be the perfect model of being kinestethically intelligent and reflexive thinking.  Not one to think ahead, he tactically lives in the here and now adapting to situations as they come.  It's not that he can't sit back and write up plans, but after a childhood of following a set note, he prefers to go off script. 


If given the opportunity he'll also attempt to add some distance and use his throwing discs from the comfort of concealment.  Variety being the spice of life Erick carries equipment for a wide variety of situations when simply beating away at someone won't do the trick in his utility belt.  It's his equalizer of sorts, noting that if he can't see the future he'll just have to curve the present in his favor.



[hr][/hr]

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


[b]Enemies:[/b] While the mantle of Omen belongs to himself, Erick finds himself being targeted by those who felt wronged by Foreshadow 

[b]Reputation:[/b]  If being a child prodigy wasn't enough, showing up out of nowhere and joining the American team at worlds while making it look easy after years of inactivity certainly does put the spotlight on him.

[b]Responsibility:[/b]  As a student Erick has to make sure his late hours don't interfere with his school work

[b]Phobia[/b]  For understandable reasons Erick has a deep phobia of flames and fires.  Simple tasks like cooking on a open flame isn't going to slow him down but set a building on fire and old memories start flooding back.  Villain or hero he prefers not to associate with any metahumans whom control flames.  

[b]Impossible Standards:[/b]  Perhaps it's because of his upbringing, or maybe it's just a by-product of being a competitive athlete.  But Erick holds himself to inhumanly high standards of what he believes he should accomplish often pushing himself far too far.

[b]Loyalty:[/b] Erick is fiercely loyal to the Foreshadow name even electing to wear Foreshadow's emblem as well as his own. It should also be noted that Erick is also quite loyal by nature to the point of fault. Willing to do anything for those he considers close, even if it costs him his life. 

[b]Secret:[/b]  Erick has the difficult task of not only keeping his identity a secret but keeping the identity of Foreshadow a secret as well.


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

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 10 + 12 = 22PP

Initiative: +15 (+7 Dex, +8 Improved Initiative)

Attack: +5 Base, +8 Melee, +10 Staves,  +5 Ranged

Grapple: +11

Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -4



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

Toughness: +9 (+2 Con, +4 Defensive Roll, +3 Costume)

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

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

Will: +8 (+3 Wis, +5)



[b][u]Skills[/u]:[/b] 120R = 30PP

Acrobatics 15 (+22) [sup]Skill Mastery[/sup]

Bluff 7 (+10, +14 Attractive) [sup]Skill Mastery[/sup]

Climb 2 (+5) 

Computers 7 (+10)

Concentration 8 (+11)

Diplomacy 2 (+5, +9 Attractive) 

Disable Device 7 (+10) 

Disguise 2 (+5)

Escape Artist 8 (+15)[sup]Skill Mastery[/sup]

Gather Info 7 (+10) 

Intimidate 7 (+10) 

Knowledge Current Events 2 (+5)

Knowledge Business 2 (+5) 

Knowledge History 2 (+5)

Knowledge Streetwise 7 (+10) 

Knowledge Tactics 2 (+5) 

Language 1 ( English[native],Russian) 

Notice 12 (+15)

Search 7 (+10)

Sense Motive 7 (+10)

Sleight of Hand 3 (+10) 

Stealth 3 (+10)[sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 43PP

Acrobatic Bluff

Attack Focus, Melee 3

Attack Specialization (Staves)

Attractive

Benefit 2 (Wealth)

Blind-Fight

Defensive Attack

Defensive Roll 2

Dodge Focus 5

Elusive Target

Equipment 8

Evasion 2

Hide in Plain Sight

Improved Initiative 2 

Jack-Of-All-Trades

Move-by Action

Redirect

Set-Up

Skill Mastery (Acrobatics, Escape Artist, Bluff, Stealth )

Sneak Attack 

Takedown Attack 2

Taunt

Trance

Uncanny Dodge (Hearing)

Well-Informed




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

[u]Collapsible Bo Staff[/u] [b]Strike 3[/b] (Feats, Mighty, Subtle, Extended Reach ) [6EP]

[u]Omen Costume:[/u][b]Protection 3[/b] (Feats: Subtle) [4EP]

Equipment-Headquarters: [8EP]

Name: Erick and Alaina's Penthouse

Location: Southside, Freedom City, USA, Between the Atlantis Hotel and the Paradise Hotel.

Appearance/Details: [url=http://twistedsifter.com/wp-content/uploads/2009/11/luxury-condo-living-room-penthouse-vancouver.jpg]1[/url], [url=http://twistedsifter.com/wp-content/uploads/2009/11/private-terrace-rooftop-patio-condo-penthouse-vancouver.jpg]2[/url], [url=http://twistedsifter.com/wp-content/uploads/2009/11/modern-living-room-set.jpg]3[/url],[url=http://twistedsifter.com/wp-content/uploads/2009/11/modern-kitchen-inspiration-penthouse.jpg]4,[/url][url=http://twistedsifter.com/wp-content/uploads/2009/11/luxury-condo-apartment-office-penthouse.jpg]5[/url]

[i]Size:[/i] Small/House-Sized; [i]Toughness:[/i] +10; [i]Features:[/i] Communications, Computer, Fire Prevention System, Living Space, Pool, Power System, Security System x1 (DC 20).

[u][b]Equipment-Omen's Utility Belt Array:[/b][/u] 3+14+5=22EP

[i]Free due to Wealth:[/i] Cell phone, Digital camera, Digital audio recorder, Flashlight, PDA

[b]Multitool[/b] [1EP]

[b]Mini-Tracer[/b] [1EP]

[b]Rebreather[/b] [1EP]

[list][u]Base Power[/u]: [b]STUN 7[/b]  [14/19EP] (Stun Gun)

[u]Alternate Power[/u]: [b]DAZZLE 5 ([/b]Affects: Auditory and Visual 50 ft. Range [i]Extras:[/i] Burst Area 25ft. Radius [i]Flaws:[/i] Unreliable [5 Uses] [[i]Drawbacks:[/i] Full Power[b])[/b] [15/19EP] (Flash Bangs)

[u]Alternate Power[/u]: [b]SNARE 4 ([/b]40 ft. Range)[/b] [16/19EP] (Bolos)

[u]Alternate Power[/u]: [b]SUPER-MOVEMENT 3[/b] [17/19EP] (Swinging, Grappling Hook Pistol, Swing-Line)

[u]Alternate Power[/u]: [b]OBSCURE 4 ([/b]Affects Visual 30 ft. Range, Radius 50ft. [i]Extras:[/i] Independent)[/b] [18/19EP] (Smoke Pellets)

[u]Alternate Power[/u]: [b]BLAST 3 ([/b][i]Extras:[/i]Autofire [i]Feats:[/i] Ricochet ) [19/19EP] (Throwing Discs)[/list]

[/quote]





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

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

[device][b]Sensory Shield 2[/b] (Affects: Vision, +4 to saves vs Dazzle Attacks)

[b]Super-Senses 3[/b](Dark Vision, Radio)[/device]



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

[code]

ATTACK          RANGE     SAVE                          EFFECT

Unarmed         Melee     DC18 Toughness (20)*          Damage(Physical)

Bo Staff        Melee     DC21 Toughness (23)*          Damage(Physical)

Bolos           Ranged    DC14 Reflex/Staged (16)*      Snare

Flash Bangs     Ranged    DC15 Reflex (17)*             Area

                                                        Dazzle(Blind & Deafen)           

Stun Gun        Melee     DC17 Fortitude/Staged (19)*   Stun

Throwing Discs  Ranged    DC18 Toughness (20)*          Damage(Physical)

*DC with Sneak Attack

Totals: Abilities (42) + Combat (22) + Saving Throws (12) + Skills (30) + Feats (43) + Powers (4) - Drawbacks (0) = 153/153 Power Points

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Young Britannia

A mini rebuild for YB

- Reduce Trade-Offs to -1 Attack/+1 Damage (Melee)

- Increase Reflex Save by +1

- Replace Attack Focus (Attack) with Attack Specialization (Unarmed)

- Reduce Enhanced Constitution to 8, replace Light Control Array with following

Light Control 7 (14PP Array, Feats: Alternative Power 2) [16PP]

  • Base Power: Blast 6 (Feats: Accurate 2) [14PP] (Burst of Light)

    Alternative Power: Dazzle 4 (Visual Senses, 80ft Range, 40ft Burst Radius, Extra: Area (Burst), Feats:Progression(Area) 1, Progression (Range) 1) [14PP] (Blinding Light)

    Alternative Power: Healing 6 (Feats: Regrowth) [14PP]

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

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

[b][u]Power Level[/u]:[/b] 7 (114/114PP)

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

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

[b][u]Progress To Bronze Status[/u]:[/b] 9/30


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


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

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

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

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

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

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


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

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

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

[b][u]Height[/u]:[/b] 5’5†(6’0†as YB)

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

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


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


[hr][/hr] 

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

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

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



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

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

Dexterity: 10 (+0)

Constitution: 16/24 (+3/+8)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



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

Initiative: +4

Attack: +3, +5 melee, +7 burst of light

Grapple: +7, +13 with powers, up to +17 with Dynamic Super-Strength

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

Knockback: -7/-0



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

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

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

Reflex: +3 (+0 Dex, +3)

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



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

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

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

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 9 (+12) 



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

Attack Specialization (unarmed) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



[b][u]Powers[/u]:[/b] 8 + 4 + 14 + 2 + 7 + 7 +16 +11 = 69PP


[b]Enhanced Constitution 8[/b] [8PP]


[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)) [7PP]


[b]Impervious Toughness 7[/b] [7PP]


[b]Light Control 7[/b] (14PP Array, [u]Feats:[/u] Alternate Power 2) [16PP]

[list][u]Base Power:[/u] [b]Blast 6 ([/b][i]Feats:[/i] Accurate 2) [14PP] (Burst of Light)

[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80ft Range, 40ft Burst Radius, [i]Extra:[/i] Area (Burst), [i]Feats:[/i]Progression(Area) 1, Progression (Range) 1) [14PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 6[/b] ([i]Feats:[/i] Regrowth) [14PP][/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     DC24 Toughness (Staged)    Damage (Physical)

Burst of Light   Ranged    DC21 Toughness (Staged)       Damage  (Energy)

Blinding Light   Area          DC 14 Ref/Fort                             Blinding
Totals: Abilities (20) + Combat (10) + Saving Throws (5) + Skills (6) + Feats (6) + Powers (69) - Drawbacks (3) = 114/114 Power Points

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Revenant

Couple of months worth of mods to Revenants

-Defense Bonus +1 [1PP]

-Saves : Reflex +2, Will +1 [3PP]

-Skill :+2PP/8RP Bluff +2, Diplomacy +1, Knowledge (Civics) +2, Notice +2, Sense Motive +1

-Feats : Improved Initiative

-Power : To Super-Strength add feat Groundstrike

Raising one's Defense score straight up is 2 PP per +1. Did you mean Dodge Focus (which, as a Feat, would be 1 PP per rank), or just straight-up Defense?

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Done by Ecal

Ghost Girl

5PP to spend.

1PP: +4 Knowledge [Arcane Lore]

1PP: +1 Luck

2PP: Comprehend 1 (Spirits) [2PP]

1PP: Super-Senses 2 (Counters Concealment [Visual, Flaws: Limited (Undead)]) [1PP]

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

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

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

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

[b][u]Progress to Impervium Status[/u][/b]: 17/150 (Platinum status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[b][u]In Brief[/u][/b]: Teenage poltergeist with an upbeat personality and chilling powers.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/f/fd/KimberHFHuman.png[/img][img]http://www.freedomplaybypost.com/wiki/images/c/cd/KimberHF.png[/img][img]http://www.freedomplaybypost.com/wiki/images/0/0a/KimberHFGhostGirl.png][/floatr][b][u]Characters Name[/u][/b]: Ghost Girl

[b][u]Alternate Identities[/u][/b]: Kimber Storm

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

[b][u]Birthplace[/u][/b]: Thunder Bay

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

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

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


[b][u]Age[/u][/b]: 16 (DoB: August, 1979; DoD: January, 1996)

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

[b][u]Ethnicity[/u][/b]: Deceased-Canadian (Caucasian)

[b][u]Height[/u][/b]: 5’7â€

[b][u]Weight[/u][/b]: None

[b][u]Eyes[/u][/b]: Ice-Blue (Sea Green)

[b][u]Hair[/u][/b]: Ice-Blue (Chestnut Brown)


[b][u]Description[/u]:[/b] In her natural state, Kimber appears as the image of teenage girl rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Long hair drifts about her face, carried by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly.


Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes while dropping dark drown hair back to fall between her shoulder blades. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. In her heroic identity as Ghost Girl, she shrouds herself in a long, tattered reaper's cloak of the same pale blue, its hood and a simple domino mask concealing her face.


[b][u]Powers Description[/u]:[/b] Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing.


Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her [i]true[/i] nature revealing itself.


[b][u]History[/u]:[/b] Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike.


Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl.


Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just [i]feel[/i] like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life!


[spoiler]In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes.


In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.[/spoiler]



[b][u]Personality & Motivation[/u]:[/b] Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour.


Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl!


[b][u]Powers & Tactics[/u]:[/b] Kimber's main offensive ability is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is [i]not[/i] entirely beyond being hurt, and her sense of invulnerability can get her into trouble.


Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. Although she cannot truly touch physical objects, she is able to manipulate them with a minor amount of telekinesis.


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


[b]Amnesia:[/b] Kimber's memories before her untimely demise are foggy at best.

[b]Naive:[/b] Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt.

[b]Pyrophobia:[/b] Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either.

[b]She's Dead, Jim:[/b] It's a living man's world, Kimber's just haunting in it.

[b]Truly, Truly Outrageous:[/b] Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up.

[b]Untouchable:[/b] Kimber has no physical form.

[b]Young Freedom 2.0:[/b] Kimber's friends are pretty rad.


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

STR: - (-) 

DEX: 16 (+3) 

CON: - (-) 

INT: 10 (+0) 

WIS: 16 (+3) 

CHA: 14 (+2) 


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

Attack: +7 (+11 Ghost Array) 

Defense: +11 (+3 flat-footed) 

Grapple: +6 

Init: +3 


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

Toughness: +11 (+11 Protection) 

Fortitude: -

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

Will: +10 (+3 Wis, +7) 


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

Bluff 4 (+6/+10 Attractive)

Diplomacy 11 (+13/+17 Attractive) 

Intimidate 8 (+10)

Knowledge [Arcane Lore] 4 (+4)

Languages 1 (French) (Base: English) 

Notice 8 (+11) 

Sense Motive 12 (+15)  

Stealth 12 (+15) 


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

Dodge Focus 5

Luck 2

Power Attack

Second Chance (Diplomacy)

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 28 + 2 + 1 + 3 + 2 + 30 + 21 + 11 +7 + 3 + 6 = 114PP


[b]Ghost Array 12[/b] (24PP, [i]Power Feats:[/i] Alternate Power 4) [28PP]

[array][b][u]Base[/u]: Concealment 8[/b] (all visual, auditory and olfactory, [i]Extra:[/i] Linked, [i]Power Feats:[/i] Close Range, Selective, [i]Drawback:[/i] Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) [device]+ [b]Concealment 2[/b] (all mental, [i]Extra:[/i] Linked, [i]Flaw:[/i] Displacement) [2PP] (mental echo)

+ [b]Obscure 4[/b] (radio, 50' radius, [i]Extras:[/i] Action [Free, +2], Linked, [i]Flaws:[/i] Partial, Range [Touch], [i]Power Feats:[/i] Reverse Progression 1 [Area, min 25']) [3PP] (radio static)[/device]

[b][u]AP[/u]: Damage 11[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [13PP] (disrupt electronics)

[device]+ [b]Drain Toughness 11[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [11PP][/device]

[b][u]AP[/u]: Drain Strength 11[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [24PP] (chill of the grave)


[b][u]AP[/u]: Emotion Control 10[/b] ([i]Extras:[/i]  Area [Perception], [i]Flaws:[/i] Limited [Fear], Range [Touch], Sense Dependent [Vision], [i]Power Feats:[/i] Startle, [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [3PP] (beautiful terror)


[equip][b]Morph 8[/b] (Any Humanoid, +40 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [15PP] (terrible beauty)


[b]Super-Senses 6[/b] (Detect Fear 2 [Mental, [i]Extras:[/i] Acute, Analytical, Radius, Tracking]) [6PP][/equip]

[b][u]AP[/u]: Snare 11[/b] ([i]Extras:[/i] Affects Corporeal, Area [General, Cone], [i]Flaws:[/i] Action [Full Action]), Range [Touch], [i]Power Feats:[/i] Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [24PP] (ice breath)[/array]

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


[b]Enhanced Feats 1[/b] (Quick Change) [1PP]


[b]Environmental Control 3[/b] (Extreme Cold, 25' radius, [i]Extra:[/i] Duration [Special], [i]Flaw:[/i] Range [Touch]) [3PP]

[i]This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.[/i]


[b]Flight 1[/b] (10 MPH) [2PP] 


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


[b]Insubstantial 4[/b] (Incorporeal, Affected by Fire/Heat, [i]Extra:[/i] Permanent, [i]Power Feat:[/i] Innate) [21PP] 


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


[b]Regeneration 7[/b] (+0 recovery bonus, Resurrection 2/one day) [7PP]


[b]Super-Senses 4[/b] (Counters Concealment [Visual, [i]Flaws:[/i] Limited (Undead)], Darkvision) [3PP]


[b]Telekinesis 1[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 50 lbs) ([i]PFs[/i]: Precise, Subtle) [6PP]


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


[b]Vulnerability ([/b]Fire/Heat, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [x1.5 DMG][b])[/b] [-3PP]



[code]DC Block 

ATTACK                    RANGE           SAVE                          EFFECT

Disrupt Electronics       Touch           DC21 Fortitude                Drained Toughness

                          Touch           DC26 Toughness [Autofire]     Damage

Drain Strength            Touch           DC21 Fortitude                Drained Strength

Emotion Control [Fear]    Perception      DC21 Will                     Shaken

Snare                     100' Cone       DC21 Reflex                   Entangled
Abilities (-4) + Combat (26) + Saving Throws (9) + Skills (15) + Feats (10) + Powers (114) - Drawbacks (-3) = 167/167PP
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Done by Ecal. Also, your Str score for the new CO power was wrong, so I corrected it.

Starlight

:arrow: Replacing CO with Movable CO, losing Tether as a feat to keep it under cost.

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

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

[b][u]Power Level[/u]:[/b] 10 (158/158PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 8/90 (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 (From when she left the Unity)

[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, impossible slender 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]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



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

Strength: 10 (+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: +4, +17 Movable Create Object

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

Knockback: -5, -15 against energy effects



[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] 56R = 14PP

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

Concentration 8 (+12)

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

Disguise 9 (+13/+33) [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, Grue [native], Lor, Spanish)

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] 2 + 2 + 4 + 5 + 15 + 27 + 10 + 6 = 69PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 2 ([/b]Disease, Poison[b])[/b] [2PP] (Alien)


[b]Immunity 4 ([/b]Cold, heat, suffocation effects[b])[/b] [Magic] [4PP]


[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] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

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


[u]AP:[/u] [b]Create Object 7 ([/b]Str 50, [i]Extra:[/i] Movable, [i]Feat:[/i] 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}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[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 17 Reflex                  Trapped

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (17) + Powers (71) - Drawbacks (3) = 158/158 Power Points

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Does his Force Field... Glow? Like a star? - Ecal

Glowstar

:arrow: Replacing Protection with Force Field. Stuns be damned, it's a force field!

[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 (179/184PP)

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

[b][u]Unspent Power Points[/u]:[/b] 5

[b][u]Progress To Gold Status[/u]:[/b] 34/90 (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 + 9 + 10 + 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]Force Field 9[/b]  [9PP] (Energy)


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


[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) = 179/184 Power Points

Link to comment

Ecalsneerg'd

Glow

A bit of a rebuild for Glow. Removing the perception range of her telekinesis (basically because I felt like she'd be more fun without it) and adding a couple of APs, one for an area Telekinesis power and one for flight. Also added a couple more ranks of Impervious.

Also spent the points she earned in November for a bunch of skills and feats.

Fixed a little error on her sheet which hadn't added her dexterity bonus to her non-TK grapple (It's +7 not +4).

I think this sheet is fine, sorry if there's anything that needs switching around!


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

[b][u]Character Name[/u]:[/b] Kristin Jones

[b][u]Power Level[/u]:[/b] 7 (110/110PP)

[b][u]Trade-Offs[/u]:[/b] -1 defense + 1 toughness, -1 attack + 1 damage

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

[b][u]Progress To Bronze Status[/u]:[/b] 5/30


[b][u]In Brief[/u]:[/b] A young Australian girl grappling with her recently awoken telekinetic abilities.


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

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

[b][u]Birthplace[/u]:[/b] Australia - Gold Coast.

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

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

[b][u]Family[/u]:[/b] Father: Jeff, Mother: Marie, Sister: Rebecca.


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

[b]Age:[/b] 16 (DoB: May 3rd 1995)

[b]Apparent Age:[/b] 16

[b]Gender:[/b] Female.

[b]Ethnicity:[/b] Caucasian.

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

[b]Weight:[/b] 99 lbs

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Red


Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face .


She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.


Kristin hasn't yet created a costume to wear as "Glow" yet, and will wear her Claremont Academy jumpsuit until she works out something better. 


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

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.


Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.


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

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.


Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.


Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.


Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.


Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussing and several broken bones - and the entire scene was brought to a happy conclusion.


Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.


Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.


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

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.


Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that.


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

Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, strike or throw. She also realizes that she could potentially throw very heavy objects, but that thought scares her more than a little.



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

[b]Fame:[/b] It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls.

[b]How'd I do that / oops!:[/b] Kristin has only recently begun to use her powers and has little idea of her limits. Additionally she still doesn't have perfect control, occasionally using them accidentally or imperfectly, especially in her sleep.



[b][u]Abilities[/u]:[/b] 0 + 6 + 4 + 2 + 6 + 2 = 20PP

[b]Strength:[/b] 10 (+0)

[b]Dexterity:[/b] 16 (+3)

[b]Constitution:[/b] 14 (+2)

[b]Intelligence:[/b] 12 (+1)

[b]Wisdom:[/b] 16 (+3)

[b]Charisma:[/b] 12 (+1)



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

[b]Initiative:[/b] +7

[b]Attack:[/b] +4 Base, +5 Ranged, +7 Telekinesis

[b]Grapple:[/b] +7, +14 w/ Telekinesis

[b]Defense:[/b] +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed

[b]Knockback:[/b] -6, -5 flat-footed; -2, -1 flat-footed w/out Force Field



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

[b]Toughness:[/b] +8 [Imp 6] (+2 Con, +2 Defensive roll, +4 Force Field), +6 [Imp 6] flat-footed

[b]Fortitude:[/b] +6 (+2 Con, +4)

[b]Reflex:[/b] +7 (+3 Dex, +4)

[b]Will:[/b] +7 (+3 Wis, +4)



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

Acrobatics 7 (+10)

Climb 10 (+10)

Computers 6 (+7)

Concentration 4 (+7)

Escape Artist 4 (+7)

Knowledge (Current events) 4 (+5)

Knowledge (Pop culture) 4 (+5)

Notice 7 (+10)

Perform (Dance) 4 (+5)

Search 2 (+3)

Sense Motive 2 (+5)

Sleight of hand 2 (+5)

Stealth 2 (+5)

Swim 2 (+2)



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

Acrobatic bluff

Attack focus (ranged)

Chokehold

Defensive Roll 1

Dodge focus 2

Grappling Finesse

Improved Initiative 1

Improved Pin

Improved Trip

Luck 1

Set-up

Uncanny dodge (Hearing)



[b][u]Powers[/u]:[/b] 24 + 10 = 34PP


[b]Force Field 4 ([/b][i]Extra[/i]: Impervious 6[b])[/b] [10 pp]


[b]Telekinesis ([/b]22PP Array; [i]Feats:[/i] Alternate Power 2[b])[/b] [24PP] 

[array]

[u]Base power[/u]: [b]Telekinesis 7 ([/b]Str 35 [hvy load 1.5 tons]; [i]Extras[/i]: Damaging [i]Feats[/i]: Accurate[b])[/b] 22pp

[u]Alternate power[/u]: [b]Flight 3 ([/b]50mph / 440ft per round[b])[/b] 6pp

[u]Alternate power[/u]: [b]Telekinesis 5 ([/b]Str 25 [hvy load 800lbs]; [i]Extras[/i]: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective attack [i]Feats[/i]: Accurate, Progression (increase area) [i]Flaws[/i]: Distracting[b])[/b] 22pp


[/array]


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

[code]

ATTACK        RANGE     	SAVE                 EFFECT

Unarmed       Touch     	DC 15 Toughness      Damage (Physical)

Telekinesis 7 Ranged		DC 22 Toughness	     Damage (Physical)

Telekinesis 5 Ranged		DC 20 Toughness	     Damage (Physical)

Totals: Abilities (20) + Combat (16) + Saving Throws (12) + Skills (15) + Feats (13) + Powers (34) - Drawbacks (0) = 110/110 Power Points

Link to comment

Quintessence

When he was updated last time I purchased Immunity Suffocation all

The points are correct but the listing only says suffocation. Couls someone please add in the all discriptor. Thanks in advance.

Not necessary. Convention holds that Immunity (suffocation) is assumed to be all suffocation, whereas the 1pp version has the specific proviso attached to it. Rest assured that there won't be any confusion over the matter.

Link to comment

Doktor'd 12/14/2011

It's edits time! DUNDUNDUN

Equinox

Spend her 11pp on Sidekick, replacing any need for her Gold award, which goes into...

Scholar

Un-NPC her and make her a PC again.

Then... I'm rebuilding her.

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

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

[b][u]Power Level[/u]:[/b] 10 (152/152PP)

[b][u]Trade-Offs[/u]:[/b] +0 Attack / -0 Damage, +3 Defense / -3 Toughness (in normal form)

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

[b][u]Progress to Platinum Status[/u]:[/b] 2/120 (Gold status already earned by [url=http://www.freedomplaybypost.com/viewtopic.php?p=59726#p59726]Geckoman[/url])


[b][u]In Brief[/u]:[/b] Last survivor of a super-advanced race


[b][u]Alternate Identities[/u]:[/b] Jeni Frey, Jennifer Fray [human alias]

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

[b][u]Birthplace[/u]:[/b] The City-Spire of Eschan

[b][u]Occupation[/u]:[/b] Chrononaut, superhero, xenobiologist

[b][u]Affiliations[/u]:[/b] Formerly the Chrononauts

[b][u]Family[/u]:[/b] Deceased in their entirety


[b][u]Age[/u]:[/b] 106 (DoB: February, 33021)

[b][u]Apparent Age[/u]:[/b] Late twenties

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

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

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

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

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

[b][u]Hair[/u]:[/b] Blonde


[b][u]Description[/u]:[/b] [floatr][img=http://i98.photobucket.com/albums/l279/Ecalsneerg/LEXMAS---Chloe-obnoxious-5.jpg][/floatr]While her shapechanging abilities mean Jeni can take the form of many creatures, Jeni's default form is of a small, slim female woman with quite short blond hair. Her piercing eyes are green, although this is not in fact their natural amber colour but a result of the abundance of nitrogen in Earth's atmosphere being internalized by her body.


When acting as Scholar, wears a black bodyglove embossed up the sides of the legs and arms, and on its front, with silver Kaironian letters. Atop this, she wears a leather jacket acquired on Earth. Due to a special technological device, these clothes transform with her when she shapeshifts, enlarging or merging into the new form as desired through the adjustment of their molecular structure, or by temporarily shunting them to a pocket dimension.


[b][u]Power Descriptions[/u]:[/b] Scholar's Shapeshifting takes the form of rewriting and differentiating her entire genetic and cellular structure temporarily. This takes the form of a brief transformation of about five seconds, where her form visibly warps and twists until it reaches the desired form. The use of her mental abilities, such as her Quickness or Strike, cause her eyes to visibly flicker as her brain processes work overtime.


Her rejuvenation power works through the absorption of enough atmospheric nitrogen to completely replace and regrow every cell of her body, taking the form of a green glow enveloping every square centimetre of skin.


[b][u]History[/u]:[/b] Kairos was a glorious world, spinning on its axis yet unable to orbit, pinned as it was between a red and a yellow sun. The people of the planet lived amid sunlight, except when they retreated into the cool caverns carved into the many canyons on the surface. Over the centuries, they steadily developed a thriving society, the carved caves replaced with great cities, half underground and half basking in the red and yellow glows of two suns. 


The seat of government was the amber spire, a tower of translucent metal and stone which trapped and mixed the red and yellow light, making the tower glow with amber light. Here, great breakthroughs were made in sciences of all sorts, culminating in their greatest technology, that of time travel. Through this medium, a High Council-approved team of superheroes, the Chrononauts, traveled back, halting disasters in the past before they could happen in the present.


At the time of the Terminus attack, their newest recruit was the Scholar, Jeni Frey, a hugely intelligent young woman who had made such great breakthroughs in xenobiology that she had altered her own DNA to be able to assume the forms of alien lifeforms. A naive, somewhat gullible woman, she was perhaps too sweet for a team with such a difficult task.


The Chrononauts nearly destroyed their own timestream during the Invasion, traveling back so often that in one instance three incarnations of the team, only a few hours separated from one another, fought upon the same battlefield. But, eventually, one by one, they were struck down, and the ever dwindling team found themselves unable to save each other as the sheer level of casualties led to the race of Kaironians being a couple of hundred surviving refugees, and the High Council.


But it came to pass that, in order to save themselves, the High Council were willing to step into Omega's service, granting him their time travel technology. And, for all that they were a government sanctioned and funded team, the Chrononauts were not bad men and women. And thus they put into action a plan to keep such a powerful weapon out of Omega's plan. While the rest of the team stalled, Jeni was to link the hearts of the twin suns through hyperspace, and scourge the planet, killing Kaironian and Omegadrone alike.


But, one by one, the Chrononauts fell to Omega's servants and to the treacherous Council members, trying desperately to both stall for time and to prevent the slaughter of the refugees as they were cut down or sent to the Omegadrone furnaces by the Council they thought would protect them. Eventually Jeni was left fleeing for the few operational chronopods, hoping to escape before detonation. Circumstances soon forced her to detonate prematurely, scouring the planet even as her pod was hurled free of the blast, damaged beyond all hope of repair. The stabiliser annihilated, the chronopod travelled across untold lightyears, half the multiverse and more centuries than were in all of known history, until she crash landed on a strange water-coated planet called Earth.


Staggering out of the wreckage, mortally wounded, Jeni realised that she had bean glowing with a green light. And, as she fell to her knees, she felt her entire body changing...


[b][u]Personality & Motivation[/u]:[/b] Jeni's motivation is best summed up as "not here, not again". Her own planet was destroyed through invasion, and she refuses to let this happen to this primitive planet of dumb apes. They don't deserve it. In addition, as a superhero on her own home world, she sees no reason why she should stop acting in that regard and allow petty crime to get past her on Earth too.


While she admires human creativity and how [i]fast[/i] they've developed technologically, she nonetheless is frustrated simply by the average human's lack of intelligence. Additionally, she views her home world with rose tinted spectacles, and thus has a level of disdain for Earth compared to this idealized vision. She will flick back and froth from haughty and proud, to enthusiastic and happy about what's going on around her, simply depending on what mood she's in.


[b][u]Powers & Tactics[/u]:[/b] Jeni Frey is a Kaironian, and not only that, but unusually intelligence for a race already generally smarter than your average human. As such, a lot of her powers come from simply being of another race. She doesn't age nearly as fast as a human being, is significantly tougher and more resilient, and only needs 4 hours of sleep a day. Additionally, if she should die, her body is capable of reconstituting the damaged cells in her body and "rejuvenate" her appearance, with the drawback of radically altering her cell structure and neurological pathways in the process, radically altering her appearance and subtly altering her personality.


Her great intelligence affords her a lot of abilities simply from applying it in unique ways. Ordinarily her mind works many times faster than a normal humans, and when focused away from her usual knowledge base, can be applied to rapidly learning any language simply through ascertaining context and body language. She can also observe opponents in combat to discover their weak points, and in order to place her strikes in the optimum position to cause damage.


Due to her xenobiological expertise, however, she has an additional superpower over those of her race, and is capable of shapeshifting into any creature whose DNA she has come into contact with. This consists of a wide array of alien races and beasts from a wide array of worlds and time periods. Unfortunately, not being long on Earth, it does not consist of many Earth creatures, making it hard to use her powers to blend in.


[hr][/hr]

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

[b]Bizarre Alien Biology:[/b] Jeni's biology when not shapeshifted is very different from the human norm despite her external appearance. Her three lungs and hailing from a high-oxygen atmosphere means she is vulnerable (x1.5 DC) to inhaled gas attacks, and the sheer level of iron in her blood makes her set off metal detectors.

[b]Funny Little Human Brains:[/b] While Jeni tends to like Earth, and its human population, in moments of stress, she is apt to insult the race and their shortcomings. This may undo any hard work she's done ingratiating herself prior to that point.

[b]Look At The Ears!:[/b] Jeni isn't 100% sure why she didn't die and instead came back in a different body. This is going to take some time to adjust to, exacerbated by her inability to shapeshift into her old body.

[b]Never Again:[/b] Jeni's hatred for the Terminus exceeds that of most superheroes. If she thinks Omega and his armies are behind an event, she will do anything to bring them down, unless someone succeeds in talking her down.

[b]Not Human:[/b] While Jeni looks human, can turn human, it's sometimes very apart in her eyes and body language how inhuman she can be, causing uneasiness or even fear.

[b]The Last Kaironian:[/b] Jeni has a huge case of survivor's guilt, having been partly responsible for making herself the last of her kind. 


[b][u]Abilities:[/u][/b] 4 + 4 + 8 + 16 + 8 + 4 = 44PP

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 18 (+4)

Intelligence 30/26 (+10/+8)

Wisdom 18 (+4)

Charisma 14 (+2)



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

Initiative: +8, +10 w/ Enhanced Intelligence

Attack: +6, +10 melee

Grapple: +12

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

Knockback: -3



[b][u]Saving Throws:[/u][/b] 3 + 3 + 5 = 11PP

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

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

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

Will: +9 (+4 Wis, +5)



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

Intimidate 7 (+10)

Knowledge (life sciences) 10 (+18, +20 with Enhanced Intelligence, Skill Mastery)

Knowledge (physical sciences) 5 (+13, +15 with Enhanced Intelligence, Skill Mastery)

Knowledge (technology) 5 (+13, +15 with Enhanced Intelligence, Skill Mastery)

Language 1 (English, native: Kairon)

Medicine 6 (+10)

Sense Motive 6 (+10, Skill Mastery)


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

Attack Focus (melee) 4

Dodge Focus 7

Inventor

Jack of all Trades

Luck 

Master Plan

Skill Mastery (Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Technology], Sense Motive)

Speed of Thought


[b][u]Powers:[/u][/b] 8 + 1 + 3 + 7 + 27 = 46PP


[b]Tri-Sected Brain Array 3[/b] (6pp, Power Feats: 2 Alternate Power) [8PP] (brain power, intelligence)

[list][b][u]Base Power:[/u] Enhanced Intelligence 4[/b] [4PP] and [b]Quickness 4[/b] (x25 speed, [i]Flaws:[/i] Limited to mental actions [-1] [2PP]

[b][u]Alternate Power:[/u] Comprehend 3[/b] (speak/understand/read all languages) [6PP]

[b][u]Alternate Power:[/u] Strike 2[/b] (analytical strike, [i]Power Feats:[/i] Improved Critical 1, Mighty) [4PP] and [b]Super-Senses 2[/b] (Detect Weakness [visual, Analytical]) [2PP][/list]


[b]Immunity 2[/b] (aging, need for sleep, [i]Flaws:[/i] Limited to half effect [-1]) [1PP] (bizarre alien biology)


[b]Protection 3[/b] (durable skeleton and muscle tissue) [3PP] (bizarre alien biology)


[b]Regeneration 6[/b] (Resurrection/5 minutes, [i]Power Feats:[/i] Reincarnation) [7PP] (bizarre alien biology)


[b]Shapeshift 3[/b] (15pp of traits, [i]Extras:[/i] Continuous [+1]) [27PP] (mutation)

[i]Sample Shapeshift Configurations:[/i]

[spoiler][i]Six Foot Long Mutant Cockroach[/i]

[b]Enhanced Attack Focus (melee) 3[/b] [3PP]; [b]Enhanced Strength 6[/b] (total 20 (+5))[6PP]; [b]Flight 1[/b] [b]Speed 1[/b] (10MPH) [1PP]; [b]Super-Senses 3[/b] (tremorsense [extended 1]) [3PP]; [b]Super-Strength 1[/b] (Heavy load: 400 lbs) [2PP] (15/15PP)


[i]Alien Sludge Beast[/i]

[b]Snare 6[/b] ([i]Extras:[/i] Engulf [+0], [i]PFs:[/i] Accurate 2) [14PP]; [b]Insubstantial 1[/b] (goo) [5PP]; [b]Reduced Dodge Focus 4[/b] (total defence +9, +3 flat-footed) [-4PP] (15/15PP)


[i]Panthera Awesome[/b]

[b]Enhanced Strength 12[/b] (total 26 (+8)) [12PP]; [b]Leaping 1[/b] (x2 distance) [1PP]; [b]Speed 2[/b] (25MPH) [2PP]; [b]Super-Senses 2[/b] (low light vision, scent) [2PP], No Hands [-4PP] (13/15PP)[/spoiler]




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

[code]ATTACK                  RANGE     SAVE                         EFFECT

Normal unarmed          Touch     DC 17 Toughness (Staged)     Damage

Analytical Strike 2     Touch     DC 19 Toughness (Staged)     Damage, Improved Critical 1
Abilities (44) + Combat (24) + Saving Throws (11) + Skills (10) + Feats (17) + Powers (46) - Drawbacks (0) = 152/152 Power Points

Doktor'd 12/14/2011

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Ok major-ish edit on Supercape. Largely to bring him down to PL 12. He is not spending all his PP still. The reason for this is that I am going to work him up to have an alien sidekick next reward, so some PP put aside for that and some associated powers.

Anyway, the changes:

+4 STR, +2 INT. Just to make him a bit more heroic!
+1 Reflex Save
+3 PP of skills (slightly lowering concentration, increases to life sciences and notice, gain earth sciences and medical skills). He has one rank unspent on skills, this is left empty because he will learn an alien language later on!
+1 Luck Feat
Losing the "Academic Prestige" Benefit - I don't really know what this meant, and never used it. It's totally encapsulated by fluff in my opinion.

Powers:

Atomic Force Array is reduced down to PL 12, but improved with some additional extra's. No new alternate powers!

Flight is folded into his Device (Supercape) which makes a lot more sense, as gravitic propulsion within the suit. Supercape has to fly of course, but it never really made much sense to me how he could. This solves that irritation. In addition, Supercape's quick change ability comes with a disguise skill bonus.

Extra things he can detect with supersenses.

Forcefield reduced in strength (to PL 12) and made subtle and selective.

http://www.freedomplaybypost.com/wiki/images/b/ba/SupercapeHF.pngPlayer Name: Supercape
Character Name: Supercape
Power Level: 15 (230/241PP)
Trade-Offs: -4 Defense / +4 Toughness
Unspent PP: 12
Progress to Platinum Status: 91/120

In Brief: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime.

Alternate Identity: Quentin Quill
Identity: Secret
Birthplace: London, United Kingdom
Occupation: Lecturer / Professor
Affiliations: Cambridge University (former), Freedom City University (current)
Family: All Deceased

Age: 40
Apparent Age: 35
Gender: Male
Ethnicity: Caucasian
Height: 5'11"
Weight: 210 lbs.
Eyes: Blue
Hair: Blonde

Description: A slightly stocky chap who is not in good shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration.

History: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment.

So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind.

Personality & Motivation: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine.

Powers & Tactics: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.

In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.

Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome).


Complications:
Academic Reputation: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.
Man of Inaction / Monologue: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times.
Pomfretphobia ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.
Secret Shame Over ID: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.


Abilities: 4 + 0 + 4 + 10 + 8 + 2 = 28PP
Strength: 14 (+1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 12 (+1)


Combat: 8 + 16 = 24PP
Initiative: +0
Attack: +4
Grapple: +4
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Knockback: -9/-1


Saving Throws: 8 + 5 + 8 = 24PP
Toughness: +18/+2 (+2 Con, +12 Forcefield, +4 Supercape)
Fortitude: +10 (+2 Con, +8)
Reflex: +5 (+0 Dex, +5)
Will: +15 (+4 Wis, +11)


Skills: 75R = 19PP
Concentration 16 (+20)
Diplomacy 9 (+10)
Knowledge (Behavioral Sciences) 6 (+10)
Knowledge (Earth Sciences) 5 (+10)
Knowledge (Life Sciences) 10 (+15)
Knowledge (Physical Sciences) 16 (+20)
Languages 3 (English , French, German, Latin)
Medicine 1 (+5)
Notice 11 (+15)


Feats: 3PP
Benefit 1 ( Wealth 1)
Equipment 0 (+1 Veteran Reward)
Luck 2



The Lab (HQ)


Powers: 75 + 20 + 10 + 1 + 18 + 6 = 133PP

Atomic Force Control 31.5 (67PP Array, Feats: Alternative Power 8)

Base Power: Blast 12 (Extras: Penetrating, Range , Secondary Effect ; Feats: Affects Insubstantial 2, Incurable, Indirect, Precise, Subtle, Variable Descriptor ) (Radiation Control)

Alternate Power: Blast 12 (Extras: Area , Range , Feats: Affects Insubstantial 2, Incurable, Indirect, Progression: Decrease Area 11, Subtle, Triggered 2, Variable Descriptor ) (Radiation Burst)

Alternate Power:
Communication 20 (Radio, "Anywhere In The Universe," Feats: Dimensional 2 , Variable Descriptor ) (Quantum Hole)
ESP 20 (Radio Senses, "Anywhere In The Universe," Extras: Duration , Feats: Dimensional 2 , Subtle 2) (Quantum Hole)

Alternate Power: Create Object 12 (12 cubes, STR 60 Heavy Load: 50 tons], Toughness +14, Extras: Duration , Impervious, Range , Feats: Affects Insubstantial 2, Indirect, Innate, Precise, Progression 2 , Stationary, Subtle, Variable Descriptor ) (Quantum Matter)

Alternate Power: Dazzle 12 (Radio & Visual Senses, Extras: Area , Range , Feats: Feature , Indirect, Progression 3 , Subtle, Triggered 2) (Radiation Pulse)

Alternate Power: Drain Toughness 14 (Extras: Affects Objects, Range 2 , Feats: Affects Insubstantial 2, Indirect, Insidious, Reversible, Slow Fade , Subtle) (Atomic Unbonding)

Alternate Power: Nauseate 14 (Extras: Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 , Feats: Affects Insubstantial 2, Indirect, Incurable, Reversible, Subtle) (Irradiate)

Alternate Power: Transform 10 (Change Matter States of Inanimate Objects , 1000 lbs., Extras: Duration , Range , Feats: Indirect, Precise, Selective , Subtle) (Atomic Bond Manipulation)

Alternate Power: Teleport 20 ("Anywhere In The Universe," Extras: Accurate, Linked , Flaws: Limited , Feats: Change Velocity, Change Direction, Progression 5 ) + Super-Movement 5 (Dimensional Movement 2 , Temporal Movement 3 , Extras: Linked , Feats: Progression (Dimensional Move) 5 , Progression (Temporal Move) 5 ) (Quantum Teleportation)

Device 5 (25PP Container, Flaws: Hard-To-Lose) (Supercape)

Atomic Force Control 0 (Feats: Alternate Power)

Alternate Power: Strike 12 (Extras: Aura, Duration 2 , Feats: Accurate 4, Extended Reach 1, Incurable, Selective) (Glowing Cape, Quantum, Radiation)

Enhanced Disguise 1 (+4 to Disguise skill)

Features 3 (Environmental Adaptation , Quick Change 2)

Flight 4 (100mph / 1,000ft per Move Action, Feats: Subtle)

Immunity 7 (Environments , Suffocation)

Protection 4


Force Field 10 (Feats: Selective, Subtle)

Immunity 1 (Own Powers)

Super-Senses 18 (Accurate, Analytical, Extended , Tracking Radio Senses , Counters Concealment , Detect Dimensional 1, Detect EM Radiation 3 , Detect Temporal 1, Radar , Radio) (Energy Sense)

Super-Senses 6 (Gravitic Blindsight , Extras: Accurate, Acute, Radius, Ranged) (Atomic Sense )


Drawbacks: -0PP
None


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC16 Toughness (Staged) Damage (Physical)
Atomic Bond Control Perception/Area DC20 Fortitude Transformed
Atomic Unbonding Perception DC22 Fortitude (Staged) Drain Toughness
Irradiate Perception DC22 Fortitude (Staged) Sickened/Nauseated/Helpless
Radiation Burst Perception/Area DC27 Toughness (Staged) Damage (Energy)
Radiation Control Perception DC27 Toughness (Staged) Damage (Energy)
Radiation Pulse Perception/Area DC22 Reflex No Effect
DC21 Fortitude Dazzle Radio+Visual
Strike Aura Touch DC27 Toughness Damage (Energy)


Totals: Abilities (28) + Combat (24) + Saving Throws (24) + Skills (19) + Feats (3) + Powers (132) - Drawbacks (0) = 230/241 Power Points

And the sheet should look like this...

http://www.freedomplaybypost.com/wiki/images/b/ba/SupercapeHF.pngPlayer Name: Supercape
Character Name: Supercape
Power Level: 15 (230/241PP)
Trade-Offs: -4 Defense / +4 Toughness
Unspent PP: 12
Progress to Platinum Status: 91/120

In Brief: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime.

Alternate Identity: Quentin Quill
Identity: Secret
Birthplace: London, United Kingdom
Occupation: Lecturer / Professor
Affiliations: Cambridge University (former), Freedom City University (current)
Family: All Deceased

Age: 40
Apparent Age: 35
Gender: Male
Ethnicity: Caucasian
Height: 5'11"
Weight: 210 lbs.
Eyes: Blue
Hair: Blonde

Description: A slightly stocky chap who is not in good shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration.

History: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment.

So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind.

Personality & Motivation: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine.

Powers & Tactics: Supercape has the psychic ability to perceive mass and energy and manipulate atomic forces. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.

In addition, he can manipulate the forces between atoms, to strengthen or weaken them - thus decreasing tensile strength (drain toughness) or altering inanimate objects from solid to liquid to gas (toughness). The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.

Tactically, Supercape is a straightforward (even inexperienced) hero. He will fly in and try a monologue or diplomacy at first. This doesn't mean he is a fool. If he see's an oppurtunity or tactic, he will use it. Whilst he can cause explosions of damaging radiation, this is something of a last resort; it may well harm bystanders. He may start with a radiation pulse; although he would think twice with bystanders around (although at least the effects aren't painful or dangerous). He is not adverse to irradiating enemies to weaken them, but again its contagious nature may make him think twice (although he can reverse the effects, a plague is not a desirable outcome).


Complications:
Academic Reputation: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.
Man of Inaction / Monologue: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times.
Pomfretphobia ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.
Secret Shame Over ID: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.


Abilities: 4 + 0 + 4 + 10 + 8 + 2 = 28PP
Strength: 14 (+1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 18 (+4)
Charisma: 12 (+1)


Combat: 8 + 16 = 24PP
Initiative: +0
Attack: +4
Grapple: +4
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Knockback: -9/-1


Saving Throws: 8 + 5 + 8 = 24PP
Toughness: +18/+2 (+2 Con, +12 Forcefield, +4 Supercape)
Fortitude: +10 (+2 Con, +8)
Reflex: +5 (+0 Dex, +5)
Will: +15 (+4 Wis, +11)


Skills: 75R = 19PP
Concentration 16 (+20)
Diplomacy 9 (+10)
Knowledge (Behavioral Sciences) 6 (+10)
Knowledge (Earth Sciences) 5 (+10)
Knowledge (Life Sciences) 10 (+15)
Knowledge (Physical Sciences) 16 (+20)
Languages 3 (English , French, German, Latin)
Medicine 1 (+5)
Notice 11 (+15)


Feats: 3PP
Benefit 1 ( Wealth 1)
Equipment 0 (+1 Veteran Reward)
Luck 2



The Lab (HQ)


Powers: 75+ 20 + 10 + 1 + 18 + 6 = 132PP

Atomic Force Control 31.5 (67PP Array, Feats: Alternative Power 8)

Base Power: Blast 12 (Extras: Penetrating, Range , Secondary Effect ; Feats: Affects Insubstantial 2, Incurable, Indirect, Precise, Subtle, Variable Descriptor ) (Radiation Control)

Alternate Power: Blast 12 (Extras: Area , Range , Feats: Affects Insubstantial 2, Incurable, Indirect, Progression: Decrease Area 11, Subtle, Triggered 2, Variable Descriptor ) (Radiation Burst)

Alternate Power:
Communication 20 (Radio, "Anywhere In The Universe," Feats: Dimensional 2 , Variable Descriptor ) (Quantum Hole)
ESP 20 (Radio Senses, "Anywhere In The Universe," Extras: Duration , Feats: Dimensional 2 , Subtle 2) (Quantum Hole)

Alternate Power: Create Object 12 (12 cubes, STR 60 Heavy Load: 50 tons], Toughness +14, Extras: Duration , Impervious, Range , Feats: Affects Insubstantial 2, Indirect, Innate, Precise, Progression 2 , Stationary, Subtle, Variable Descriptor ) (Quantum Matter)

Alternate Power: Dazzle 12 (Radio & Visual Senses, Extras: Area , Range , Feats: Feature , Indirect, Progression 3 , Subtle, Triggered 2) (Radiation Pulse)

Alternate Power: Drain Toughness 14 (Extras: Affects Objects, Range 2 , Feats: Affects Insubstantial 2, Indirect, Insidious, Reversible, Slow Fade , Subtle) (Atomic Unbonding)

Alternate Power: Nauseate 14 (Extras: Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 , Feats: Affects Insubstantial 2, Indirect, Incurable, Reversible, Subtle) (Irradiate)

Alternate Power: Transform 10 (Change Matter States of Inanimate Objects , 1000 lbs., Extras: Duration , Range , Feats: Indirect, Precise, Selective , Subtle) (Atomic Bond Manipulation)

Alternate Power: Teleport 20 ("Anywhere In The Universe," Extras: Accurate, Linked , Flaws: Limited , Feats: Change Velocity, Change Direction, Progression 5 ) + Super-Movement 5 (Dimensional Movement 2 , Temporal Movement 3 , Extras: Linked , Feats: Progression (Dimensional Move) 5 , Progression (Temporal Move) 5 ) (Quantum Teleportation)

Device 5 (25PP Container, Flaws: Hard-To-Lose) (Supercape)

Atomic Force Control 0 (Feats: Alternate Power)

Alternate Power: Strike 12 (Extras: Aura, Duration 2 , Feats: Accurate 4, Extended Reach 1, Incurable, Selective) (Glowing Cape, Quantum, Radiation)

Enhanced Disguise 1 (+4 to Disguise skill)

Features 3 (Environmental Adaptation , Quick Change 2)

Flight 4 (100mph / 1,000ft per Move Action, Feats: Subtle)

Immunity 7 (Environments , Suffocation)

Protection 4


Force Field 10 (Feats: Selective, Subtle)

Immunity 1 (Own Powers)

Super-Senses 18 (Accurate, Analytical, Extended , Tracking Radio Senses , Counters Concealment , Detect Dimensional 1, Detect EM Radiation 3 , Detect Temporal 1, Radar , Radio) (Energy Sense)

Super-Senses 6 (Gravitic Blindsight , Extras: Accurate, Acute, Radius, Ranged) (Atomic Sense )


Drawbacks: -0PP
None


DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC16 Toughness (Staged) Damage (Physical)
Atomic Bond Control Perception/Area DC20 Fortitude Transformed
Atomic Unbonding Perception DC22 Fortitude (Staged) Drain Toughness
Irradiate Perception DC22 Fortitude (Staged) Sickened/Nauseated/Helpless
Radiation Burst Perception/Area DC27 Toughness (Staged) Damage (Energy)
Radiation Control Perception DC27 Toughness (Staged) Damage (Energy)
Radiation Pulse Perception/Area DC22 Reflex No Effect
DC22 Fortitude Dazzle Radio+Visual
Strike Aura Touch DC27 Toughness Damage (Energy)


Totals: Abilities (28) + Combat (24) + Saving Throws (24) + Skills (19) + Feats (3) + Powers (132) - Drawbacks (0) = 230/241 Power Points

Fission generated by trollthumper.

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Citizen's crunch, now updated to reflect his life changes since he's gotten to Freedom City and started going to Claremont. He's still PL 12, but he's much broader in abilities, skills, and feats: he has the silver tongue you'd expect from Miss Americana's sidekick and the charisma to back it up (also gained from watching Koshiro's excellent personal grooming), and has a mastery of computers that (while no match for a serious brainy gadgeteer) makes him very formidable in technological situations. He's also got Skill Mastery and more Luck, to reflect this stuff becoming second nature to him. He's also a little sneakier, to reflect his time sneaking around the town with Koshiro and Indira.

His flying brick form is much the same; he's very much Animated Superman in terms of power level. He's got one more Luck to reflect how much more at home he is when he is, well, home, as well as a reflection of his status as the badass native hero of his homeworld. No Status feats to reflect that, though, while some Tronikians admire their new costumed champion, others are a little more skeptical. Hey, now there's an idea for a story...

Don't forget to note his spent PP!

[u][b]Abilities[/b][/u]: 0 + 6 + -10 + 2 + 4 + 6 = 8 pp
STR 26/10 (+8/+0)
DEX 16 (+3)
CON ---
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

[u][b]Combat[/b][/u]: 16 + 16 = 32 pp
Init: +7
ATK: +8 ranged, +14 melee, +16 unarmed
Grapple: +12
DEF: +16 (Base 8, Dodge Focus 8), +4 flat-footed
Knockback: -4

[u][b]Saves[/b][/u]: 3 + 4 = 7 pp
TOU +8 (+8 Protection)
FORT ---
REF +6 (+3 Dex, +3)
WILL +6 (+2 Wis, +4)

[u][b]Skills[/b][/u]: 72r = 18PP
Bluff 12 (+15) (skill mastery)
Computers 14 (+15) (skill mastery)
Knowledge (Pop Culture) 3 (+4)
Knowledge (Technology) 9 (+10)
Language 2 (English, Galstandard [native], Swedish)
Notice 8 (+10) (skill mastery)
Search 9 (+10)
Sense Motive 8 (+10) (skill mastery)
Stealth 7 (+10)

[u][b]Feats[/b][/u]: 31 pp
Attack Focus: Melee 6
Attack Specialization (Unarmed)
Dodge Focus 8
Fearless
Improved Initiative
Luck 2
Online Research
Power Attack
Quick Change 2
Skill Mastery (Bluff, Computers, Notice, Sense Motive)
Takedown Attack
Taunt
Uncanny Dodge (auditory)

[u][b]Powers[/b][/u]: 1 + 3 + 40 + 16 + 2+ 8 + 7 + 29 = 106 pp

[b]Enhanced Feat 1[/b] (Well-Informed) [1 pp]

[b]Flight 1[/b] ('electro-static flight'; 10 MPH / 100 feet per Move action; [i]PF[/i]: Move-By Action) [3 pp]

[b]Immunity 40[/b] ('living computer program'; Fortitude Effects, Mental Effects) [40 pp]

[b]Insubstantial 3[/b] ('living computer program'; [i]Extra[/i]: Duration [default is Energy Form, Sustained Active effect to remain corporeal; [+0]; [i]PF[/i]: Innate[b])[/b] [16 pp]

[b]Morph 1 ([/b][i]Extra[/i]: Continuous; [i]Flaw[/i]: Limited [only in computers]; [i]PF:[/i] Metamorph [Flying Brick Sharl][b])[/b] [2 pp]

[b]Protection 8[/b] [8 pp]

[b]Regeneration 6[/b] (Recovery Bonus +0, Resurrection 1/week; [i]PF[/i]: Regrowth) [7 pp]

[b]Tronik Array 12[/b] (24PP; [i]PFs[/i]: Alternate Power x5) [24+5=29 pp]
[list][u]BE[/u]: [b]Enhanced Strength 16[/b] (to 26/+8; [i]Extra[/i]: Affects Corporeal for Str +8) [24/24PP]

[u]AP[/u]: [b]Corrosion 10[/b] ('EMP'; [i]Flaw[/i]: Limited 2 [Electronics]; [i]PFs[/i]: Improved Crit 2, Incurable, Precise) [19/24PP]

[u]AP[/u]: [b]Datalink 9[/b] ('networking'; anywhere on Earth; [i]PFs[/i]: Rapid 8 [x100 million], Subtle) and [b]Dimensional Movement 2[/b] (any 'in a computer' dimension) [22/24PP]

[u]AP[/u]: [b]ESP 9[/b] ('scanning'; anywhere on Earth, visual and auditory; [i]Flaw[/i]: Medium [Electronics]; [i]PFs[/i]: Rapid 5 [x100,000], Subtle) [24/24PP]

[u]AP[/u]: [b]Possession 10[/b] ('electro-riding'; [i]Extras[/i]: Affects Only Objects, Alt. Save [Reflex]; [i]Flaw[/i]: Electronics Only; [i]PFs[/i]: Insidious, Subtle) [22/24PP]

[u]AP[/u]: [b]Teleport 9[/b] ('transmission'; 900 ft/20,000 miles; [i]Extra:[/i] Accurate; [i]Flaw:[/i] Medium [Electronics][b])[/b] [18/24PP][/list]


[u][b]Drawbacks[/b][/u]: -6 pp
Weakness (magnetic fields; Uncommon, Major [-1 all physical ability scores], per 1 minute, potentially lethal; -6pp)


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE DC/SAVE EFFECT
Punch Touch Tou DC 23 bruised/injured
Possession Touch Check vs Ref Possessed
Corrosion Touch Fort save vs 20/Tou DC 25 bruised/injured
Totals: abilities 8 + combat 32 + saves 7 + skills 18/72 + feats 31 + powers 106 - drawbacks 6 = 192/192 pts

IPs HACKED SIMULTANEOUSLY BY GIZMO

Flying Brick Sharl PL: 12 (192) Abilities: 28 pp STR 38 [16] (+14/+3) DEX 14 (+2) CON 38 [16] (+14/+3) INT 12 (+1) WIS 14 (+2) CHA 16 (+1) Combat: 12 + 12 = 24 pp Init: +2 ATK: +6 (+10 Melee) Grapple: +28/+32 DEF: +10 (6 Base, Dodge Focus 4); +3 flat-footed Knockback: -12 Saves: 0 + 3 + 8 = 11 pp TOU +14 (+14 Con; Impervious 10) FORT +14 (+14 Con, +0) REF +5 (+2 Dex, +3) WILL +10 (+2 Wis, +8) Skills: 72r = 18PP Bluff 12 (+15) (skill mastery) Computers 14 (+15) (skill mastery) Knowledge (Pop Culture) 3 (+4) Knowledge (Technology) 9 (+10) Language 2 (English, Galstandard [native], Swedish) Notice 8 (+10) (skill mastery) Search 9 (+10) Sense Motive 8 (+10) (skill mastery) Stealth 7 (+10) Feats: 18 pp Attack Focus: Melee (4) Dodge Focus (4) Fearless Leadership Luck 3 Power Attack Skill Mastery (Bluff, Computers, Notice, Sense Motive) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 92 pp Enhanced CON 22 (to 38/+14) [22 pp] Enhanced Feat 1 (Well-Informed) [1 pp] Enhanced STR 22 (to 38/+14) [22 pp] Immunity 9 (Life Support) [9 pp] Impervious TOU 10 [10 pp] Paragon Array 5 (10 points; PFs: Dynamic, Dynamic Alternate Power) [13PP]
    DBE: Flight 5 (250 MPH / 2,500 feet per Move Action) {10/10} DAP: Super-Strength 5 (Heavy Load: ~80 tons) {10/10}
Tronik Array 5.5 (11 points; PFs: Alternate Power x3) [14PP]
    BE: Datalink 9 (anywhere on Earth; PFs: Cyberspace, Subtle) {11/11} AP: Mind Control 10 (Extra: Alternate Save [Reflex]; Flaw: Machines Only; PF: Subtle) {11/11} AP: Quickness 11 (x10000) {11/11} AP: Teleport 9 (anywhere on Earth; Extra: Accurate; Flaws: Long-Range Only, Medium [landlines]; PFs: Change Velocity, Progression [Cargo] 1 [250 lbs.]) {11/11}
Super-Senses 2 (Vision [Analytical]) [2 pp] costs: abilities 28 + combat 24 + saves 11 + skills 18/72 + feats 18 + powers 92 = 192/192 pts
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  • 2 weeks later...

Finally getting around to these. Wraith first!

Wraith's edits are pretty simple, filling in some things she's either picked up since creation as she's adjusted, or that she really should have had to begin with.

- 1pp to her Will save.

- 1pp to Feats, getting her the first of several ranks of Improved Init.

- 5pp to Skills, boosting her Stealth, Notice, and Survival.

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

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

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

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

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

[b][u]Progress to Gold Status[/u]:[/b] 10/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3731]Dragonfly[/url])


[b][u]In Brief[/u]:[/b] A nice, kind teenage girl who's actually an alien made of fluid metal.


[b][u]Alternate Identities[/u]:[/b] Indira Singh

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

[b][u]Birthplace[/u]:[/b] Kinigos

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

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

[b][u]Family[/u]:[/b] Unnamed Mother & Father


[b][u]Age[/u]:[/b] 16 (in your human years)

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

[b][u]Gender[/u]:[/b] Female (apparent)

[b][u]Ethnicity[/u]:[/b] Kinigosi (true), Indian (apparent)

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

[b][u]Weight[/u]:[/b] 350 lbs.

[b][u]Eyes[/u]:[/b] Solid Black (alien), Dark Brown (human)

[b][u]Hair[/u]:[/b] None (Alien), very Dark Brown (human)


[b][u]Description[/u]:[/b] In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain.


As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course.


[b][u]Power Descriptions[/u]:[/b] See "Powers & Tactics" below.


[b][u]History[/u]:[/b] Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw".


This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden [i]somewhere[/i], away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much....


[b][u]Personality & Motivation[/u]:[/b] A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her.


She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun....


[b][u]Powers & Tactics[/u]:[/b] Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details [i]of[/i] that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle).


Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics.


[hr][/hr]

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

[b]Alien:[/b] Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc.

[b]Secret:[/b] Identity.

[b]Space-Fish Out of Space-Water:[/b] She's been on the planet for a little while already but is still an alien; humans are [i]weird[/i] and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian.

[b]Witness Protection:[/b] This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there [i]are[/i] people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile.

[b]Your Car Was Delicious:[/b] While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal.



[b][u]Abilities[/u]:[/b] 10 + 6 + 10 + 6 + 2 + 4 = 38pp

Strength: 20 (+5)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +7

Attack: +4 Ranged, +10 Melee

Grapple: +15

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -6/-2



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

Toughness: +12/+5 (+5 Con, +7 Protection)

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

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

Will: +7 (+1 Wis, +6)



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

Bluff 4 (+6, +10 Attractive)

Concentration 4 (+5)

Diplomacy 4 (+6, +10 Attractive)

Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form])

Knowledge (Current Events) 2 (+5)

Knowledge (Pop Culture) 2 (+5)

Language 3 (English, Galstandard, Hindi, Kinigosi [Native])

Notice 14 (+15)

Search 2 (+5)

Stealth 12 (+15)

Survival 5 (+6)



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

Ambidexterity

Attack Focus (Melee) 6

Attractive

Dodge Focus 4

Improved Initiative

Interpose

Luck 2

Takedown Attack

Ultimate Save (Toughness)



[b][u]Powers[/u]:[/b] 37 + 7 + 16 = 60pp


[b]Alien Biology 7.2 ([/b]36pp Container [Passive, Permanent]; [i]Feats:[/i] Innate[b])[/b] [37pp]


[device][b]Immunity 23 ([/b]Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst[b])[/b] [23pp]


[b]Insubstantial 1 ([/b][i]Extras:[/i] Special [Free Action / Sustained Duration to become Solid], [i]Flaws:[/i] Permanent, [i]Feats:[/i] Selective, Subtle[b])[/b] [7pp] (Liquid Metal)


[b]Super-Senses 6 ([/b]Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision[b])[/b] [6pp][/device]

[b]Protection 7[/b] [7pp]


[b]Shapeshift 2 ([/b]10pp, +10 Disguise[b])[/b] [16pp]


[list][i]Sample Configurations:[/i]

[spoiler][u]"Give Us A Hug"[/u]

[b]Additional Limbs 3 ([/b]+5 Limbs; [i]Flaws:[/i] Duration [Sustained][b])[/b] [3pp]

[b]Elongation 3 ([/b]25ft[b])[/b] [3pp]

[b]Super-Strength 2 ([/b]+10 STR[b])[/b] [4pp]

[3 + 3 + 4 = 10/10pp]


[u]Human Form[/u]

[b]Morph 8 ([/b]One Form, +40 Disguise, [i]Feats:[/i] Quick Change 2[b])[/b] [8pp]


[u]Hunter[/u]

[b]Leaping 2 ([/b]x5 [[i]Running Long Jump:[/i] 75ft][b])[/b] [2pp]

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

[b]Super-Movement 3 ([/b]Slithering, Wall-Crawling 2[b])[/b] [6pp]

[b]Super-Senses 1 ([/b]Tracking Scent [1/2 Speed][b])[/b] [1pp]

[2 + 1 + 6 + 1 = 10/10pp]


[u]"Om Nom Nom"[/u]

[b]Drain Toughness 6 ([/b][i]Extras:[/i] Affects Objects, Linked [Damage, Healing], [i]Flaws:[/i] Limited [Objects], Limited [Metal][b])[/b] [3pp] [b]+

Damage 6 ([/b][i]Extras:[/i] Linked [Drain, Healing], [i]Flaws:[/i] Limited [Objects], Limited [Metal][b])[/b] [2pp] [b]+ Healing 4 ([/b]Recovery +9, [i]Extras:[/i] Action [Standard], Linked [Drain, Damage], [i]Flaws:[/i] Personal, Source [Metal], [i]Feats:[/i] Regrowth[b])[/b] [5pp]

[3 + 2 + 5 = 10pp]


[u]Whip-Blades/Clubs[/u]

[b]Elongation 2 ([/b]10ft[b])[/b] [2pp]

[b]Speed 1 ([/b]10mph / 100 feet per Move Action[b])[/b] [1pp]

[b]Strike 5 ([/b][i]Feats:[/i] Improved Critical [19-20], Mighty[b])[/b] [7pp]

[2 + 1 + 7 = 10/10pp][/spoiler]
[/list]


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

None



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

[code]ATTACK              RANGE                           SAVE                        EFFECT

Unarmed             Touch                           DC20 Toughness (Staged)     Damage (Physical)

Strike Setting      Touch (~15ft w/ Elongation)     DC25 Toughness (Staged)     Damage (Physical)
Abilities (38) + Combat (16) + Saving Throws (15) + Skills (13) + Feats (18) + Powers (60) - Drawbacks (0) = 160/160 Power Points

NUKED FROM ORBIT BY GIZMO (IT WAS THE ONLY WAY TO BE SURE)

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  • 2 weeks later...

Repatriated by Trollthumper.

Young Britannia

A mini rebuild for YB

- Reduce Trade-Offs to -1 Attack/+1 Damage (Melee), -1 Defense/+1 Toughness

- Increase Reflex Save by +2

- Reduce Enhanced Constitution to 10, replace Light Control Array with following

Light Control 7 (14PP Array, Feats: Alternative Power 2) [16PP]

  • Base Power: Blast 6 (Feats: Accurate 2) [14PP] (Burst of Light)

    Alternative Power: Dazzle 4 (Visual Senses, 80ft Range, 40ft Burst Radius, Extra: Area (Burst), Feats:Progression(Area) 1, Progression (Range) 1) [14PP] (Blinding Light)

    Alternative Power: Healing 6 (Feats: Regrowth) [14PP]

-Drop all from Enhanced feats except Beginners Luck and Add

Past Lives 2.5 (4PP Array, Feats: Alternate Power) [5PP]

  • Base Power: Comprehend 2 (Read All Languages, Speak All Languages) [4PP]

    Alternate Power: Enhanced Feats 4 (Attack Specialzation (Unarmed), Eidetic memory, Jack of all Trades, Well Informed) [4PP]

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

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

[b][u]Power Level[/u]:[/b] 7 (117/117PP)

[b][u]Trade-Offs[/u]:[/b] -1 Attack / +1 Damage (melee), -1 Defense / +1 Toughness

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

[b][u]Progress To Bronze Status[/u]:[/b] 12/30


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


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

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

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

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

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

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


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

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

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

[b][u]Height[/u]:[/b] 5’5†(6’0†as YB)

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

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


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


[hr][/hr] 

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

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

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



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

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

Dexterity: 10 (+0)

Constitution: 16/26 (+3/+8)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



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

Initiative: +4

Attack: +3, +5 melee, +7 burst of light

Grapple: +7, +13 with powers, up to +17 with Dynamic Super-Strength

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

Knockback: -7/-0



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

Toughness: +8/+3 (+10/+3 Con [Impervious 7/0])

Fortitude: +8/+3 (+8/+3 Con, +0)

Reflex: +4 (+0 Dex, +4)

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



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

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

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

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 9 (+12) 



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

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



[b][u]Powers[/u]:[/b] 10 + 1 + 14 + 2 + 7 + 7 + 16 + 11 + 5= 72PP


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


[b]Enhanced Feats 1[/b] (Beginner’s Luck) [1PP]


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


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


[b]Immunity 7[/b] (Environmental Effects, Suffocation (All)) [7PP]


[b]Impervious Toughness 7[/b] [7PP]


[b]Light Control 7[/b] (14PP Array, [u]Feats:[/u] Alternate Power 2) [16PP]

[list][u]Base Power:[/u] [b]Blast 6 ([/b][i]Feats:[/i] Accurate 2) [14PP] (Burst of Light)

[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80ft Range, 40ft Burst Radius, [i]Extra:[/i] Area (Burst), [i]Feats:[/i]Progression(Area) 1, Progression (Range) 1) [14PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 6[/b] ([i]Feats:[/i] Regrowth) [14PP][/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]Past Lives 2.5 ([/b]4PP Array, [u]Feats:[/u] Alternate Power) [5PP]

[list][u]Base Power[/u]: [b]Comprehend 2 ([/b]Read All Languages, Speak All Languages) [4PP]


[u]Alternate Power[/u]: [b]Enhanced Feats 4 ([/b]Attack Specialzation (Unarmed), Eidetic memory, Jack of all Trades, Well Informed) [4PP][/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     DC24 Toughness (Staged)    Damage (Physical)

Burst of Light   Ranged    DC21 Toughness (Staged)       Damage  (Energy)

Blinding Light   Area          DC 14 Ref/Fort                             Blinding
Totals: Abilities (20) + Combat (10) + Saving Throws (7) + Skills (6) + Feats (5) + Powers (72) - Drawbacks (3) = 117/117 Power Points

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Weaver

* 1 pp to background skills: Knowledge [art] 4

* 4 pp to bump up his Device

from this

Device 2 (Weaver costume, 10 pp of powers; hard to lose) [8 pp]

Flight 1 (10 MPH/100 ft per round) (Flaw: Gliding; PF: Subtle) (can’t fly on his own, but he can pull off a Batman-like entrance)

Protection 6 (surprisingly resistent magic-cloth armor)

Shield 2 (scarves flap around deflecting blows)

to this

Device 3 (Weaver costume, 12/15 pp of powers; hard to lose) [12 pp]

Cloth control array 0 (PF: AP)

AP: Damage 10 (PF: Extended reach 3, Improved critical, Triggered [being grappled], Variable descriptor 1 [different metal weights and blades]){17/32 pp}

Flight 1 (10 MPH/100 ft per round) (Flaw: Gliding; PF: Subtle) (can’t fly on his own, but he can pull off a Batman-like entrance)

Immunity 1 [environmental cold]

Protection 6 (surprisingly resistent magic-cloth armor)

Shield 2 (scarves flap around deflecting blows)

basically he sews into the flapping scarves of his costumes little blades, and weights of various metals, and uses them as a flail or a whip. Also a tiny addendum in the Power Descrption to explain this new AP.


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

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

    [b][u]Power Level[/u]:[/b] 10 (158/158PP)

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

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

    [b][u]Progress To Bronze Status[/u]:[/b] 8/30


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


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

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

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

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

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

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


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

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

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

    [b]Gender:[/b] Male

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

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

    [b]Weight:[/b] 140 pounds

    [b]Eyes:[/b] Black

    [b]Hair:[/b] Black


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

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


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


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

    He speaks a perfect, inflection-free English.


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

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


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


    Another, more detailed drawing with HeroMachine 3

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




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

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


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

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

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


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

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

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

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

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


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

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

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


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

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


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


    [hr][/hr]

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

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

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

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

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

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





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

    STR   10 (+0)

    DEX   16 (+3)

    CON  16 (+3)

    INT   12 (+1)

    WIS   16 (+3)

    CHA   16 (+3)


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

    Attack: +4 (+10 w/Cloth Magic)

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

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

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

    Initiative: +3


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

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

    WILL: +8 (+3 Wis, +5)

    REF: +9 (+3 Dex, +6)

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


    [b][u]Skills[/u][/b]      96 ranks= 24 pp

    Bluff            10 (+13)

    Concentration      9 (+12)

    Craft (artistic)      12 (+13)

    Diplomacy         9 (+12)

    Gather Information   7 (+10)

Knowledge (Art) 4 (+5)

    Knowledge (Arcane Lore)   4 (+5)

    Knowledge (Streetwise)   9 (+10)

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

    Notice                      10 (+13)

    Sense Motive      10 (+13)

    Stealth         10 (+13)


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

    Attack Specialization 3 (Cloth Magic)

    Benefit (Wealth 1)

    Defensive Roll

    Distract (Bluff)

    Dodge Focus 2

    Precise shot

    Redirect

    Sidekick 14 (Arug)

    Taunt


    [b][u]Powers[/u][/b]   36+12+1+1= 50 pp


    [b]Cloth Control Array 16[/b] (32pp; [i]PF[/i]: Alternate Powers x3, Split Attack) [36 pp]

    [array][b][u]BP[/u]: Snare 10[/b] ([i]Extra[/i]: Constricting; [i]PFs[/i]: Obscure Sense [Visual], Reversible) {32/32 pp}

    [u]AP[/u]: [b]Damage 8[/b] (suffocating damage)([i]Extras[/i]: Alternate Save [Fortitude], Duration [concentration], Range [Ranged]) {32/32 pp}

    [u]AP[/u]: [b]Obscure 10[/b] [visual senses] (1 mile) ([i]Extra[/i]: Selective, Independent; [i]PF[/i]: Reversible) {31/32 pp}

    [u]AP[/u]: [b]Move Object 10[/b] (Effective strength 50, Heavy Load: 12 tons)([i]Extra[/i]: Range [Perception]; [i]Flaw[/i]: Limited [Only Clothlike Materials]; [i]PFs[/i]: Precise, Subtle) {22/32 pp}[/array]


    [b]Device 3[/b] (Weaver costume, 12/15 pp of powers; hard to lose) [12 pp]

    [device][b]Cloth control array 0[/b] ([i]PF[/i]: AP)

[array][u]AP[/u]: [b]Damage 10[/b] ([i]PF[/i]: Extended reach 3, Improved critical, Triggered [being grappled], Variable descriptor 1 [different metal weights and blades]){17/32 pp}[/array]

[b]Flight 1[/b] (10 MPH/100 ft per round) ([i]Flaw:[/i] Gliding; [i]PF[/i]: Subtle) (can’t fly on his own, but he can pull off a Batman-like entrance)

[b]Immunity 1[/b] [environmental cold]

    [b]Protection 6[/b] (surprisingly resistent magic-cloth armor)

    [b]Shield 2[/b] (scarves flap around deflecting blows)[/device]


    [b]Enhanced feat 1[/b] [Quick change] [1 pp]


    [b]Super-Senses 1[/b] Communication Link (Arug) [mental][1 pp]



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

    [code]ATTACK         RANGE             SAVE                        EFFECT

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

    Snare              Ranged              DC 20 Reflex (staged)       Entangling, Binding

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

    Whip/flail         Touch (ext 15 ft.)  DC 25 Toughness (Staged)    Damage (Physical)   

    Suffocating Damage Ranged              DC 23 Fortitude (staged)    Damage (physical)

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

    
TOTALS: ABILITIES (26) + COMBAT (18) + SAVES (15) + SKILLS (24) + FEATS (25) + POWERS (50) - DRAWBACKS (0) = 158/158
SIDEKICK: Arug - Sidekick 14 (68/70 pp)

Weaved by Supercape

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

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

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

Power Stunts for Cloth Magic Array
AP: Animate objects 5 (Extra: Fanatical; Flaw]: Limited [Only Cloth]; PFs: Mental Link, Progression 3 [10 additional]) Sample animated object: empowered carpet minion level 4 (60/60 pp) ATTRIBUTES 6+6-10-6+0-9= -13 pp STR 16 (+3) 31 carrying DEX 16 (+3) CON / INT 4 (-3) WIS 10 (0) CHA 1 (-5) COMBAT 4+6= 10 pp ATK: +2 base, +6 melee Grapple: +13 (+6 attack, +3 str, +3 super str, +1 elong) DEF +6 (+3 base, +3 dodge focus), +2 flat-footed Knockback: -4, 3 flat-footed Initiative: +3 SAVING THROWS 4+4= 8 pp TOU: +7, +5 flat-footed (5 protection, 2 defensive roll) Fort n/a Will +4 (wis +0, +4) Reflex +7 (dex +3, +4) SKILLS 12 rank= 3 pp Notice 6 (+6) Stealth 6 (+9) Feats 7 pp Attack Focus 3 (melee) Defensive Roll Dodge Focus 3 Powers 7+37+6+3= 53 pp Flight 3 (50 MPH/500 ft move action) (PF: Subtle) (7 pp) Magic Carpet “Physiology†Container (36 pp; Extra: Permanent (+0); PF: Innate) (37 pp)
Elongation 1 (5 ft) Immunity 30 (Fortitude) Protection 5
Super-Strength 3 (Effective STR 31; Light Load 612 lbs, Heavy Load 1840 lbs) (6 pp) Super-Senses 1 (Communication Link with Saeid) [mental] - due to the Mental link PF of Saeid’s power Super-Senses 3 (Accurate Radio Sense) (3 pp) DC Block
ATTACK           RANGE          SAVE                        EFFECT

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

    
DRAWBACKS -2-1-3-2= -8 pp No Hands (-4 on manipulation skills, minor, common) -2 Mute (minor, uncommon) -1 No Normal Senses (common, moderate) -3 Vulnerable [fire] (minor, common) -2 STATS -13 + COMBAT 10 + ST 8 + SUPERPOWERS 53 + SKILLS 3 + FEATS 7 - DRAWBACKS 8 = 60
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Glowstar

:arrow: All of Glowstar's points this month are going into exotic saves. 2 ranks each into Fort, Will, and Ref.

[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 (179/185PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 35/90 (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] 9 + 7 + 7 = 23PP

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

Fortitude: +12 (+3 Con, +9)

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

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



[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 + 9 + 10 + 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]Force Field 9[/b]  [9PP] (Energy)


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


[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 (23) + Skills (20) + Feats (15) + Powers (73) - Drawbacks (-2) = 185/185 Power Points

Purged of excess Terminus energy by Trollthumper.

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